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Can Illogical Videogames Still Be Enjoyable?

Thanks to Skotos for its editorial arguing that there's a certain level of 'realism' that all games must stick to in order to be enjoyable. The author starts by suggesting: "Bringing realism into a discussion that includes fireballs, trolls, energy swords, blasters, and nanotechnology is, at first glance, totally out of place", but goes on to explain: "Fun [videogame] environments both surprise and reassure us. They surprise us by working on rules that are very different from those of the real world, and reassure us by having an internal consistency and logic that is reminiscent of that we find in the real world." Are there some games which break all rules of logic and still remain addictive?

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  1. Gaming logic by neostorm · · Score: 5, Interesting

    "Are there still games that break all rules of logic ..?"

    I don't know about today, but definitely in the earlier, 2D era there were plenty of games that had at least completely illogical aspects to them. I recall that being a huge draw to games for me. There have been a number of recent articles concerning this very same subject, and while some of these have expressed a desire to see more "realistic" content, I say we should try to hold onto that original nonesense to some extent.
    Take, for example, Super Mario Brothers 3. As far as I know, this is held as the best 2D Mario ever conceived. The game worlds were plentiful, varied, and fresh. But take a moment to look at the actual gameplay, specifically the logic employed in it:
    In order to obtain the powerup that allows mario to fly, one has to first obtain the *leaf* object. One the leaf is obtained, Mario acquires a *racoon skin cap*, and by batting the tail on the hat up and down fast enough, Mario is able to lift off the ground.
    There is a certain logic in this over time as the player is introduced to the game vocabulary, and experience with past platformers gives them added intuition, (like the ability to grasp the concept of powerups and other platform style gameplay).
    However the symbolism involved is just... what? Leaf? Racoon hat? What?

    Beautiful!!

    Of course there is the underlying logic found throughout the game that the article speaks of, and this I can agree on simply because it's a logical assumption in itself to have common and established ways for the game to communicate to the player. Otherwise there will be no progress, and then no one will play it.

  2. They've got to be grokkable by Louis+Guerin · · Score: 5, Interesting

    I've gotta go with Spock, really. Logic, even if it's not real-world logic, is a must, because it enables you to actually learn and adapt new strategies to fit a game. A game has to be predictable, not in a plot sense, but in the sense that, once immersed in the game world, you should be able to expect certain reactions and consequences from certain actions.

    There's not much more satisfying than grokking a game's engine or AI or setup well enough to use its own internal logic against it. But in a legitimate way, not cheap exploits like fake-talk or rocket-jumping.

    L

  3. Re:This is not unique to games. It's Sci-Fi Rule # by shadowcabbit · · Score: 5, Interesting

    But once the pieces are set, SciFi takes extraordinary care to play fair by those exact rules. The moment this unwritten law is broken, we, the spectators/readers, instantaneously lose interest.

    Try and remember how you reacted in Matrix: Revolutions when we found out Neo can make a quadgizillion sentinels explode in the real world with sheer thought alone.


    Playing devil's advocate here, but who says that the writer has to delineate the rules to the reader/watcher/player? The characters were going by what they thought the rules were, and something came along to break the rules, thus keeping things interesting-- and forcing the reader/viewer/player to re-evaluate what the rules are.

    Personally, games that change the rules on you-- like Metroid, Final Fantasy Tactics Advance, and some of the really old shooters-- are my favorite types simply because it's a challenge to figure out how to adapt to a new situation and scenario. Certainly you can do that in a game like chess or Uno-- but if there's a twist to the rules that doesn't come into play for a little bit, then you have to re-evaluate your entire strategy and gameplay.

    Admittedly, you don't want all the rules changing at once-- there has to be some consistency-- but that's probably what sets a good game aside from a great one. If you think of it that way, then shaking things up every once in a while is a really good thing.

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