Capturing Gaming Feel Not All About Complexity?
Thanks to GameSpot for its 'GameSpotting' column discussing the largely indefinable 'feel' of a videogame, suggesting: " I'd much rather play a very simple game with a great feel to it than a highly complex, sweeping game consisting of a huge variety of different elements, none of which are terribly good in and of themselves." The writes goes on to compare the "polar-opposite types of game design philosophies" displayed in Ikaruga ("I think of [the game] essentially a flawless masterpiece") versus Morrowind ("I think of [it] as being great mostly through the sum of its many parts"), before concluding: "Games shouldn't take on extra features for the sake of it... Quality of gameplay is ultimately what matters most to people who avidly play games, and high-quality gameplay comes from having the right feel, rather than the other way around."
One might enjoy a game like Super Off Road because of it's simple, yet addictive gameplay.
When you see hte sequel, Super off road baja, you wonder WTF happened
On the other hand, tho, You have a game like Zelda: Link to the Past, which is a FANTASTIC game -- Then you compare it to Ocrina of Time... and you can see how "Features" can improve a product.
WTPOUAWYHTTOTWPA
What's the point of using acronyms when you have to type out the whole phrase anyways?
1st game that I believe has been very good in more than one department, fps (loads of action, powrful enough weapons and sometimes weak enough baddies to give a feeling of Doom. Dark area's combined with amazing atmosphere, ability to shoot lights and lure enimies makes it nearly as good as splinter cell (it has more accurate lighting too) and better than manhunt, gr8 story (as far as i have got) and good RPG elements.
Its a film license, how did it not suck!
Yes, it's time for the mandatory Slashdot mentioning of Nethack, brought to you courtesy of ThinkGeek and Invisible Lallapalooza....
Nethack is an example of a game that rides its complexity to greatness. It makes it hard to learn, but once you learn it, it's wonderful.
Yeah, I've been thinking a lot about it lately....
What I'm trying to get at is that for myself I would rather see a simple, yet potent game (Ikaruga is a great example) than a more complex do-whatever-the-hell-you-feel-like style game. A complex game like one of the Baldur's Gate games is much better than Morrowind, as the latter's complexity is better suited as a MMORPG.
Those frustrated trying to learn Nethack's large library of instant-kill one-trick jokes may try Crawl, and struggle instead against its large library of instant-kill out-of-depth monsters.
Seriously, from the point of view of the original article, although Crawl is a turn-based roguelike game it gives a convincingly frenetic fast-action feel. You have time to think between moves, but mistakes are punished harshly. The game's principal flaw is that, until you become VERY good, only about 10% of your characters survive long enough to gain any control over their fate.
www.dungeoncrawl.org
Constructive logic destructs my brain.
Would be Tetris. I like all the simple versions like the Arcade and the Nintendo (NES, GB) versions. I've tried the Xbox version and I think it's BS (you shouldn't be able to keep re-flipping a piece to keep it from sticking,) but my point is that the simple, set rules of gameplay have made it into classic game that I can still pick up and play at any time, even though I've been playing it a little more than half my life.
0- Eamonman Proud member of DNRC
... that is, stopping you from continuing the show. I have at least a half dozen games I've put down because of the complexity, regardless of the 'feel'. Then I've had some otherwise cheeseball games - like the "Journeyman Project" games, "Project Nomads" (wait there's a common element there - 'project' in the name!) and several different java/flash games that were appealing not so much for the gameplay or innovative concepts (at the time I played them); but for their environments - the background world you were playing in; the scenery and story that evolved and prompts people to write fan fiction and draw their own fan art - like in "Halo" (I beat the PC game on it's default setting, not Legendary yet I don't have time to try!) where people who know and love 'Ringworld' finally *SAW* one and they're building upon the game with halfway decent paperbacks and a supposedly kick-ass sequel.
I think with the interesting people, their lives can't possibly be wrapped up into a nice little package.
If someone showed me wolfenstein enemy territory back in 1980, I'd think the game has an unacceptably difficult learning curve. Basically only very extreme geeks could understand it enough to play it.
If someone showed me wolfenstein enemy territory in 2000, I'd think it's no complex than any other game in the market.
What does that say? Alot about the complexity of games in general in the market going up and up.
Those wishing for a more consistent Roguelike world -- indeed, it has an extensive overland map -- and a pretty interesting story besides (if you survive long enough to start to learn it) ought to try Thomas Biskup's Ancient Domains of Mystery, or ADOM for short. As devious as Nethack and SLASH-EM can be, I'm always pulled back to ADOM's imperiled world, which is also ridiculously deep and as such a blast to learn. Note that while the game is free, the source is closed (largely in order to prevent the development of variants inconsistent with the author's vision of the world and the monsters that inhabit it) and as of yet there are no OSX or Amiga ports.
And I've stopped playing games for being too simple. For example, while FF1 was great on the Nintendo, since then the bar for RPGs has been raised, and I find the modern FF games too simple to be interesting. If I wanted to watch a movie, most actual movies have better plots, and if I want to play a game I need something engaging.
A game like Morrowind, while not a perfect game, held my interest for a lot longer. A complex game like ATITD held my interest for a lot longer than a very well-done but very simple MMORPG like City of Heroes. I always go for complexity and game mechanics over the story and feel.
Thats why its great that there is variety. So each person can choose what suits their own tastes. I think its wrong to argue that games in general should be more or less complex. Some games should be complex, and some simple. Some should tell great stories, while others have immersive gameplay but a perfunctory story. Which is how it is now.
The one thing that gamers really need is more diversity, more genre-breaking, more experimentation, and fewer cookie-cutter clones of whatever recent titles were popular and are easiest to develop. 80s games haven't all aged well due to their simplicity, but one thing they had going for them was that because of the simplicity they could be developed by individuals or small teams, which lead to a lot of variety and experimentation that is often lacking in modern big-budget games. Art resources, 3d rendering, and a movie license are no substitute for originality in gameplay.
One of the main gripes with video games is that they aren't long enough. I hear this all the time from people. However, I hate it when I play a game and it makes me go through the dumbest hoops just to make the game longer. For example, I recently started playing Champions of Norrath. There's one level I just finished where you have to fight through this ant hill of giant ants until you get to the bottom and kill the boss queen ant that's plaguing the city. I must have killed ants for an hour just going around in a circle until I finally got to the end of the level and then had a tedious fight with this ant. All with no save areas in between. (Granted I could gate out and save at least.) I was so bored and I don't know how many times I screamed, how much further is this stupid thing. Same thing happened when I was trying to make my way through Lord Vanderhosts' castle in that same level. A game that does it right however is Knights of the Old Republic, which I'm also playing right now. I've already played for 11 hours on it (which is a lot for me) and haven't gotten bored once. The levels are laid out, at least so far, with common sense in mind. There's no intricate dungeon just for the hell of it. When you're in a base, it makes sense to be in the base and going through the rooms you're going through. I love this game, and haven't gotten annoyed with it even once. It's not overly difficult, but the story is amazing, and the gameplay is great. I'm not even sure I'll go through the hassle of finishing Champions of Norrath, but I'll play KoToR until my fingers bleed.
I've played a fair bit of ADOM, and while there are definitely things to like about it, I don't get the sense of richness that Nethack provides. The closed-sourceness of ADOM is probably a big reason for this; with only one person supplying ideas for it, even if he *is* pretty sharp overall, there's just not that much variety to the game, and some of what there is is outright cribbed from Nethack.
Another thing about ADOM is the sense I get that it cheats. It biases item generation depending on player class, and it generates better random items on harder levels. Thus, necessarily, some of that "try to tackle the dungeon with different classes" approach is different. While Nethack includes a dungeon that's different for each class, ADOM subtlely changes the whole game.
And also, I think the inclusion of a story in a Roguelike is basically misguided. Roguelikes are made to be replayed over and over, and a story gets progressively less interesting the more times you hear it.
Furthermore, there are precious few stories in videogames that are worth anything. really. I include both Nethack's and ADOM's in this summary imperious judgement.
I have stayed very true to the feel of Risk, and it has been quite successful!
A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
I've actually been thinking about this in relaiton to RTS games, which I enjoy, but it applies to all really. Games can be too complex to be fun. Now where that line lies will vary with the individual. It depends largely on how much time you have to devote to the game. I find Total Annihilation and Starcraft enjoyable and fun to play. I appreciate the depth of Age of Kings and other newer games, but I simply don't have the time to get past the learning phase.
When it was released, TA enjoyed great popularity, which declined as large numbers of somewhat inconsistently designed third-party units filled the game. How does one deal with an amphibious, flying Krogoth snuffler? TA has been enjoying a resurgence, largely confined to either the original unit set or the CC expansion set. Starcraft, which avoided that pitfal has remained popular and even has professional competition.
I admire AOK. I wish I had time to get to the point where I could concentrate on strategy instead of trying to remember which eight things I have to build to find out if I remembered the right combination to counter an attack of elite Jaguar warriors. It seems to me, that a good game has rules that are complex enough to be challenging, yet simple enough to be learned relatively quickly. It's fine to be fourteen and have hours and hours for gaming each day. If you have a full-time job and a family, your time is limited. I want something I can enjoy without devoting my life to it.
This isn't intended to start a "That game sucks" flamewar. There is a legitimate market for extremely complex games, if they are well designed. I think, however, that there is a much larger market for well designed games that challenge your mind's strategic sense rather than just your ability to learn and memorize rules. After all, chess has lasted a good ling time with only six different pieces and pretty simple rules.
Some mornings it's hardly worth chewing through the restraints to get out of bed.
- Playing as a knight, I tried to mount a horse. I slipped and fell off. Thinking that this was just a one-off thing. I tried again. Fell again. One more time. Fell and died.
- This one was unfair. I entered a room. A rock fell on my head. I moved another square. Another rock fell on my head. This happened a few times, and then I got killed by a rock. These were all individual rocks!
Granted, these could probably have been prevented by thinking a bit more (leaving the room and not trying to mount the horse), but oh well....-ReK
md5sum -c reality.md5
reality: FAILED
md5sum: WARNING: 1 of 1 computed checksum did NOT match
While it's fun to play a good old top down shooter with 3D graphics, the "clever" black and white polarity gimmick wears off VERY fast and gets rather annoying. Basically, gameplay is reduced to figuring out what color the designer intended you to be (black or white) in each area of a level.
am i the only one who thinks this whole thing is just a little ... obvious?
Kent Simon Multitheft Auto
Ikaruga was not just about the polarity. Polarity forces you to make choices, thats is whats so fun about polarity is skill factor involved in conjunction to how the levels are designed. (Level 4 anyone?) hardly a gimmick when you need to use it skillfully to survive! Knowing when to absorb enemy shots and knowing when to release them to kill enemies in the correct order to obtain the maximum score is what ikaruga is about. If you have any doubt check the demos on different screen widths/options on horizontal it will show you advanced chaining techniques in the levels in conquest mode.
Ikaruga was mainly about chaining and getting a high score. It is a twitch skill based game. The game while short and somewhat uninspired had deep puzzles for chainers in level design. Just watch some of the best ikaruga players The goal of any serious ikaruga player is to chain enemies and rack up the highest score possible which is a tremendous feat in and of itself. Thats the Ikaruga's main draw, is the challenge of mastering the levels and chaining perfectly, not to finish the game on easy just shooting guys blindly or dying until you get infinite continues to finish the game.
Check out some of the replays here... this is what ikaruga is really about.
http://kiken.sirkain.net/Ikareplay.html
I loved to play VGA planets 3.0 back around 1995. The game had a simple interface, but the gamplay could get very complex. Then they added features, hyperspace jumps, gambling ships... eventually the game became just bloated with complexity.
Also look at the Civilizaion line of games. Civilization is a classic, civ2 for me hit the sweetspot, not much more complex than the original, but a few helpful tweaks. Then Civ3 added more resources and culture, and is much more complex and less fun to play. Then there is Civ:Call to Power, which totally crosses the line of complexity to where the game isn't fun. Slavery, lawyers filing injunctions, corporate franchises in enemy cities?
Developers definately need to evaluate whether the complexity they add enriches the experience, or just makes it more difficult.
D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
No disrespect to Kiken, but his videos are nothing compared to the cream-of-the-crop selection available at ikaruga.co.uk. Incidentally, the guy who did the chapter 4 video available there has since improved on it quite a lot, but he hasn't been doing video capture lately. For something more optimal, check out the chapter 4 prototype mode video.
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Ikaruga scoreboard (supports netranking)