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Designing Videogames For The Wage Slave

Thanks to Ron Gilbert's weblog for pointing out a GameDev.net article discussing the topic of "Designing Games for the Wage Slave" . The author explains: "We balance on the knife's edge between our glorious time-squandered youth, and the commitments of inevitable middle age... If games can adapt to the needs of the working gamer, they can find a lucrative niche." He goes on suggest practical tips for game developers, including 'Don't Waste My Time' ("Make every moment count. I don't play games to punish myself. I play them to be entertained, rewarded, and challenged"), 'Curiosity Killed The Cat...' ("Constant death was a necessity in the days of video arcades... Now, in the comfort of our lounges or offices, what reason is there to keep dumping us out of the game we bought with our hard earned cash?"), and 'I Need Help' ("Make any necessary information available from within the game.")

21 of 514 comments (clear)

  1. Good insight by doormat · · Score: 5, Insightful

    I find this very interesting.. people who work 40-60 hours a week dont have time to be playing EQ for 10 hours a day everyday, or likewise, any game that wastes my time (and doesnt allow me to skip past the bullshit to the actual game). I noticed when I was on spring break or winter break back in college, I had all this free time to sit and play video games. Now I come home from work, cook/eat, pay bills, etc. And then maybe I have time for a video game.

    Growing up sucks...

    --
    The Doormat

    If you're not outraged, then you're not paying attention.
  2. Amen by Anonymous Coward · · Score: 5, Insightful
    sat through three unskippable splash screens (and let me take this opportunity to scream "I know who you are! I bought a game from you! Now leave me alone and let me play it!")

    Please, please stop this. Thief 3: Deadly Shadows is a great game, but half the time I can't skip the logo crap on startup. Why do you do this? For godsakes, show them all the first time the game is started if you really want to, then GET THE FUCK OUT OF THE WAY AND LET ME PLAY THE GAME. Thank you. It would be one thing if the game was loading while the videos are playing, but nope. Morons.

  3. They're called "sports games" by AvantLegion · · Score: 4, Insightful
    Sports games are the biggest filler of this niche.

    Sports games give you nicely self-contained packages of gameplay. You can play a football game for a half-hour, and enjoy yourself. You don't have to string together hours of playtime at once to enjoy yourself. ESPN and Madden are always ready when you have a few minutes to kill.

  4. Constant Death can be great by xiando · · Score: 4, Insightful

    Constant death was a necessity in the days of video arcades... This is why I love MAME, the archade game emulator. You got unlimited funds.. just press a key, and play on. Instant death can also be avoided by saving games. It's all the 4500+ games you played as a child, only on your PC.

  5. Re:Call me crazy.. by dancingmad · · Score: 4, Insightful

    I call shennigans. My taste in gaming has changed I certainly have been playing less, but I don't see myself not playing video games anymore. If you have kids (who says middle age people must?) then play games with them. I don't see any incompatibility between middle age and gaming.

    Why not leave the slashdot posts and play with your kids? I think anything can become an addiction and that can be bad for an adult, but how is golf any different than a video game (the only possible way I could see is that golf can be more social)? I'd much rather play a TRPG than guy on a motorcycle or a boat.

    Instead of dictating what is right for a person in his middle age, why not live your life as you feel and let others do the same? I don't think video games are that constructive (then again, is reading novels for fun that contructive?) but in moderation, if a person likes playing video games, why should they stop because they turn 35 or 40 or whatever? Video games are just another hobby, like golf, boating, or keeping tropical fish.

    --
    "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
  6. Risk vs Reward by P-Frank · · Score: 5, Insightful

    My biggest issue with time drainers like EverQuest is the notion of risk vs reward coupled with lack of player/player interactivity. Post-Ultima Online, the notion of player killing, as well as certain notions of freedom to operate within a gaming environment, have disappeared. I have always thought the greatest risk and rewards took place in that kind of combat. There was no difference in EverQuest for me, new monsters sure, but everything remained the same, I found that bots could have taken the place of the other players. It was the world's most boring single player game, except I paid for the privellege of having an IRC window tacked onto it.

    This also brings about ideas of "death" in games, like in games like SWG where you would get warped back to the nearest city, or lose stats/skills upon death, or even those ever-elusive "permenant death" games. I always thought that games that encouraged cowardice never captured my interest, you could lose all this WORK (because on the MMORPG treadmill, you are working) that you did if you attack a monster that is above your level.

    Sadly, I don't quite have a solution. But the second year of Ultima Online is pretty much the perfect game of that type, as the treadmill wasn't as emphasised, death wasn't that important, but the rewards weren't out of proportion either. There was a freedom in that game, it wasn't just whacking monsters like a single player game, there was true player interaction. Early Ultima Online was a fine gaming social experiment.

  7. this is the reason by User+956 · · Score: 4, Insightful

    Constant death was a necessity in the days of video arcades... Now, in the comfort of our lounges or offices, what reason is there to keep dumping us out of the game we bought with our hard earned cash?

    This is the reason Lucasarts adventure games are so fondly remembered. Nothing was funnier than falling off the cliff in monkey island and seeing the Kings-Quest-esque death screen, only to have your character bounce back onto the screen, make a face, and say "Rubber Tree".

    Not having a fear of death lets you try all kinds of crazy shit in games. That's what makes them fun.

    --
    The theory of relativity doesn't work right in Arkansas.
  8. Re:Call me crazy.. by AvantLegion · · Score: 4, Insightful
    >> But isn't the point of middle age to replace things such as video games with more adult activities

    No, the point of middle age is to do things you enjoy, without idiotic classification of leisure activities as "kiddie" or "adult".

  9. MMORPG's not a good example by cbreaker · · Score: 4, Insightful

    The problem with MMORPG's, no matter how good the game play is, no matter how great it is for the casual player - there's always going to be groups of people that will play 10 hours a day and advance further along in the game then you ever could. And eventually, the game developers tailor to this group because they keep paying the bills.

    So, probably your best bet is to find a non MMORPG type game to get your fill of games if you can't devote enough time to it.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:MMORPG's not a good example by hyphz · · Score: 5, Insightful

      > The problem with MMORPG's, no matter how good
      > the game play is, no matter how great it is
      > for the casual player - there's always going
      > to be groups of people that will play 10 hours
      > a day and advance further along in the game
      > then you ever could. And eventually, the game
      > developers tailor to this group because they
      > keep paying the bills.

      Simple solution: lifespan.

      You create your character, they have a lifespan measured in real-time hours of play (quite a high value, though). As this runs out, they get slower and slower, their stats start to drop, they get a beard and walk around with a cane, and when time runs out, they die. Irrecoverably.

      Now the game is no longer about how much time you can put in. It's about using that time as productively as possible - in other words, it encourages the "fun now" design theory that working gamers want. Wanna sit on your ass camping that dragon spawn for 3 hours? See you in the pensions office, munchkin boy.

  10. How to get people to RTFA by nmoog · · Score: 4, Insightful

    This article was one guys opinion on whats wrong with games today. And no slashdotters have been giving him any shit for his views? Whats going on?

    Ill tells ya whats going on - he only pointed out and praised games that did things right, without spouting on about why Halo gives him the shits (for example).

    It really made this article a good read. Maybe a good tip for you journos out there!

  11. Cut Scenes by CMiYC · · Score: 4, Insightful

    Since all of today's games seem to require a story I have one additional request... All cut scenes need to offer Pause, Replay, and Skip.

    The most annoying thing about MGS and MGS2 was when the phone rang during a 10 minute cut scene.

  12. Design is out, repetition is in by OOO0000OO0O0 · · Score: 4, Insightful

    I'm a working gamer myself, before I go next fall to the real-life Doom 3 that is Caltech. In the time I get to play games, I want to receive varied, enriching experiences: I recently bought a Geforce 6800, quite an upgrade from the 5200 I had earlier (pretty much 10x draw rate). The card came with Far Cry, so I checked it out.

    Damn, what a drag. Far Cry's checkpoint system is a Console Evil, designed for 5 year olds with literally too much time on their hands. I spent 30 minutes sneaking through a level, making sure to pay every place a visit, when right near the end I am ungloriously gunned down and forced to replay that entire 30 minutes. I ended up playing the thing over Rambo style, taking a jeep and making a beeline for the place I last died, which took 10 minutes and was 1/10 as engaging as my last play. I've pretty much summed up the gameplay in Far Cry:

    n = 1;
    1. Walk.
    2. Turn on nightvision.
    3. Walk.
    4. Turn on nightvision. See heat signature.
    5. Go prone.
    6. Unload all munitions at heat signature.
    7. ???
    8. Profit!
    9. Find out you didn't really profit because 1 second later, one of those giant mutated bullet (and rocket propelled grenade) tampons walked up behind you and blasted you to hell.
    10. n++; GOTO 1;

    There you have it, the design document for the ULTIMATE FAR CRY SINGLEPLAYER BOT. Yes, that's who you and I are when we're playing games like that: bots. I have a hunch that it would work just as well in multiplayer.

    Yes, I know developers and publishers want you to spend time on their games. But stuff like checkpoints and repetitive gameplay like in Far Cry destroy goodwill and create dollars for other, more creative developers. Sure, I know they implemented a quicksave--but that was after the entire populace, awash with rage, found the emperor naked, so to speak. This stuff doesn't have to be taught by hard PR lessons; it should be in the basic rulebook of game design, where it belongs.

    All games should have:
    An autosave that activates when you quit.
    A restore in case of a computer crash.
    Robust netcode.
    Programmers that have more than the customary two-neuron-one-of-which-is-inhibitory brain.

    Simply put, the PC game industry would be so much better if there wasn't as much sexing between the PC and console developers.

  13. Re:Why do some games NOT allow in-game saves? by Phleg · · Score: 4, Insightful

    This isn't as much of a problem with the game as it is your perception of the game. Raven Shield is not Quake or Doom. It is not Half-Life. The *point* of Raven Shield is the tactical setup of your assault--assigning members, gear, waypoints, and having everyone work synchronously towards the same goal. The missions themselves are simply where you get to see whether or not your plan worked.

    --
    No comment.
  14. Contrast by nick_davison · · Score: 4, Insightful

    "Constant death was a necessity in the days of video arcades... Now, in the comfort of our lounges or offices, what reason is there to keep dumping us out of the game we bought with our hard earned cash?"

    Riding a bicycle down-hill is enjoyable for most people. If you never had to ride a bike up-hill in the first place though, it'd get pretty boring pretty fast. You need to know what up-hill means for down-hill to have any value.

    If you want, wait a week or so after just about any game is released, search the web and find the God Mode cheats. Frequent deaths are instantly solved. Sure, you get to take a quick tour of all of the games set pieces and pretty graphics but it will barely be a fraction as rewarding as it would have been had you actually had to work for it. My guess is you'll resent the $50 you had to spend far more than if you'd actually earned your way through it.

    The lazy option is there. My experience has been that when I've taken it, I've got far less out of the games than when my achievements have actually meant something.

    Going back to the bike analogy... Imagine having an engine that powers you up and down hills regardless. Oh, wait, I have one... I call it my car. Yet I've never had a fraction of the fun driving down a hill that I used to get after working to get my bike to the top of a hill and feeling the exhilaration on the way down the far side. Sure, I see more hills now, in less time - which suits my busier adult lifestyle - but each hill means a fraction of what they used to. That's why grown men take time out to go mountain biking and why others find the time to play games without cheating.

  15. Re:not very convincing by tekunokurato · · Score: 4, Insightful

    If you're so busy you can't dedicate one daily hour to a game, you shouldn't even try playing adventures.

    I'm sorry, fuck you. If I want to play an adventure game with little time on my hands, I'll do just that. What the author is saying is that there's a very addressable market of people like him (and myself, a recently out of college investment banker with an interest but a short attention span and erratic schedule) who want to spend money on the right product. For you to say "don't bother" is idiotic; we're telling you "we enjoy this, so consider making it and you can make good money if you do it right."

  16. I don't select "hard" mode anymore by Doppler00 · · Score: 4, Insightful

    Given a choice of easy, medium, hard in most video games I used to choose hard to start with. Of course now that I work, I no longer have the patience to replay a level dozens of times just for the challenge of beating a game on the hardest level. Heck, I even beat Quake 3 on nightmare mode (seriously, it's possible but very difficult), but I probably won't consider doing that when Doom 3 comes out. To me, video games now are more like a substitute for going to a movie. If I'm frustrating because I'm reloading a save every minute, it's no longer enjoyable anymore.

  17. Re:Call me crazy.. by Anonymous Coward · · Score: 5, Insightful

    The point of middle age has nothing to do with money. Someone's been living in middle USA for a little bit too long I think. To suggest that middle-age is all about "being able to buy things you want" is some kind of preposterous, grotesque parody of life. I imagine you work for a marketing department somewhere?

  18. Re:not very convincing by maxpublic · · Score: 4, Insightful

    If you're so busy you can't dedicate one daily hour to a game, you shouldn't even try playing adventures

    Try eating shit, asshole. My gaming dollar is worth just as much as yours, but I'm not some pasty-faced little loser with an inordinate amount of time to waste. The article writer had it spot-on; there are plenty of people like him (and me) who'd jump at a game that isn't made for little geeks with no social lives and no full-time jobs.

    If they want our money, they'll have to build the games to our specifications. The vast majority of dollars spent on games come from people OVER the age of 25, not kiddies with little in the way of real-life responsibilities. It's time for the gaming industry to wake up and smell the coffee.

    Max

    --
    My god carries a hammer. Your god died nailed to a tree. Any questions?
  19. Puzzle games by mwvdlee · · Score: 4, Insightful

    For those that like to spit on ideas such as those presented in the article; take a look at the world around you!

    The most often played game is probably Freecell or Minesweeper? Why? Because you can play it for a few minutes whilst waiting for something else or just to while away half an hour or so. Puzzle games answer all the needs the author describes in the article, now if only other types of games would.

    I agree with the article in many ways. Especially the part about having to restart. I cheat. Yes. I confess I cheat in games.

    I don't like it when a racing game requires me to study it's mechanisms for multiple hours only to require me many hours of training more just to have a minuscule chance at unlocking a new car or course. I don't like to have to play a single course a hundred times just to enable an even more difficult course. I just want to switch on the machine and race a few laps with my extremely customized ultimate racing car in whatever landscape I feel like driving in that day. And perhaps even knock a few other cars around.

    I don't like being kicked the crap out of by weirdo muscular freaks and freakettes, I experienced that enough in school! I want to take revenge; slaughter that big guy with the suit who looks just like my boss, kick the crap out of the that irritating muscleboy and I want to do it with the panache of Bruce Lee. And god knows I just want to see those cute girls wrestle it out on the beach!

    I really (really, really) liked Jak & Dexter until one challenge which I just couldn't figure out. Since I had to do this particular challenge to continue I just gave up on the game.
    Same goes for LOTR2 where somewhere in level 10 or so I couldn't even cheat through due to an enemy which would kill you with one touch if you were distracted for just a second.
    Most games have such problems, please, please, PLEASE allow us casual gamers the ability to skip the parts of your games we don't like or just can't get past. Sure, it's cheating, but so what if it makes our experience better?

    What the author is saying is that he just wants to have fun gameplay, not to wade through levels designed to be nearly unbeatable or challenge some artificial intelligence who knows more special combos than I'm willing to learn or worse; a hardcore gamer who's just intend on satisfying his ego.

    This isn't just about older people though. The casual gaming market has been mostly neglected in favour of the "quick-and-easy-profit" hardcore market. Some noticeable exceptions such as Sims and (my own favourite) Roller Coaster Tycoon prove it can be different though.

    Currently I'm putting all my hope on that new Playboy game, looks like Sims for men. ;)

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  20. Re:My gamer-friendly idea by Moraelin · · Score: 4, Insightful

    "Here's another benefit - anyone who's been a kid (or dealt with kids) and trying to distract their attention away from a game, the excuse is always "I can't pause now" or "hang on, just a minute". If you have a game that you can literally drop and walk away from, it changes the way you interact with it."

    Good to see I'm not the only one who's been wondering if game companies are shooting themselves in the foot with that.

    There's a lot of anti-gaming resentment among some parents, and a lot of it doesn't come from "it'll teach them to be violent" ideas. Probably most of it is along the lines of "but he cares about that console more than about me! Every time I tell him to come do something, he's like 'can't pause now'! And half an hour later he's still at it! He's addicted!"

    And I've been playing games myself where I have to replay a whole huge map from the beginning, if I quit in the wrong place. Or even one which made me play 10 hours straight before I found a save point.

    Now adult or kid, noone wants to lose half an hour of their work. Tell some non-gamer to turn the computer off _now_ without saving, when they're writing a long email or post. No, no touching that "save" or "send" button. Turn it off _now_! They won't be happy. They won't want to.

    So I'm guessing that a lot of the "addiction" that some parents see, is actually just idiotic game design.

    Just for the record, I do think that games are mildly addictive. But there's mild addiction and there's major addiction. Even an alcohol addict can take a 5 minute break from drinking. Even a chain-smoker can take a short break from smoking.

    When they can't, that's when you get worried. And that's what those parents mistakenly think they see there: someone who absolutely can't take a break from playing with that console. No matter how often you tell him to come here, that damn kid is like glued there to the controller, and seemingly can't take a break. When in reality, the poor bugger is just feverishly looking for a save point, 'cause he'd rather not have to redo the whole last hour.

    Makes it look like a far worse addiction than it really is. In some cases, it makes it look bad enough that a stupid parent and a luddite physician put that kid on drugs, to "save" him from those evil games.

    I'm thinking that if designers stopped doing that, they'd have a lot less bad press and a lot less worried parents on their case.

    --
    A polar bear is a cartesian bear after a coordinate transform.