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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.")

89 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.
    1. Re:Good insight by Elwood+P+Dowd · · Score: 2, Funny
      help someone help while bio is getting a snack this is my only chance to get help i'm tie d up in the basement as a sex slave pelase call the cops somebody help me
      Bi()hazard, your slave needs more attention.

      P.S. Judging by your profile:
      Hi! I'm a 19 year old girl college student (CS major). When I'm not being a geek, coding and playing quake, I do a little modeling to pay the bills, play IM ice hockey, swim, listen to Rage, Sevendust, and Incubus, and learn how to brew beer. Right now I'm single ;) hope you have fun reading my comments, and don't forget to give me karma! :D
      I find it hard to believe that your sex slave is actually trying to escape. It's probably just a cry for help.
      --

      There are no trails. There are no trees out here.
    2. Re:Good insight by Spacejock · · Score: 2, Insightful

      Agreed. I used to buy a new game every month or so (more if I found something tempting in the bargain bins) but for the past 3-4 years I've been completely out of the games environment (too busy writing books and software) About the only thing I looked at in that time was BF1942, GTA III and GTA VC.

      Three or four weeks ago I got hold of several top-100 games lists (you know the kind of thing), picked out a bunch of 'must-have' games from the recent past, and got the lot off ebay one by one. There's some interesting stuff there, but three weeks later I'm back with the writing & coding again. Too many of the games take too long to start. e.g. You can leap right into Wolfenstein and start blasting, but Splinter Cell or Ghost Recon take an age to pick up again because of the complexity of keyboard commands.

      I'm not asking companies to dumb games down, I'm immersed in Morrowind at the moment and that's hardly simplistic. It's just the age-old problem of standardising the controls. E.g. F5 to quicksave, F9 to quickload would be a good start. WASD plus mouse has been standardised for movement, but what about fixing the action key? Inventory? I know it's possible to reconfigure settings, but when I set E for action, whatever was using E is now unbound. So you bind that to something else, and this chain reaction goes on until you end up having to redefine just about everything. Then you discover the game's crap, and you just wasted 1/2 hour setting up sound, video and controls...

  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.

    1. Re:Amen by Anonymous Coward · · Score: 2, Funny

      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!"

      Sorry... this is my fault. I don't have the box, so they put those splash screens in so I know who actually made the game. Apparently, consumers were under the impression that Drink or Die was the premier video game manufacturer in the world -- these screens are their way of sorting this out.

    2. Re:Amen by cortana · · Score: 2, Funny

      > yeah i'm a few years behind in my gaming.

      Stay there, trust me.

  3. Maybe I'm Growing Old by dancingmad · · Score: 5, Interesting

    I find this happening to me (I'm no wage slave, but a college student). I used to play every kind of video game under the sun, but in the last two years I don't care as much anymore. My younger brother can spend all day playing a game, but I've missed a lot of games he's gotten (Mario Sunshine, Prince of Persia).

    I find myself, however, gravitating towards Tactical RPGs (Final Fantasy Tactics Advance, Disgaea, Fire Emblem). I think it's because the rules don't suddenly change in a TRPG (you'll never have to do a move the blocks puzzle like Final Fantasy or as I saw my brother do, in Tales of Symphonia). You don't have to wander around looking for the right villager to talk to or anything - you get right into the action. Instead of trying to figure out some convoluted puzzle, you have one level after the next. They have new challenges and rules, but none of the "fluff" of finding the right item, talking to the right person, etc.

    This is kind of the argument for retro gaming too - you can play Mario 1, just pick it up and play for 30 minutes or so. You can't really do that with say, 3D Zelda games or Mario Sunshine.

    --
    "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    1. Re:Maybe I'm Growing Old by pHatidic · · Score: 3, Insightful
      I also am a college student who used to play every halfway decent game. Now I haven't purchased a game in years: the last game I bought was black and white which I got bored of after a couple hours and never played again. The reason is partly that every game that comes out is exactly the same, only with better graphics and less plot and interactivity.

      The only two games that can keep my attention these are Nethack and Go.

    2. Re:Maybe I'm Growing Old by Singletoned · · Score: 2, Interesting

      I've found much the same thing, though for me it's not about the rules changing. It's about the fact that I need to control how long I play for.

      Disgaea is a great game for me because I can play it for 20 minutes while my girlfriend is in the bath, because you can save after almost every level in the main game (and they are short levels). Or I can sit down for four hours and play through the item world.

      I used to love Final Fantasy but I never knew whether I would have to keep playing for 10 minutes or for 10 hours.

      I want to be able to have short blasts on a game whilst still feeling I'm getting somewhere. I don't want to waste my time playing a random map on an FPS or a few fights in a beat em up. I still want to building a character or advancing a plot, just in short bursts.

      This is why I'm hoping someone will have the good sense to add a suspend to memory feature to one of the next gen of consoles. Let me stop playing whenever I want!

  4. Call me crazy.. by NightWulf · · Score: 2, Insightful
    But isn't the point of middle age to replace things such as video games with more adult activities. Hell, you got a job now, hopefully it's well paying. Your time should be occupied with things like your kids. You want fun, go buy a motorcycle or a boat. Go play golf or something.

    Sure you *could* develop games geared more towards middle-aged adults, I don't think it will be very lucrative though. When you start hitting that middle-age lifestyle especially that mid-life crisis you don't want to spend all your time inside on a computer after spending 40+ hours inside an office cubicle. Leave the video games for your kids and enjoy the stuff that you can do now that you're older and hopefully a little richer.

    1. 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)
    2. Re:Call me crazy.. by cujo_1111 · · Score: 2, Insightful

      Your time should be occupied with things like your kids. You want fun, go buy a motorcycle or a boat. Go play golf or something.

      What if you don't have kids or they go to bed at 7-8pm?
      What happens when you work during daylight hours and your free time occurs at night? Playing golf at night is nigh on impossible (glow balls are ok but don't fly well) and riding a motorbike at night isn't a great way to make sure you live a long and fruitful life.

      --
      If I point out that you are incorrect, making me a foe does not make you any more correct.
    3. 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".

    4. Re:Call me crazy.. by TykeClone · · Score: 4, Funny

      Nothing is more fun than crushing the kids in a video game.

      --
      A fine is a tax you pay for doing wrong and a tax is a fine you pay for doing all right.
    5. Re:Call me crazy.. by Lurgen · · Score: 5, Interesting

      Nope, the point of middle age is to be able to afford the things you want. If they still happen to be similar to what you wanted ten years earlier, good for you!

      I play video games still. I also own a sports-bike, used to own a fancy car, have plenty of things going on that fit the profile for my age but I still like video games.

      The ones that really bug me though are the ones where you can only save once every hour or so. Hunting for a save-point when you only have a few minutes to wrap up your gaming bugs the hell out of me. One of the realities of "growing up" is that your time isn't always your own. Often you get interrupted, either by work, kids, partners, or just life in general. If games are going to be pitched at an older audience, they need to take these things into consideration.

    6. Re:Call me crazy.. by 0x0d0a · · Score: 2, Informative

      If tastes never changed to keep pace with the times, there'd be a lot of forty-somethings doing nothing but riding their horse into town to the saloon to play checkers and poker with their buddies.

      The reason video games are associated with the young is largely because they didn't *exist* during the youth of old folks.

      TV did the same thing. Who buys the disgustingly expensive HDTV plasma displays? Middle-aged people.

    7. Re:Call me crazy.. by kfg · · Score: 2, Insightful

      But isn't the point of middle age to replace things such as video games with more adult activities.

      No!

      KFG

    8. Re:Call me crazy.. by Snad · · Score: 2, Insightful

      But isn't the point of middle age to replace things such as video games with more adult activities. You want fun, go buy a motorcycle or a boat.

      Well speaking as someone who owns a motorcycle and a GameCube, (and will be buying a sea kayak in the not too distant future) I don't see why I can't enjoy both.

      I'll go out and hoon around (responsibly of course!) on my bike on days when I feel like doing so and have a couple of hours free to get away from the house. I'll sit back and play Super Monky Ball for 45 minutes on a Wednesday night before turning in for the day, while my wife is writing letters to her friends.

      One of the advantages of getting older is that you can have a much wider range of tastes and activities than you had open to you as a child. One of those opportunities includes games.

      I firmly agree with all the "Don't Waste My Time", and the "Make it Accessible" comments. But by far the most important note in the article, in my opinion is :
      Don't demand a huge time commitment from the player or dictate the length of his sessions; let him take it at his own pace

      Which basically says it all...

    9. 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?

    10. Re:Call me crazy.. by geekoid · · Score: 3, Insightful

      lets see, perhasp it's because 40 year olds are first generation gamers?
      Becasue there were no video gamers over forty in 1973? I think the reason is obvious.

      Do you seriously think that afer playing video games for 25 years, someone is supposed to go "oop, thats it, I'm going to get me a boat."?

      " Leave the video games for your kids and enjoy the stuff that you can do now that you're older and hopefully a little richer.?

      HAHAHAHAHA what are you? 16?

      Richer? Make more money? yes, not richer.
      I had a lot more money in the bank when I was single, and mage 6 bucks an hour, then I ewver had being married with two kids making 65K a year.
      See, expenses go up...way up.
      I suppose I could try to rais my kids in a so-so neighbor hood, and in a 1 bedroom apartment.

      Please don't tell those of us who have been gaming since fucking PONG what to do with our middle-age.

      punk.

      Now get the Hell off my grass. ;)

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    11. Re:Call me crazy.. by Ronny+Cook · · Score: 2, Interesting
      "When I became a man, I put away childish things, including the fear of being childish, and the desire to be very grown up." --CS Lewis, 1947

      None of the "adult" activities mentioned strike me as particularly interesting. And I have no kids, with no near-term plans of having any.

      Personally I spent ten hours a day at work then go home and after dinner go in front of my computer, usually to play games. On weekends, it's not uncommon for me to game from 10am to 10pm.

      There is an unsubtle qualitative difference between staring at a screen for work (usually reading and writing text) and playing games.

      Some days I blow off the gaming and watch anime (AKA cartoons, another "childish thing") or read a book. (If you think anime are not cartoons, please look up the word "cartoon" in a good dictionary before protesting.)

      In some ways this makes me the antithesis of the wage slave in the article - but on weekdays evening play times tend to be short. One hour between save points when I have an hour and a half to play means I either have to cut play short or stay up an extra half hour.

  5. 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.

  6. 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.

    1. Re:Constant Death can be great by Planky · · Score: 2, Funny

      Instant death can also be avoided providing you close off your html tags :D

      ----

  7. Time is Short... by Macgrrl · · Score: 2, Insightful

    As a corollary to the 'don't waste my time' item, is the issue in some games that only allow you to save at fixed save points - then put those points more than 20 minutes of game play apart. There's nothing worse than picking up a game to play for a while and find that you've solved/succeeded a complex section of the game but can't find a save point and have to go.

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  8. 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.

    1. Re:Risk vs Reward by Gooba42 · · Score: 3, Insightful

      Not insignificant is the apparent rise of the "griefing" style of gaming.

      In Lineage II I've found a certain sort of freedom much different from EQ or SWG. You can do anything you like, there are consequences, but you can do it anyway. The leveling is straightforward and the combat at least at my low level has enough variability to keep me going back. Almost invariably however the "red names" or PKers are griefers. Instead of testing their mettle against similarly skilled or powerful opponents they would rather utterly decimate a lower leveled player oftentimes even visiting the newbie areas for the express purpose of making life hell for someone who can't fight back.

      I played, briefly, on a PvP server in EQ and the situation was the same. I played The Realm and PvP was easily 90% of the griefing variety.

      A friend of mine reported how he quit UO when someone got it in their head that it would be fun to steal everything they possibly could from him and destroy the rest. It was simply too much time and energy invested to have it all taken away by someone who could not be gotten back. There was no point in going back because recovering his stuff and status was not going to be any fun the second time around.

      The fact that it takes time to build up a character or fortune is what gives you a sense of accomplishment. It also makes it that much more painful to lose it all. Thus far no design has been discovered to allow full PvP but to disallow the griefing so prevalent in gaming.

      --
      I just found out there's no such thing as the real world. It's just a lie you've got to rise above. - John Mayer
    2. Re:Risk vs Reward by KDR_11k · · Score: 3, Insightful

      If you want to stop people from slaughtering players or monsters way below their level, add an experience penalty for killing things far below your level (the lower the target the more experience lost, even causing leveldowns). This is even realistic, I noticed how my skill in Quake 3 weakened after playing with weaker bots for a prolonged period of time.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  9. 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.
    1. Re:this is the reason by Lehk228 · · Score: 3, Informative

      ever play "the neverhood"? excellent game with exactly one way to die, if you walk down a particular well marked drain [Go back, Danger you will die]

      --
      Snowden and Manning are heroes.
  10. 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 Anonymous Coward · · Score: 2, Insightful

      And eventually, the game developers tailor to this group because they keep paying the bills.

      No, they don't. MMORPG fees are flat rate. The casual gamer pays just as much per month, regardless of how many hours they play. If your game has nothing to offer the casual gamer, and they all drop out, you can point to the die hards -- but that's a self-fulfilling prophecy, not an immutable fact of MMORPGs.

      It's even likely that there are more casual gamers than hardcore. If you could come up with a concept that kept more players paying per month, you'd make even more money than you would catering solely to the hardcore gamer. As a bonus, those casual gamers will consume less network and processor resources, so there's less of a bill to pay.

    2. Re:MMORPG's not a good example by nelsonal · · Score: 3, Insightful

      I had an AO subscription that i finally canceled as I wasn't playing much (all my friends were still in college and were well more than 20 levels ahead of me. Anyway the other day I reinstalled my D2 game and had a blast playing it. Yeah I was never going to make it to a ladder, but I had a wonderful time beating the game on normal (and starting an expansion game). It was also fun to play a game with a relative newbie (been playing diablo since the alpha was released), and just hook them up with stuff, advice, or experience. Sure I got toasted by p2ping the level 90 sorceress but it was a fun battle while it lasted.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    3. Re:MMORPG's not a good example by ninjaz · · Score: 4, Interesting
      Back in the Old Days on bbses, games had turn limits. The bbs would usually have a time limit on how long you could be connected, too. Some bbses also featured a time bank which allowed you to deposit unused connection time for a particular day and withdraw at a later time.

      This could be adapted to MMORPG by having a casual gamer class of servers that would give you 2-3 hours of playing time per day, perhaps giving you 8 two hour blocks you could withdraw extra for occasional weekend playing.

      That way, you wouldn't have to spend 10-14 hours per day to keep up. And, there could be associated chat/spectator service for the people who still wanted to stick around and socialize with gaming buddies after their playing time had been spent.

      Just think of all the lives and relationships that could be salvaged by bringing this terrible addiction to a manageable level!

    4. Re:MMORPG's not a good example by Thangodin · · Score: 2, Insightful

      The bizarre thing about this is that it has nothing to do with their business model.

      Think about it. You pay by the month. The cost is fixed no matter how much you play. The more time players spend online, the higher the overhead for the company providing the game, in extra servers, bandwidth, content, etc, etc... If someone has maintained a character on your server for two years, there should be reward for sticking with it, even if they didn't have much time to play.

      Why don't MMORPG's allow people to log intentions, which are resolved the next time they log back on. Instead of spending 30 hours clicking the mouse to make chain mail gloves to boost your armoring skill, why not let the player just go the armory and click on the forge, say he's going to practice his skill, and log off. When he logs back on, he's raised his skill, or made some money, or a bit of both. And he really only has to log on for a few minutes a week if he's busy.

      This could be done for crafting, selling goods, training skills, and so on, all the stuff that MMORPG's use for trial by boredom. If I want to spend my time making chain mail gloves, I'll buy some wire and metal working tools. I don't need a game for this. And make travel powers and items common, like they do in CoH, so that I don't have to spend hours running across the landscape to fulfill a quest. This is just another form of Trial by Boredom.

      Another problem is the rare spawn, rare drop syndrome. EQ used this to death, and I recently quit DAOC when they introduced it in Trials of Atlantis. This is where you sit at your PC for 5 hours waiting for that rare named NPC to pop, or kill the same creature 500 times to get that rare treasure. I could never be bothered, so my equipment was always sub-par.

      One more thing: essential character development quests and battles should never involve more than a single full group. I don't know how much time people in MMORPG's wait around for enough people to show up to fight the next Boss in the quest, but at later levels, it probably accounts for half the playing time. Everything that can be gained doing these mass battles should be obtainable in another way. You may need to fight more things, and it may take longer, but at least you would be doing something, instead of standing around waiting.

    5. Re:MMORPG's not a good example by cbreaker · · Score: 2, Interesting

      Everquest has major flaws, nobody denies this, but it's been a smash hit for years. You would THINK that the players would be analyzed and new games could be created based on this new data from an essentially new genre.

      Unfortunately, it doesn't seem as though this is actually happening. I've played MMORPG's since Ultima Online Phase 1 beta, and the only other game I've spent significant time in is Everquest. I've tried almost all of them. Even the new WoW beta (I somehow got selected for this) isn't very interesting. The new games seem to tailor to the casual player and forget the active player. Quests are generic and randomly generated for each player upon request. This is, in my opinion, a huge mistake.

      I'm sure someone will nail perfect mix of gameplay, challange, reward, and replayability eventually. We'll have to wait and see!

      --
      - It's not the Macs I hate. It's Digg users. -
    6. Re:MMORPG's not a good example by Erik+K.+Veland · · Score: 4, Informative

      Apparantly you've missed the Rest-system debate of the World of Warcraft beta, which was a soft version of this designed to give the causual gamer a bonus. "Powergamers" were all up in arms at this idea that "punished them for playing the game too much"!

      The rest-system merely gave a bonus (more XP per kill) if you were "rested" and you got progressively more fatigued until you got a penalty (less XP per kill) if you were tired. You could play as much as you wanted of course, you just wouldn't progress as fast (still much faster than one who didn't play of course). The original rest-system required you to log out for 8 hours straight to go to the Rested-state.

      The rest-system has since been tuned to give a negliable bonus and you don't have to rest as long.

      --
      "I tend to think of OS X as Linux with QA and Taste", James Gosling, creator of Java
    7. Re:MMORPG's not a good example by nkodengar · · Score: 2, Informative

      PlanetSide (huge scale sci-fi FPS warfare) is possibly the only MMO to be the exception to the rule. Whilst it does have a level grind of sorts, does not effect gameplay much, as a new character can still compete with and defeat a maxed out character. Unfortunately SOE completely failed to market the game, so a huge number of potential players are completely unaware of it's existence...

    8. 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.

    9. Re:MMORPG's not a good example by Mysticalfruit · · Score: 3, Insightful

      I'm there with you.

      I was playing DAOC for a while but likewise all my buddies were level 30+ in the time it took me to get to 19.

      Both my wife and went back to playing Diablo2.

      As a wageslave, here's a nugget of goodness that a game designer can take to their design meeting.

      I should be able to save ANYWHERE. I should be able to hit F2 on the keyboard and save my spot or hit "select" on the controller and choose save and just get up and walk away. Then I should be able to come back at anytime in the future and continue on like nothing happened.

      As a person who lives by a very rigid 8am to 5pm schedule I can't sit up all night working through some level because if I quit the game it'll send me back and I'll have todo 25 minutes worth of work over. Likewise, this shouldn't be answered with "well you can always pause". Since my PS2 is also my DVD player that's not viable and since I do work on my computer as well as play games, I will have to quit.

      With that said, I'd even be okay with some sorta of checkpoint system that would only put me back a few minutes.

      --
      Yes Francis, the world has gone crazy.
    10. Re:MMORPG's not a good example by @madeus · · Score: 2, Interesting

      I'd heard about that and was looking forward to it, this is the first I've heard that they have take a step back (and effectively nerfed it).

      As someone who like to devote there time to other things (including free software) I was looking forward to having some levelling field against college kids who are busy wasting tax payers money on pointless degrees (as is the case here in the UK where 'fees' are virtually nill and education is state funded, and as someone who pays 40% tax I'm pissed it's my money they are wasting).

      I hope there is still enough content and fun to be had without playing 35 hours a week just to keep up and be involved with all the cool things and to go to all the interesting places.

      I think powerlevellers are pandered to too often and that they have a negative impact on games (because in practice its hard - but I belive by no means impossible - to design a game that suits both them and 'normal' players). I notice they rarely care about gameplay, nor do they understand what makes good gameplay.

      I'd add it's also worth noting they typically arn't the ones with the most money either (being young, and often not in full time employment) so it puzzles me further that they are catered for so much (e.g. in SWG, which is EQ in space, and EQ is bascially exlusively about levelling).

      I'd happily drop 50 USD a month per MMOG game JUST to avoid having to deal with kids and teenagers (and forum trolls). Hopefully, when the MMOG market establishes itself a bit we might see companies who will feel confident enough to change more and cater for a different sort of market segment (those of us who are sick of crappy forum and in game atmospheres, leet speak, and people sending /t {nick} n00b! (even when you defeat them)).

      Personally if I ever have kids (unlikely) and I caught them using 1337 speak or using the 'n' word to describe anyone I'd stop their allowance for a month and have them out washing the car and mowing the lawn the whole summer. Or worse, I'd make them grind out a Jedi in SWG. On a 486.

  11. Why do some games NOT allow in-game saves? by xylix · · Score: 5, Interesting
    This article summed up exactly what I have been thinking lately. I picked up Tom Clancy's Raven Shield recently since I really enjoyed the previous installment in the series. Some people get off on spending hours PREPARING for these missions, setting way points etc. I am not one of those, nor do I have the time. I really wish a game included - in very large letters - on the packaging that:

    THIS GAME DOES NOT ALLOW SAVES!!

    So instead you have to spend 20, 30, 40 ... 90 minutes working your way though the game only to have one of your guys take a bullet and make it all one big WASTE OF TIME.

    1. 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.
  12. Certain things I want in games... by humberthumbert · · Score: 5, Interesting

    ..now that I can't sit on my ass all day playing games anymore due to having a job:

    1. A proper save game system whenever possible. None
    of that "save point" bullshit, which is the main reason I don't play console games, btw. It's insane to have to waste my time playing through the same level again when I just want to carry on with a game after I get home from work.

    2. Cut down on aggravating shit. Like, the weapons
    wearing out in System Shock 2. I mean, WTF?! They have FTL travel in that game but I can't get a gun that will fire more than 20 rounds without seriously degrading? I mean, shit, even my old hand me down M16 in the army worked mostly fine after pumping out a few dozen rounds in a row at the range.

    3. Fuck mazes.

    1. Re:Certain things I want in games... by lu004202 · · Score: 2, Funny

      Certain things I want in games...

      3. Fuck mazes.


      I don't know what they are, but I want fuck mazes in video games, too.

  13. 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!

  14. 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.

  15. My gamer-friendly idea by fpga_guy · · Score: 4, Interesting
    This may exist already, not sure, but what I'd like is an auto-pause - so I can just get up and walk away from a game, and it will figure out that since I'm not moving the controls any more, I'm probably not playing any more either.

    You could use a sort of time dilation effect - game time starts to slow as the time since last control movement increases.

    Maybe not so good for multiplayer, or at least require some tweaking.

    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.

    1. Re:My gamer-friendly idea by fpga_guy · · Score: 3, Interesting
      Or you could just press the Start button.

      Yes, but wasn't really my point. I want a game that is less demanding of my attention - I want to engage with it on my terms.

      If I'm playing a game, and someone walks into the room to talk to me, I don't have to scrabble for the pause button, or whatever, I just drop the joystick, release the mouse, hands off the keyboard, whatever, turn and talk to them.

      Incidentally the same ideas are cropping up in devices that detect when a driver falls asleep. During normal driving, you make many tiny corrections on the wheel every second - someone who drifts off to sleep, or is overly distracted, stops making those movements, and it can be detected.

      Of course then the problem is how to do a graceful automated shutdown of a vehicle travelling at 100km/h, but you gotta start somewhere!

    2. Re:My gamer-friendly idea by Anonymous Coward · · Score: 5, Funny

      This may exist already, not sure, but what I'd like is an auto-pause - so I can just get up and walk away from a game, and it will figure out that since I'm not moving the controls any more, I'm probably not playing any more either.

      Nethack does this. If you don't press any keys, the game pauses.

      You could use a sort of time dilation effect - game time starts to slow as the time since last control movement increases.

      Nethack does this too! The faster you press the keys, the faster time in the game passes.

    3. Re:My gamer-friendly idea by Anonymous Coward · · Score: 2, Funny

      So, if it detected a suddent rise in heart rate, followed by no heartbeat, followed by being dropped on the floor, it could cause an ambulance.

      Of course, the same thing would occur if you were in an extremely intense area of the game, and lost, then threw the controller across the room.

      A paramedic would arrive, bust in the door, and say "What happened, did somebody have a heart attack?", and you would respond "No, I just failed this mission for the 10th time, though.".

      Oh dear, I need coffee.

    4. Re:My gamer-friendly idea by Mant · · Score: 2, Insightful

      If I'm playing a game, and someone walks into the room to talk to me, I don't have to scrabble for the pause button, or whatever, I just drop the joystick, release the mouse, hands off the keyboard, whatever, turn and talk to them.

      I guess I can't see how 'scrabling' for the pause button is a big deal. On most PC games it's 'pause', you just reach out and hit it. It takes a second. No scrabling involved, very quick and easy.

      Those may be your terms, but frankly I think they are pretty unworkable for most games, and unreasonably too. I suppose you could have a dead man's switch on the mouse, but really it's total overkill (and will probably hurt you hand afer a while) for a total non-issue to the vast majority of gamers.

    5. 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.
  16. You're crazy. by cbreaker · · Score: 2, Insightful

    There were no middle-aged computer gamers in the last generation. We're the first big generation of kids that's grown up on video games.

    Some people get tired of video games, but I'm 26, and I don't think I will ever stop playing them. It's good entertainment. I enjoy playing them, so why would I stop? I'll naturally gravitate away from games saturated with younger kids that I can't relate to, but as we grow older so will the theme of a lot of games.

    So.. we're older now. We have money to burn. We like playing video games and we'll pay for them and the hardware to play them on. What's not lucrative about it?

    --
    - It's not the Macs I hate. It's Digg users. -
  17. Jak II by HarveyBirdman · · Score: 3, Interesting
    Jak II had this problem. Pointless wandering across a crowded city where if you so much as brushed another vehucle, you'd get the security forces swooping in on you. It also had some of the most vindictive restart points I have EVER seen in a platformer. I got to 60% or so and just gave up on it. There was an area where you had to battle about 40 enemies, jump overs lasers with random movement (no learnable pattern), and then a tricky platform jump area over the "bottomless pit" where one error kills you. Mess up, and you are sent all the way back to do the whole 10 minute ordeal over. Fuck that.

    Almost as bad as the quadruple fire pillar jump in the first Tomb Raider. A very tricky area- probably hardest in the game. One error, and you got sent back to, like, the previous continent and had to run all the way back, and by the time you got there, you forgot what you needed to do differently. I finally did it after about 30 tries, but it wasn't a sense of accomplishment I felt.

    --
    --- Ban humanity.
  18. Re:Same game, better graphics? by fpga_guy · · Score: 2, Interesting
    I couldn't wait to get home and play Kings Quest or Space Quest or (if I get past the age check) Leisure Suit Larry

    My big lesson in game suck-factor was after getting about 3/4 way through Police Quest (yes, the original) and finding out that because I hadn't collected my wallet from the locker in the first sequence in the game (about 2 weeks playing time ago), I couldn't get any further in the game.

    I couldn't just return to the station and collect the wallet, oh no, it was all over, and had been ever since I'd made that first mistake. I don't think I played it again after that.

  19. 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.

  20. There's some good ones by HarveyBirdman · · Score: 2, Insightful
    If you like platformers, try the Ratchet & Clank games. YOU control the camera, as the good Lord intended. ;-)

    Did you try Super Mario Sunshine? Again, you have complete camera control. Very challenging game when you get into it.

    Tactical RPGs are usually good, too, for the working gamer. You can fight a single battle and save.

    --
    --- Ban humanity.
  21. a casual gamer community - if you're good, go away by cslarson · · Score: 2, Insightful

    I had a conversation with a friend about this topic and we thought there might be a market for a gaming community based around it. something only for casual gamers. We didn't figure out exactly how it might work but it should be able to exclude people that become too good at a particular game, or spend over a certain number of hours per month or something. I really enjoy playing games online against other people, but it sucks if you have to invest x amount of hours to either get good enough, or build up a certain character to a decent level. I realize that some mechanisms are in place for this sort of thing, like ranking, etc, but i think that they are often inadequate.

  22. not very convincing by muyuubyou · · Score: 3, Insightful

    This guy has preconceived some game in his mind. What he's saying makes little sense to me.

    If you're so busy you can't dedicate one daily hour to a game, you shouldn't even try playing adventures. Instead of playing stupidly simple games, one would rather go to a web design company sitemap and start pointing and clicking while watching the multimedia. The whole point of adventure games is the challenge.

    I've been quite busy myself for some years now and I only play adventures when I'm on vacation. Best games for busy people are multiplayer games with short rounds. I don't really need the latest and greatest. There are many oldies that never get really old. Tekken 3 for instance allows for several rounds in 30 minutes. SNES Mario Kart, or N64 Diddy Kong Racing in multiplayer mode are also great options if you have someone around. You can also look for adversaries online: Bomberman Online for DC is just great, so is soldat for PC (give it a download). Crazy Taxi or Jet Set Radio allow for short sessions. Short deadmatches of your FPS of choice are also very adequate.

    This guy probably doesn't know what he's talking about by experience. I don't need a stupidly simple adventure game babysitting me to the end. If you want that, just try the lowest difficulty level and for many games you're set.

    Trial and error is just fine. R-type and Ikaruga come to mind. There should be enough save points so you don't have to repeat the same level a ridiculous number of times. In other words: arcades so easy you don't even need to retry are silly (this only applies to arcades).

    I agree in a couple of things, though: being lost is not fun (busy or not) and stupid long animations you need to see must die. Busy or not, I don't like wasting my time watching long animations. Most Final Fantasies are excessive, but FF X is just unbearable. Games are not movies, and Square sucks at making movies anyway. Let me play. Shenmues are much better in this respect. They don't bore the shit out of you every minute with a long animation: animations are short, to the point, instructive and often interactive. It also takes you notes so you can easily retake the game after long breaks.

    1. 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."

    2. 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?
    3. Re:not very convincing by EulerX07 · · Score: 2, Insightful

      Right-on max. I also think the money I pay for FFXI is worth just as much as the money that the people with no jobs/lives. I play with 2 other RL friends that also work full time jobs and have lives (babies, hobbies, etc).

      We're kinda pissed right now that we have to farm money for ~100 hours to be able to buy our high level equipment, and that levelling past the point we're at will take us dozens and dozens of hours (killing the monsters ourselves is impossible at the level you can use the equipment). If they made a server where you couldn't play more then 20 hours a week but everything was way faster (money, experience, downtimes), I'd be on there in a second and never look back.

      Never mind that having 10 000 guys like me that will play 1-2 nights and hopefully one day on the weekend makes your server much easier to maintain then having 5000 people that play 60 hours a week, so my money is actually worth more.

  23. Cheats - Playing games when I don't have the time by jmcnamera · · Score: 3, Interesting

    I rarely play computer games anymore, and haven't for years. However, I have get one sometimes to see the "state of the art".

    When I do this, I know I don't have time to get good at the game or see everything. So I do the scummy move of using cheats to let me play beyond my skill with the game.

    I'd rather my kids not do it, and I'm not proud, but it makes sense. I can see far more of the game and enjoy the art etc better.

    I wouldn't use cheats with a multi-player game since it really harms the others.

    Except of course if it were playing against my kids and then it would be "play to win" :-) Well, once they are old enough, and by then I'll be left in their dust...

    --
    this is not a sig
  24. Levelling characters in RPG's by Ritontor · · Score: 2, Interesting

    This has got to be the most annoying way to stretch out the playing time of a game - forcing the player to go through random battle after random battle in order to reach a sufficient level to tackle the next meaningful target. Quality games like SW:KOTOR never force you to do this, it was wonderfully balanced, there were no boring parts, and by the end, you were exactly powerful enough to defeat the big bad guy. It fills the above mentioned niche exactly, and i suppose in part the game's success can be attributed to these design features.

    --
    Perhaps the answer to the problem of teenagers dropping bricks from motorway and railway bridges is to sue Tetris.
  25. Not entirely true by cbreaker · · Score: 2, Interesting

    See, the thing is, they tried to make SWG more casual gamer friendly. Every mission is accessable to every player all the time. Generic quests are the theme of the day. You can get items for tradeskills while you are logged off. Skills are very easy to obtain.

    It all sounds great for the casual player, but it all gets extremely boring at the same time. So what if you have some really cool weapons or armor - so does everyone else, no matter how much you play.

    The game was a great success when it first hit the shelves, but it has nowhere near the continued subscription rate of Everquest.

    The very things that many people dislike about Everquest (hard to get items, slow leveling, very difficult quests, etc) are the very things that actually end up making it successful. No pain no gain?

    And comparing a MMORPG with a game like Doom 3 isn't a valid comparison. You can't just give everyone the best stuff in an MMORPG right away, or give them the same level of fighting abilities right away, and expect people to stay interested and paying.

    It's a pickle, there's no doubt about that. Finding the right balance between boredom and redundant. Somewhere in there is entertaining and exciting.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:Not entirely true by Gooba42 · · Score: 5, Interesting

      Part of what is killing (or has killed?) SWG is that the Developers have lost sight of so much of the original concept and mismanaged what they *have* produced. It was initially announced as a game that casual gamers and power gamers could play together.

      The problem that resulted was that because their testing was so woefully inadequate players were able to very quickly "cap out" their characters in unanticipated ways. Their testing hadn't included bounds checking so when good resources showed up on the servers armor, weapons and medicine were suddenly far, *far* beyond what their testing environment had been set up to handle.

      Now the powergamers had uber-weapons, armor, buffs and abilities and were burning through the existing content much too fast. What had been intended to keep the players busy for at least a year had been played out inside of 3-6 months. Then the Holocrons and the Jedi were introduced to maintain powergamer interest while the casual gamers were still trying to maintain a roleplay friendly and social environment.

      The casual gamers began to catch up to the powergamers and gave in to the lure of the Holocrons and Jedi-dom and abandoned their roleplay and social play which had previously "kept them busy", enough so that they didn't notice how little content was in the game. Now that most of the players had adopted a power gaming attitude there simply wasn't enough content in the game. The fixes necessary to make a sustainable game took a back seat to the content needed to keep an entire community of powergamers busy.

      Now they even had a hand in the acceleration of the community turning into powergamers who tore through content and they had to make the game more difficult somehow. They turned to rebalancing combat, which was necessary in its own right, but about that time management said "We need at least half of your manpower to be diverted into the Space Expansion".

      Now there's an unfinished Combat Rebalance already partially implemented, broken professions, broken content and hundreds and thousands of disappointed players who have now done all of the available content, done all the professions they care to do and see nothing worthwhile being patched out until at least 4 months from now. The social play has been decimated by the Hologrind which turned everyone into an AFK zombie or a powergamer who consumed all the available content in far less time than the team anticipated.

      New content to keep the powergamers busy? That's a neverending treadmill.

      New content to keep the social gamers busy? That's a development nightmare. Social gamers are finicky and given the right environment tend to make their own content, given the wrong environment they blow you off altogether.

      Stop the hologrind and unleash the AFK hordes upon a galaxy already short of spawns and content? That's a revenue bomb.

      --
      I just found out there's no such thing as the real world. It's just a lie you've got to rise above. - John Mayer
    2. Re:Not entirely true by Tackhead · · Score: 4, Interesting
      > New content to keep the powergamers busy? That's a neverending treadmill.
      > New content to keep the social gamers busy? That's a development nightmare. Social gamers are finicky and given the right environment tend to make their own content, given the wrong environment they blow you off altogether.
      > Stop the hologrind and unleash the AFK hordes upon a galaxy already short of spawns and content? That's a revenue bomb.

      The key is that given the right environment, social gamers can create their own content. SWG with user-supplied story arcs (a'la NWN) subject to balance constraints might have been fun, as social gamers can usually spell "you" and "your", by using "y" and "o". (And I could have simply chosen not to do player quests that start out with "ur quest is 2 whak u self 10 foozlz of d00m" :)

      But SWG didn't offer any ability to create content. Putting that ability in would have been a tough call to keep player-generated quests from turning into XP and loot farms. So they can't be faulted for that.

      That leaves the "new content to keep the powergamers busy" option. Which is a treadmill, but it's a cheap treadmill!

      Grok: with 100,000 subscribers (and probably more like 200,000), SOE was pulling in $1.5M-3M a month in revenue. Let's call it $20M/year revenue.

      Are you seriously telling me that with 20,000,000 per year in revenues, profit margins on running a MMORPG are so slim that they couldn't have hired ONE GUY at $100,000 a year ($50K salary, $50K benefits/bonus/cubiclespace/overhead) to write quests?

      I'm not talking about an art team to develop custom assets for every quest (though maybe he gets an allocation of 10 artist hours per month). (SWG started with a "monthly" story arc that degenerated into a "quarterly" story arc. Each segment had custom art that cost a small fortune to develop. Compounding the problem, they *removed* the early arc segments from the game, so that new players couldn't even play through prior parts of the story. Who the fuck thought that up? Gee, let's spend a fortune to make custom assets for two hours of content every three months, and blow away the old stuff while we're at it, so that there's never more than two hours of content in the game! :)

      I'm talking about a guy who can place a building, an NPC, and when you find the building and do what the NPC asks you to do, you get a shiny and a text message. And you use the text message and the shiny to play a little game-on-rails for a month.

      Look at KOTOR: Go to 4 planets. Solve 4 puzzles. Find 4 shinies. What made it work was that as you progressed through the storyline, you unlocked progressively more information about your fellow (NPC) characters and the history of the world around you. In the space of 10-20 hours, you went from "WTF am I doing on this starship?" to a pretty good basic understanding of the Jedi/Sith ideologies and the ancient pre-history of Star Wars early universe.

      You can't code KOTOR in a month, but MMORPGs are just graphical wrappers around text-based MUDs. You could code (the text and triggering events, and don't creat any new art) a similar set of quests into SWG in a month. With $20,000,000 a year of cash coming in, could SOE not have hired one goddamn Star Wars Geek to write quests that actually taught the players about the universe in which they lived?

      As a simple example, consider the trivia 'bot in the SWG Theed Palace -- if you don't know the answer, you just click at random until you get it right. (So you don't even need to shell out to Google the answer!) Why not have the answers to the 'bot's questions be discoverable by the players in the game through in-game actions? Solve the walkthrough/cheatsheet problem by having the game not ask a question until it knows that the player's avatar has discovered the answer.

      Look at Morrowind - possibly t

  26. Peasant's Quest by what+the+dumple+is · · Score: 5, Funny

    This game looks promising.

  27. I like this guy's style by Scum+Puppy · · Score: 4, Interesting
    He highlights a lot of problems I see in games today (especially MMORPGS... a genre I love but whose games are a bit lacking sometimes).

    What he didn't hit on, though, is something disturbing I've seen in recent games: games that diss on you when you lose. The one that comes to my mind the most is Civilization 3. For those who haven't played the game, it can take a lot of work to master a difficulty level, and often times the downfall of any civ (a computer controlled one or yours) is when every in the world gangs up on it and crushes it. Okay, bad things happen sometimes. But do I have to see the enemies spew juvenile trash talk at me when I lose? Things like:

    Gimme an 'L!' Gimme an 'O!' Whatever... LOSER!
    Don't worry "champ," you'll get 'em next time.
    Go back to chieftain! (Ed note: Cheiftain is the lowest difficulty level in Civ 3... imagine getting this while trying to learn how to play!)
    Aww... was that your last city? Maybe we should give it back...

    and so on. Really, if I wanted to listen to stuff like this, I'd go play some random game on a public forum, like Warcraft 3 (the ladder actually isn't as bad as I thought it was going to be, though) or an FPS. And I'm pretty sure there's been other games in the recent past like this, either by way of insulting you or over heavily punshing you...

    It's funny that this guy picks Grand Theft Auto 3 as an example. I loved its sequel, Vice City, but I hated GTA 3. Why the big difference? Well, let's consider:
    • Cars had ridiculously low health. I was afraid of driving through Mafia-controlled territory, because a lot of them carried shotguns. 2 shotgun shots = instantly destroyed car. Maybe this is realistic, but it sucks to fail a mission because of one slight mistake causing you to die before you know what's going on. In Vice City, however, cars could take some punishment, AND they could catch on fire before they exploded (letting you bail out before that happened and you died).
    • By the end of the gang, EVERY gang in the game (except the Yakuzas) puts you on their KoS (kill on sight) list. So you're pretty much safe nowhere, and exploring the game is no fun at all. Compare this to Vice City, where only one gang, who controlled a small territory you could often avoid, attacked you on sight.
    • Many missions had very low timers to do things. One, for instance, required you bust up 9 espresso stands (fronts of drugs :P) in 8 minutes. And they spanned all of the game. GTA3's map was BIG. You really had to plan very carefully your route, and then don't fuck up at all or else you have to do the mission over again. I ended up doing some missions several times because of badly thought out mechanics. Vice City's story missions were much better in this regard.
    • Missions you couldn't appear to do again. There's a class of missions called "rampages" where if you died or ran out of time completing, they didn't respawn so you could try again. And you didn't get credit for completing them. Not the case in Vice City.
    • Insulting failure messages. I think Vice City had a couple of these here and there, but GTA3 had worse ones, like "You didn't win the race. LOSER!" As with Civ 3, why? I lost because I couldn't find a fucking sports car to race the other sports cars with (very rare in the first part of the game), not because I don't know what I'm doing.

    And there's more. GTA3 seems to very strongly embody the faults he highlights in his article, so it seemed an unusual choice. I wouldn't be surprised if he only played Vice City, because he makes references to things from that game not in GTA3 (like robbing stores). Or maybe he's just better than I am at GTA3 :P. Either way, Rockstar seems to have realized these problems and corrected them. We shall see what they change in GTA: San Andreas; hopefully more for the better!

    Still, he makes excellent points all around. Often asked is "What happened to the fun in game designs?" particularly when MMORPGs are concerned.
    1. Re:I like this guy's style by Nameles · · Score: 2, Informative

      Vice City had some killer story missions though... remember rescuing Lance?

      And the Banshee was availible from the begining in GTA3, go down to where the car crusher is, by where you can get 8ball for a mission and it's in the showroom.

  28. 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.

  29. Muliplayer FPS... by Vireo · · Score: 3, Insightful

    Multiplayer FPS was mentionned briefly in the article (Unreal Tournament in particular). However, for me at least, this kind of game really does the job well. When I want brief periods of intense fun, I join a Quake3 Deathmatch or Capture The Flag server, and with matches set with timelimits of 20 min, fraglimits of 30 and capturelimits of 10, they're over in 10 to 20 minutes. Didn't get enough? Stay in for the next match.

    I don't worry about savegames, mazes, game over, etc. Got killed? Respawn instantly. Lost your weapons? Get the rocket launcher next to you. Really it's perfect.

    However, as Q3 is now dying in favor of more recent offerings (which is a shame since in my opinion, no other game has the pace, precision and fluidity of Q3), the servers which are still active are now either empty or filled with very skilled players. Not a good time to learn multiplayer deathmatch! Also, finding a copy of Q3 is almost impossible nowadays.

  30. My personal favorites by zapp · · Score: 2, Insightful

    Executive summary:
    I'm 23, and I have pretty much stopped gaming. I still play a few games now and then.

    Things that seem to make a game enjoyable for me:
    - Good for parties/friends
    - fun to watch someone play
    - fun to play together
    - small time commitment (15 minute session vs several hours)
    - Smooth flow
    - Very little searching for items, large travel times - things that make me feel like I'm wasting time

    For example: Max Payne 2 and Metroid Prime. Both are excellent games, but Max just didn't keep my attention well enough for me to finish it, or took too long. Metroid was too much of "oh I forgot this item, I have to go look for it over there -- a 15 minute travel. Ooops, I need this to get over there, which is back where I came from"

    a couple games I DO enjoy and why:
    Super Monkey Ball (and #2) - packed full of fun mini games. You can play for 15 minutes and quit -- no huge time commitment. Great for mini parties.
    Mario Kart 64 - same as SMB.

    --
    no comment
  31. 2-D & isometric game renaissance by Miamicanes · · Score: 3, Informative

    While we're at it... how 'bout some games that just kind of pretend the 3D arms race never happened and start making non-immersive-non-first-person-perspective games again?

    Dear god, did I just say that?

    Sigh. My desktop PC (dual Opterons, AIW 9600) and company laptop (Dell D600) have gaming capabilities I would have sold my parents to Saddam Hussein for less than a decade ago. Hell, so does my Gamecube attached to my 61" DLP TV. And what REALLY SUCKS is the fact that I can't play 3D games on ANY of them because they ALL give me vertigo (the Gamecube on the 61" DLP being the absolute worst... too late, I learned the hard way that playing on a bigger TV and making the experience even more immersive makes things WAY worse).

    At first I thought it was just old age (I'm 31), but then I found out that lots of teenage guys have problems with vertigo too.

    Bring on the 720p PacMania, Jumpman, Pogo Joe, and Super Giana Sisters :-)

  32. 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.

  33. I thought it was about not having time for gaming. by Ghostgate · · Score: 3, Insightful

    But the author himself points out how certain styles of games, like RTS and FPS, are great for when you don't have a lot of time. They make it easy to find a game (either against the computer or against real players online), play, and then go do something else. This line of reasoning seems to defeat the original premise of the article. The funny thing is, I was thinking the same thing. When I don't have a lot of time, I might load up Age of Mythology, or UT2004. On the other hand, when I have the time to really get involved in a game, I'll turn to something like Morrowind.

    My point is that there is already a huge variety of games, some that you can jump right in and play a few quick games, and some that are much more involved and require some time to really get into and discover everything. Both niches are already filled. Then again, when the guy is saying, "I recently moved into a new apartment. This has literally left me with only a few minutes of gaming per day," I don't know what he expects anyone to tell him. Wait until you have settled in to your new place, I guess. For most, gaming is a hobby like any other. If you can only spare a few minutes out of your day for a hobby, then you're either seriously overworked, mismanaging your time, or have way too many hobbies in the first place.

  34. Note by geekoid · · Score: 2

    Crush them hard, and when you doubt your ability to do so, stop playing and find thing to do in the garage. You got to keep that Kick ass old gamer reputation as long as possible.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  35. Middle Aged Gamers and the New Generation by Shihar · · Score: 4, Interesting

    I think the thing that people miss is that middle aged (and by that I mean gamers with jobs) gamers are becoming more and more common. True, the kids are the ones who really got into gaming, but now a generation of gaming kids are becoming adults and getting jobs. They are running into the frustration of not being able to game any more because they can't blow 40 hours a week on a game. This problem is no more evident then in MMORPGs.

    MMORPGs are designed around time sinks. EVERYTHING in MMORPGs these days revolves squarely around time. The equation is simple, time = power = fun. For this reason many gamers with a job are giving up on such games and going to things like Unreal.

    For me personally, I am a great gamer. I pop into a FPS and generally rock the hell out of it after playing it a couple of rounds. This means that when Unreal 2004 came out I could jump in and start having fun right off the bat. The game design was fun and it didn't require anything other then skill to play. I didn't have to sit in a field killing rats before I could play it. The same thing would be true if you dumped me into an MMORPG with a level 50 character. Learning the ins and out is not a problem. It might take some time, but not much in the grand scheme of things. The big problem is that I simply don't have the time to be level 50. If I play an MMORPG I am pretty much relegated to running around in a field by myself killing rats. Oh joy.

    MMORPGs need to take a clue from FPS and RTS games. Make the game based upon player skill, not time. This does not wreck the fundamental formula of an RPG. It just changes the nature of the game. Imagine for a moment SWG done in this style. If you wanted to smuggle, you would play the game like it was a space simulator and occasionally perhaps play the game like it was Thief. If you wanted to go explore you would jump on your land vehicle of choice, ride around, jump off, and the game would play like Jedi Knight or Dark Forces. If you wanted to be a Jedi the game would be more of a social game with elements from a Tail in the Desert combined with combat elements from Jedi Knight.

    The real important thing to do is to be sure that any reward that increases someone's power is balanced. A n00b with skill should be able to kill the most jacked out person in the game. So perhaps it takes a little work to be a Jedi Knight, a total newbie with a blaster should still be able to cap you in the back of the head or stab you in the back killing you.

    MMORPGs are obsessed with steep power curves, and nothing - absolutely nothing, is going to drive away a gamer with limited time more then that. Nothing pisses me off more then logging into an MMORPG and knowing that there will always be people I can never, under any circumstance kill, not because they are so skilled, but simply because I can't spend the 10 hours a day to actually gain the power to inflict any harm. In most MMORPGs a newbie could attack someone who is high leveled and AFK and still not be able to kill them. This is wrong.

    1. Re:Middle Aged Gamers and the New Generation by sugus · · Score: 3, Interesting

      A n00b with skill should be able to kill the most jacked out person in the game.

      What about people that have no skill? If they played an FPS or RTS they would lose continually and repeatedly. Obviously there is a market for this type of game (MMORPG). As much as you or I may dislike it, perhaps there are people that enjoy playing a game that does not require skill. Popping bubble wrap can be fun - and that doesn't require much skill.

      This is wrong.

      Who's to say what's right and wrong? If people enjoy it enough to pay money for it, then the developers must be doing something right.

      MMORPG is a bad example anyway. If you don't have much time to play games and you choose to play an MMORPG, then it is your own choice. It's like not being able to eat spicy food, but going into a restaurant and ordering the spiciest thing on the menu.

    2. Re:Middle Aged Gamers and the New Generation by ooze · · Score: 2, Interesting

      After all, why is it neccessary to be a high level character to have fun in an MMORPG? I mean, it is essential to an RPG that higher level characters can do things low level characters cannot do. But who put up the rule that all a newbie could do is "killing rats on a field" and wait for some fun? Maybe you could be able to become a squire or a disciple to a higher level character who teaches you the ropes and improves your survival chances as well. Of course, for this a squire needs to offer something as well...

      --
      Just because I can imagine doing a hippopotamus, doesn't mean I'd like to do it.
  36. 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. ;)

    --
    Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
  37. Thoughts from a "wage slave" by Anonymous Coward · · Score: 3, Insightful

    I guess I'm the demographic the article's about. I spent a lot of time playing games during my youth and while I was a student, but since starting a 9-to-5 job last year (with a 90 minute journey at either end of the day), I've had to be a bit more careful in how I use my gaming time.

    That said, I disagree with a lot of the conclusions of the article. I don't particularly mind time-sinks. I play a MMORPG (FFXI) and, despite the fact that you spend a fair bit of time grinding, I don't mind that, because much of the fun in a MMORPG comes from the social interactions and from the thrills you do get when you explore a new area or fight a major boss. I also play a lot of offline RPGs, both console and PC, where levelling up your characters is a major factor in the game.

    Making all of the necessary information available within the game isn't a bad idea, but I'd hardly consider it a vital factor. I don't mind referring to a manual. My normal practice when playing a new game is to read any "plot" sections of the manual and check how the controls work before I play. I'll then refer to the manual as I go along, whenever I bump into something I don't understand. I recently started playing Disgaea (superb game, play if it you haven't already) and this worked well there; reading the entire manual before I started wouldn't have helped, as many of the concepts would have seemed bizarre if I hadn't already played the game, but going into it with no grounding at all would have been hard.

    For me, far and away the biggest issue relates to saving progress. One thing I absolutely loathe and despise is having to go back and do something I've already done. I'm not talking about grinding in FFXI here; that changes as you level up, so there's a sense of progress. I'm talking about having to replay a 15 minute game section because I died right at the end and had no option to save my game. In my mind, there is *no* excuse for not implementing a quicksave function in PC (and perhaps Xbox) games or not having ample opportunities to save in a console game. I own and use all three of the current-generation consoles, but I've a particular dislike for the Gamecube, because so many of its games have ridiculous save policies. I'm drawn to games which let me feel I've made progress at the end of each session; MMORPGs are obviously a good example here, as are RPGs such as Disgaea or KOTOR. Conversely, I'm much less likely now to play "simple" shoot-em-ups. I recently bought R-Type Final in a fit of nostalgia. However, despite the fact that it was a good shooter, I found the fact that I was expected to go back to level 1 every time I loaded up to be far too dispiriting.

    1. Re:Thoughts from a "wage slave" by TiggsPanther · · Score: 4, Interesting
      One thing I absolutely loathe and despise is having to go back and do something I've already done. I'm not talking about grinding in FFXI here; that changes as you level up, so there's a sense of progress. I'm talking about having to replay a 15 minute game section because I died right at the end and had no option to save my game. In my mind, there is *no* excuse for not implementing a quicksave function in PC (and perhaps Xbox) games or not having ample opportunities to save in a console game. I own and use all three of the current-generation consoles, but I've a particular dislike for the Gamecube, because so many of its games have ridiculous save policies.

      Oh yes. That irritates on so many levels. It's also worse when combined with two of the major uses of Plot in RPGs.
      Not that I don't like plot. I love it. But still...

      Exposition followed by no Save Option:
      You go into a new level, boss fight, or whatever. There then follows a segment of plot. The first time you go through it it's fine, but you often have no chance to save before going into the action. So if you die (and with Boss-fights it can take a few goes to get right...) you've got to sit through the exposition again. It's not as bad when you can skip these segments, but in some games you can't.

      Post-battle Story Mode: After several hours of attempts, a long battle, and a good helping of pure luck you finally win a Boss Battle. Geek-instincts scream "Save now, before you do anything else." Instead you're treated to a 5-minute unskippable section of Story Mode. (The Final Fantasy games are notorious for this)
      Usually this would have the bad timing to occur when I'm already running late for something. Meaning I either had to be more late, or just power-off and hope I could still win the next time. (I was reluctant to leave the console running when I went out after an incident with a SNES, a loose power-connection, and a kick-on-return induced reset)

      I just wish that after major battles the first thing you were treated to was a save-point and not a plot segment.

      I have to say that I like the feature in recent Square-Enix games where you can save-quit during a battle, and re-enter it later. (Albeit you can only load it once) It means that at least you don't have to lose progress in an important battle if you have to leave.

      --
      Tiggs
      "120 chars should be enough for everyone..."
  38. Yikes man, think about this a little.. by cbreaker · · Score: 2, Insightful

    The idea of logging off to do tradeskills is sketchy at best. You're basically just saying "Okay, everyone is now a master at " because everyone would just set it and forget it.

    Making tradeskills more fun then EQ would definately be nice (SWG is better with this to varying degrees) but to allow it to be automated takes absolutely *all* the prestige and reward for it.

    The rare spawn thing does suck sometimes - but, think about it. If everyone could just walk up to the cave, say a magic word, and pop here's the monster, what's the challenge? What's the reward?

    As far as "essential character development quests and battles" well, I am not sure how you really classify this. All the quests in EQ end up with some sort of item. Nothing really more then that. Although a character's epic weapon is (okay.. was) really sweet, it wasn't exactly essential to your gameplay - and they used to be so good that if everyone could just bang them out with single groups, then *again* - what's the challenge? What's the real reward there if everyone's got 'em no problem?

    EQ is not perfect but it's the imperfections that people bitch about that actully keep people playing. Sure, it could be better. How? I don't really have an answer for that. When you finally get that mob to spawn, or you finally get that drop, isn't it a great feeling? You have a feeling of accomplishment, a feeling that you've done something that a lot of people have not been able to.

    If you can get that feeling of accomplishment without having to work for it, then bless you. But I can't.

    --
    - It's not the Macs I hate. It's Digg users. -
  39. PlanetSide - Close, but not really by Shihar · · Score: 2, Insightful

    PlanetSide did do it - kinda. The problem with PlanetSide is that it ignores the MMORPG element almost all together. It is not much different then a big version of tribes. Just because the meat of a game is based around skill instead of the old time = power equation doesn't mean that you have to cut out all role playing elements like PlanetSide does. Things like houses, clothing, an economy, and in general the entire social scene of an MMORPG do not need to be cut in order to make the game player skill based and attractive to a casual gamer. PlanetSide doesn't have much more of a social scene then any other FPS. People might bullshit during a fight, but really there is little beyond that. The appeal of an MMORPG is a vast world to play AND socialize in. I am not putting down PlanetSide, but it isn't a new breed of MMORPG, just a sophisticated large scale FPS.

    I personally find the utter lack of imagination in MMORPG developers to be disappointing. They tout features that are just refinements on a bad formula. World of WarCraft is not going to be any sort of holy grail. It is going to be the same old MMORPG done in the refined manner that Blizzard is famous for. Certainly it will be a great MMORPG compared to the rest, but they are not changing the formula. It is still a game where your character's skill means the most, and your character's skill is based purely on the time you can throw at the game.

    I foresee an MMORPG some time in the next five years that is going to break all the rules. Alls it takes is a gutsy developer and some designers who can convince the money men that the casual gamer is the target. They are going to build a world based upon player skill, and it is going to be big. Imagine if you will a world with the size and exploration potentials of any current MMORPG, along with solid role playing and socializing features that we expect in an MMORPG, but with a combat system like that of a FPS. Such a game would be big. It would attract those into FPS, those who like the socialization aspects of MMORPGs, and those who can only play a limited amount each day. Hell, you might even bring in the people who like to play the Sims if you make your socialization features robust enough. The only people getting the shaft in such a system are the people who blow 10 hours a day on a computer game to be the best... but who really gives a shit about them? If you are spending 10 hours a day on a game, chances are you don't have a credit card, and you certainly fall into a very small minority. Attract the people who play Unreal 2004 and/or the people who like the socialization aspect of MMORPGs and you have a massive audience that dwarfs the crazy 15 year olds who can blow half of their day on a video game.

    Hell, just imagine collecting a monthly fee from just the people who play Unreal 2004. Believe me, that number make what MMORPGs bring in now look like pocket change.

  40. Re:hey loser by thrash242 · · Score: 3, Insightful

    I agree for the most part. Some games I don't even bother starting up unless I have a few free hours at least. I may grab a quick multiplayer round of RTCW or Far Cry or play games on MAME for a short while, but I'm not going to play Silent Hill or something for only 30 minutes. Certain games are not very well suited to very short infrequent playing periods. I find that games with prominent stories and games with strong atmosphere don't work well very short sessions, because by the time you're getting into the mood fo the game, it's time to go to bed or work or school or wherever.

    Why are you people taking this so personally anyway? The original poster made no personal attacks, but you are making plenty against him.

    Play whatever you want, but realize that most adventure or RPG games are generally designed to be played for a little while at a time.

    And for the record, I'm 24, working and going to school and I don't have that much free time either. I just realize that some games need more time than others and plan accordingly. But then, I'm also one of those weirdos that reads manuals in their entirety before playing a new game.

  41. Rampages do respawn by SyndicateDragon · · Score: 2, Informative

    Rampages do respawn in GTA3 - they just respawn in their "alternate" position. In other words, there are two positions each rampage mission can appear in. Fail the mission from one position, and it appears in the other.

  42. Admittedly, I dislike Boss characters too ... by gstoddart · · Score: 2, Interesting

    OK. I'll admit it. I'm a casual gamer -- and I'm definitely not l337 when it comes to my game play. I mostly play nice simple things like Crash Bandicoot and that genre of games. Running, jumping, avoiding, nice easy stuff like that.

    I'm like a lot of people in this thread, I want to be able to turn on the game to squeeze in a half hour or so of play time.

    Nothing frustrates me more than running into some insane boss-level that takes 25 minutes to play and I can never get right anyway.

    After the 10th time of dying in the exact same spot in the exact same way, I get fed up, turn off the console, and leave the damned game alone for weeks.

    The next time I try it, I'm stuck at the same boss character and I give up after three deaths and turn off the game. Then I never finish the game and never buy anything else in the frandchise if there are sequels 'cause I know I'm just going to get stuck at that *one* point and give up.

    Sure, my nephews who have grown up with gaming consoles and have evolved the invisible 3rd and 4th thumbs to operate the controllers can usually solve it in about 5 minutes and move on.

    I, on the other hand, remember when the single joystick and two buttons was all you needed to control a game and play it for hours. Some of the controls on newer games completely baffle me.

    I'd absolutely love to seem games that account for the fact that I'm not prepared to spend my entire life playing and that I may not be able to control that many buttons.

    [ yes, I know, a game that would allow for that would bore the heck out of the people who need the challenge of operating 10 buttons and 2^10 chords of buttons. Me, I want nice approachable game play that I can have my friends who are even older than me play without spending an hour explaining the controls. ]

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    Lost at C:>. Found at C.