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Missing the 'Whole' Point in Game Development

An Anonymous Reader wrote to tell us about Walter Kim of the Ludonauts. He has an interesting argument about game design: "many videogame developers, particularly the Western ones, approach their craft with far too much of a hard-headed pragmatism, a nuts and bolts mentality about development that has, consciously or unconsciously, extended itself to design. What you end up with are a bunch of games that, while they may exhibit a great deal of cleverness on the level of individual level design, are stitched together with about as much finesse as duct tape."

63 comments

  1. New ideas take time to catch on. by NashCarey · · Score: 1

    "Spielberg is wrong, of course, in the sense that some videogames have indeed broken the mold."

    Well, then you may remember how a movie came out called AI (Artificial Intelliegence). This was Spielbergs movie. He had a promo for the movie that was called "The Beast". This was the birth of a new kind of gaming. One called Alternate Reality Gaming http://www.argeuro.net/ where the game could call, email and even fax you. How many games break those rules. It didn't even have a graphics engine.

    The Beast laid ground for many other ARG's. I even created one. See my link above. And now the Genre has www.ilovebees.com for Halo2.

    Stagnancy.... Nope.

    1. Re:New ideas take time to catch on. by tsm_sf · · Score: 1

      Nice, you've actually managed to remove the one redeeming quality of LARPing - face to face social interaction.

      --
      Literalism isn't a form of humor, it's you being irritating.
    2. Re:New ideas take time to catch on. by Anonymous Coward · · Score: 0

      are you familiar with Majestic? EA rolled this game out before The Beast, and the AI team learned a lot from it.

      The Beast did set the stage for non-company controlled ARGs tho. good fun.

  2. Tesco's Economy Monal Lisa by Different+Tan · · Score: 4, Insightful

    Games are seen as 'product' rather than art. When a car designer (as the man himself says) sits down and designs a Porsche, he isn't thinking 'product', he's thinking art. Art isn't about one bit being perfect, but about the overall impression being spot on.

    1. Re:Tesco's Economy Monal Lisa by Anonymous Coward · · Score: 0

      When the person designs a Porsche they're thinking purely of product. "What will sell the most?" Well that may be what the overall design team, project managment, or whoever's in charge thinks. The designer doing sketches is thinking "what will impress [whoever's in change] the most?" It's a multi-national car company, not K Records or something, and even then. Read some Baudelaire, just his prose on art; of course, if you happen to know the language of love don't stop there...

    2. Re:Tesco's Economy Monal Lisa by daniil · · Score: 1

      What you said only applies for art as in "skill." Car design is, after all, engineering. A designer can never do anything he pleases, for he is restriced by the laws of physics, etc. It should also be taken into account that something of high aesthetic value might not always be the most functional, at least not in the pragmatic sense (see, for instance, "high fashion" clothes, or the Colani Laiglon).

      --
      Man is a slave because freedom is difficult, whereas slavery is easy.
    3. Re:Tesco's Economy Monal Lisa by Different+Tan · · Score: 1

      Maybe attaining functionality is part of the art. Creating something within the constraints of physics. Does art have to be without constraint? And would you therefore say engineering is not an art? It's an art of functionality, yes, but there is a seeking, questing nature there, a desire to realise something (and solve it) which is much like the act of creation. Art is realising the thoughts in the artist's head, and solving the problem of how to display them. And (to revive a terrible old saw) if art is a mirror to life, the two things are the same actions seen from different angles. Maybe it really is all subjective.

    4. Re:Tesco's Economy Monal Lisa by daniil · · Score: 1
      Well, a piece of art can never be devoid of any functionality: even a piece of modern sculpture can be used for something (perhaps for cracking its creator's skull). It is true, however, that a work of art is quite often thought to have lost its original function. An ornate hammer is not a hammer anymore, in the sense that noone would use it for pounding nails. Note, however, that this loss of function is completely conventional: it's not a hammer anymore because some people have agreed to see it as a piece of art, not a hammer.

      Art can never exist without any constraints. In fact, it needs them to be what it is. Art always means creating something within some certain limits, whether they be physical or completely conventional, and breaking the "rules" set by these limitations. In this sense, art is always engineering and engineering is (an) art. The fact that these two things are generally not equated nowadays is just a (modern?) convention -- it is thought that art requires this "little extra something" that pure engineering isn't considered to be capable of.

      --
      Man is a slave because freedom is difficult, whereas slavery is easy.
  3. already made me cry by jeif1k · · Score: 3, Funny

    "I think the real indicator will be when somebody confesses that they cried at level 17,"

    Daikatana made my cry at level 1.

    Still, the guys have a point: video games are not engaging enough.

    1. Re:already made me cry by xenocide2 · · Score: 1

      My largest problem with the games-as-a-form-of-storytelling concept is that the strongest examples they can point to are the weakest examples of games. The gameplay in final fantasy is underwhelming.

      Deus Ex is easily the best game out there fusing game and story, but Warren would be quick to point out its shortcomings. Major plot points are outside your control. Your character exudes as much sentiment as the robot he essentially is. What it does well is give you narrative that doesn't interrupt the action, and provides dialog sequences that can provide you with options and differing outcomes. You can get away with killing very few people, but the choice for nonviolence effects little in the game. The path at the end should have been triggered by the actions you had taken to create real and motivated enemies.

      One caveat, I feel the authors conclusions that "we need to push forward with designing games from a strongly holistic standpoint if we're to get anywhere with emotional affect, story "telling", and thematics" are just as "wrong and prejudiced" as developers who "want to tell you that games are just about fun." Nobody takes the claims that crossword puzzles or scrabble are a form of art in desperate need of guidance. It's extremely presumptious to tell someone that they're doing their Art wrong.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    2. Re:already made me cry by Anonymous Coward · · Score: 0

      I can't think of too many movies that made me scream abuse at the screan and throw something at it.

      I know more than one game that has done that to me.

    3. Re:already made me cry by Cactus · · Score: 1

      OK so I didn't exactly cry in ICO, but at one point I got worried that maybe the NPC might be in serious trouble. I think that qualifies.

      Anyone interested in arts and games shoud definitely check out ICO: the gameplay is fun in itself (it's basically the precursor for the new Prince of Persia game, where the puzzle is in the 3D architecture itself), but its artistic qualities make it the "poem of computer games".

      --

      Guikachu: Resource editor for PalmOS developers

  4. Duct Tape Finesse by Grey+Ninja · · Score: 3, Insightful

    I think it's about time to bring out one of the more famous John Carmack quotes. "Story in a game is like a story in a porn movie; it's expected to be there, but it's not that important."

    I have great respect for John Carmack as a programmer, but I absolutely despise his games. Honestly, I think that the western developers could really learn something from the Japanese. About the only western developers that I know of that make games that I personally feel the need to play are Ubisoft (Prince of Persia), and Silicon Knights (Eternal Darkness, Blood Omen, Metal Gear Solid: The Twin Snakes).

    1. Re:Duct Tape Finesse by Anonymous Coward · · Score: 0

      um...Ubisoft is a french company.

    2. Re:Duct Tape Finesse by Soul-Burn666 · · Score: 2

      um... As far as I know, France is a part of the western world.

      --
      ^_^
    3. Re:Duct Tape Finesse by MilenCent · · Score: 1

      Those games are not bad (and Eternal Darkness was great in some respects), but there are certainly other western publisher worth their salt. Bioware and Blizzard are two favorite examples. Maxis games helmed by Will Wright are another, and don't forget about Sid Meier and Peter Molyneux.

      But the poor fact is, these are pinpricks of light admist a vast, black curtain. Most western games are horrible. But then again, most eastern games are also horrible, it's just the better ones we see over here. Also, there are more eastern companies that have a more mature approach to game development: Nintendo and Sega definitely, sometimes Namco, Konami and SquareEnix, occaisionally Capcom. (There are others too -- amuse yourselves with attempting to name them.)

    4. Re:Duct Tape Finesse by NidStyles · · Score: 1

      Umm, EA games? The Sims series?

      --
      Yes, I said it.
    5. Re:Duct Tape Finesse by Grey+Ninja · · Score: 1

      I also loved Origin before they met EA's axe, and I also have some respect for EA Canada. And yes, Blizzard is one that I forgot to mention. (And I can't wait for Pirates 2). Peter Molyneux thoroughly unimpresses me though, and Bioware doesn't make games that appeal to me. (But I appreciate the production value)

      Namco, Konami, Nintendo, Sega, Capcom and Enix I think are the big Japanese names. But I think what I was really getting at in my post is that the value of the average Japanese game is much much more than the average western game. I mean, most of the western games I see on the store shelves are some poorly made piece of garbage, or some generic type of game like an FPS or an RTS (not so common these days though... RTS seems to be being replaced with western style RPGs or MMORPGs).

    6. Re:Duct Tape Finesse by MilenCent · · Score: 1

      Think for a moment:

      Capcom does makes original stuff once in a while, like Viewtiful Joe. But they're greatly outnumbered by the sequels they produce. Just HOW long have they beaten that Street Fighter horse? How many times did they use what was practically the same engine for each NES Mega Man game? Say what you will about Nintendo making sequels, but each of the 2D Marios is still a different game in many ways. When they get a big hit, like Resident Evil, you'll see game after practically unchanged game out of them. How is that different from endless Madden sequels?

      SquareEnix: People make a big deal over how each Final Fantasy game has a different system, but there's been less variety as of late than usual. The job system has been used three times now in the core line, and twice in FF Tactics, and Active Time Battle at least six times, plus one in ChronoTrigger. But these things can't fix what I consider to be the core problem with the series now: RPG style battles have been done many, many times in many, many games.

      Namco: Ridge Racer anyone? Tekken?

      Of course, Sega has made three Crazy Taxis, and even though I never get enough of them (my high score in the first game is over $68,000). Nintendo has made Mario Sunshine. But these two companies tend to be more prone to strike out new territory than most.

      But there are limits to even Nintendo and Sega's ingenuity. You want to know what the most innovative game company in the history of gaming was? They made Asteroids, Missile Command, Battlezone, Centipede, 720 Degrees, KLAX, Gauntlet, STUN Runner, Toobin' -- yes, it's Atari Games, an *American* company! And what did it get them? They died, ultimately, because of Capcom, which milked Street Fighter games that, although not really very different from each other, proved to be extremely popular. That set the pace for the whole industry, eastern *and* western, and only now are some mainstream gamers starting to think "Gee, there's not really a lot of different things to play, is there?"

      My advice to the industry: whatever Ed Logg is doing now, wherever he is, companies, snap him up!

    7. Re:Duct Tape Finesse by Anonymous Coward · · Score: 0

      Capcom? Last I heard, Atari died of chronic mismanagement...

    8. Re:Duct Tape Finesse by MilenCent · · Score: 1

      But lots of game companies have been mismanaged in an Atari kind of way, and look how long they've survived.

      No, Atari GAMES (as distinct from Atari Corp) never really recovered from the Street Fighter 2 craze. They persisted for a while, and made some of cool games after SF2 hit arcades (such as ever lovin' Rampart), but they were never really as seen as hip after that. Consider that in the old days Atari was the unquestioned king of arcade games. Atari's success-graph never plunged as steep as it did then.

      There was a time when they pulled lots of promising games off of test, including a sequel to Marble Madness, Marble Madness!!, because they didn't do well in arcades while the Street Fighter craze was going on. The fighting craze isn't as strong these days, but it's never really died out either.

      This is not to discount mismanagement, of course. But in the long run Atari Games had better management than Atari Corp, which died years ago.

    9. Re:Duct Tape Finesse by zeus_tfc · · Score: 1

      Which is why he said:

      "About the only western developers that I know of that make games that I personally feel the need to play are..."

      --
      "...At the end of the day"..."when everyone goes home, you're stuck with yourself." RIP Layne Staley
    10. Re:Duct Tape Finesse by Soul-Burn666 · · Score: 1

      Which is why I answered to the AC here, which is the parent of my comment :).

      --
      ^_^
    11. Re:Duct Tape Finesse by Anonymous Coward · · Score: 0

      John Carmack (and company) became rich on his opinion about game design. This implies his games were popular, i.e. people enjoyed them greatly. I don't think you can truly argue that he was wrong.

      A great game need not have a story or a plot anyway. The real story should be your experience and the things you achieve. In other words, the story should not have to be told to you.

  5. Re:Tesco's Economy Mona Lisa by Different+Tan · · Score: 1

    Appreciate your point, but thats very cynical (or I'm very naive!). Surely you dont become a designer in order to simply produce that which will create the most profit; you do it because of a passion, and that passion is an art. And people who buy the Porcshe appreciate the art that it is. The end-user is not just getting funtionality, but something that has aesthetic value as well. OK, there are some things which are not created with this in mind, but this is surely an example of something that is! Just because the company is big doesn't mean that it is totally soulless.

  6. Story and Game by SansTinfoilHat · · Score: 5, Insightful

    These are the kinds of threads I like to spend my mod points on, but I'll bite the bullet and respond.

    While there are a lot of good items to digest in the article, what we have here is a commentary on filmmakers who think about game design in terms of filmmaking. But game design is NOT filmmaking, no matter how much people these days like to equate the two.

    I can think of a hundred counterexamples to 'there's no reminder, nothing refreshes who these characters are' and I am sure you can too. Ico springs to mind.

    The problem is that STORY and GAME tend to be very discrete elements, where in a movie STORY and MOVIE are one and the same and this is where that expectation comes from. Level designs that ignore story (as discussed in the article) or story that obfuscates (or simply makes unimportant) the game elements (see Xenosaga and many other RPGs), is simply bad design and while it may be a State-of-the-Medium issue, I believe as games get more and more into the cultural forefront, we will see better and better designs where STORY and GAME are one in a way that filmmakers simply don't comprehend right now.

    That's just my optimistic opinion though.

    1. Re:Story and Game by Apreche · · Score: 3, Insightful

      You're close to being right. In a movie the movie and story are actually seperate things. Look at something like Citizen Kane. The film making is absolute perfection, but the story is not. Not to say the story is bad, but its been bested. My film-making I mean cinematography, camera work, editing all those thing you can do really well while still having a terrible story.

      In video games you add one more component which movies do not have, and that is user interaction. The problem is that often one thing, story, graphics, gameplay, sound, or novelty outweighs the others. Example, recent final fantasy games are heavy on story and graphics in the fmvs. But they completely lack new or interesting gameplay. But people love these games anyway because the story and such is so great.

      What game developers have to do is emphasize all of these areas. Have excellent story and gameplay at least. But not only make both of them great, they must be melded together. Look at the Matrix movie 1 vs 2/3. In movie 1 the action scenes and the stories blended together to form one entity. In th e Matrix 2/3 they were seperate things. You would get a 5 minute action scene followed by a 5 minute plot scene.

      An example of a game that did everything right: Half-Life 1. Story, action, gameplay, graphics, sound all form one entity which is the perfection.

      --
      The GeekNights podcast is going strong. Listen!
    2. Re:Story and Game by cgenman · · Score: 2, Interesting

      Viewing user interaction in gaming as a portion of a story is succombing to linear design. Not only do you have "interaction," you have player choice, a world rich enough that every corner the player peeks around contains something, you have the systems of the world interacting with themselves and the player in interesting and frequently unpredictable ways.

      I'm not convinced that emphasizing all areas is the way to go, with current budgets. As you point out most games which are successful are so ignoring certain aspects of the craft. Quake III has engendered a long following, yet has never had the slightest notion of a story. But what it did, it did very well... ID never lost sight of the fact that they were making an action multiplayer fragfest, and all of their efforts were expended on that goal. Part of the "big picture" was the focus on specific elements. Mario has always created a moment-to-moment sense of awe and wonder, yet has been sadly lax on character development. Final Fantasy has always had great stories wrapped around some of the most boring moment-to-moment gameplay imaginable. The Godfather was one of the greatest pictures of all time, yet it hadn't the slightest trace of comedy. The Lamborghini Diablo was one of the greatest cars of the 80's, yet had impossibly small trunk space. These are not weaknesses of things that could be greater, these are the tradeoffs that you must make in order to be great.

      Don't be all things to all people: Down that road lies Daikatana. Know what your core strengths of your game will be, and emphasize those.

    3. Re:Story and Game by PerpetualMotion · · Score: 1

      Movies are part story, part effects, part acting. No matter what you read on IMDB or in the NYT, movies exist beyond the script.

      Games that have extensive stories generally have limited replay value. EX: Max Payne, Beyond Good & Evil. A really good game that brings together story, engine, maps, and all the other things great, takes ten times the effort to make it repayable. A game with limited play-time either has to make up for it or is severely marked down in ratings - see Fable. Despite all its features it is nonetheless a one time through venture.

      A book can be timeless, and a movie has almost the same quality. You can read through, or watch, and come back ten years later and it will have a similar impact. In ten years with graphics advancing so fast, the games of today will be forgotten, with even today's classics remade due to cd rot and capitalizing on new platforms and chipsets. I expect to see Total Annihilation 3 in 2015.

      Simply, in games, gameplay trumps story. Not every time, but most of the time, and for damn good reason.

    4. Re:Story and Game by mausmalone · · Score: 1
      The problem is that STORY and GAME tend to be very discrete elements, where in a movie STORY and MOVIE are one and the same and this is where that expectation comes from.
      I'll agree that this tends to be true, but ... We've all posted a few exceptions to this general rule (as there are quite a few), and I'm kinda disappointed that everyone's glossed over my favorite: Shenmue. There's a game where STORY and GAME are almost completely one and the same. While I know it has a boatload of flaws, I absolutely adore the game, love to play it, and respect what it was trying to acheive.
      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
  7. Re:Tesco's Economy Mona Lisa by Anonymous Coward · · Score: 0

    No one's doubting that it has an aesthetic value, but having an aesthetic value is not necessarily art. Art says something, it is backed by a some truth that the artist sees. It's not just something that looks nice or neat. They may appreciate that it looks nice or cool or whatever, but they don't appreciate the "art that it is", because it's not art. Art expresses the grandest of things, it holds up life into the mythic, into terms of life and death, into ponderances of the incongruity between life and death, it is all the passion of the world. The design of a Porsche is to make people think "that looks cool!", not make them question, say, the meaning of life, or ponder the ways they've hurt the people they love or the way they've been hurt themselves. Compare the photograph by Ader "I'm Too Sad to Tell You" (it's pretty popular you can probably find a decent scan on Google, if you're not adverse to looking at visual arts on a computer screen) with the design of a Porsche and then ask if the Porsche is even close to art. Where the Porsche says "won't your lady-types be impressed?" the Ader photograph says "look at, when it comes down to it, how alone we are in this world."

  8. Aeris' Death by MilenCent · · Score: 3, Informative

    The first footnote from the article:

    I recently stumbled across a review (http://xenon.stanford.edu/~geksiong/papers/sts145 /Final%20Fantasy%20VII.htm) of Final Fantasy VII for a Stanford History of Computer Game Design class. This review claims that Aeris' death is the first time in RPG history that the death of a main playable character is an "essential and critical element of the plot." Completely untrue. It was done at least once before, in Sega's 1994 RPG, Phantasy Star IV: The End of the Millenium.

    Oy. It was done much earlier than that, in Phantasy Star II. Oh who will morn for poor, forgotten Nei? Or Tellah (FF II/IV), for that matter? Or the Flying Men from Mother?

    1. Re:Aeris' Death by Anonymous Coward · · Score: 0

      Squaresoft specifically, has a penchant for killing off main characters, and they're not the only devloper to do it. Interesting, I think.

      Chrono Trigger anyone? Crono dieing had a much more profound effect on me than Aeris.

    2. Re:Aeris' Death by Wanj00n · · Score: 1

      Good to know. And yeah, I figured it had to be done elsewhere, and earlier than even PS4 (which is why I included the "at least"), but I have limited experience and had to settle for a minimal claim.

    3. Re:Aeris' Death by MilenCent · · Score: 1

      Yeah, but it was a "fake" death, they resurrected him with time travel. If you bring someone back to life it doesn't count -- death has no sting unless it's for good.

      Similar, though not exactly the same, are the dozens of RPGs in which characters "die," but can be resurrected trivially. Phoenix Down, World Tree Leaves, Moon Mist, whatever you call them, what in our world would make Bill Gates hand over his entire fortune is available at the local Final Fantasy Tonic Hut for pocket change.

    4. Re:Aeris' Death by MilenCent · · Score: 1

      No prob, and I caught the "at least."

      The origins of the console-style RPG genre reside in Dragon Quest/Warrior, but RPGs are a fair bit older than that. Wizardry, Bard's Tale and Ultima all predate what the typical "modern" gamer would call an RPG, and although I haven't played them all, I'm pretty sure there are moments like that in at least one of them.

    5. Re:Aeris' Death by Anonymous Coward · · Score: 0

      I haven't played any Phantasy Star, unfortunatly, but I really must question weather any of those games had the same implications as Aerith's death.

      Sure, it was tear-jerking once it happened. It was almost an injustice that made the player build hate for Sephiroth, Shinra, Th Turks, etc.. But by the end, SHE became the hero, where Cloud had failed. Sephiroth was still alive and had launched meteor. HOLY failed them. That white materia was what they were after all along, but in the end it was Aerith, in spirit form, who gathered the lifestream together to destroy meteor. Without her, and indeed her death, the world would have been destroyed.

    6. Re:Aeris' Death by WWWWolf · · Score: 1

      ...or Dupré in Ultima VII pt2: Serpent Isle...

      In FF7 Aeris' case is slightly different because she was just simply slaughtered for no reason whatsoever in the middle of the game, and I heard the designer's intention was to make a counterpoint, because most of the preceding games had some sort of heroic, meaningful sacrifice of a character. So, the designer was perfectly aware that major characters die all the time in games, and probably even that that was actually turning into one of the defining cliches of JRPGs...

    7. Re:Aeris' Death by MilenCent · · Score: 1

      C'mon, world destroying events are a dime-a-dozen in these games. I think it was one of the points of the original article that character death advancing the plot is inherently more personal than world-saving.

      Anyway, the point remains, we're talking about characters dying as part of a story, not the significance of that act. (And say what you want, I was actually a little shocked when Nei got offed, even though RPGs back then really didn't have a lot of dialogue for their characters.)

    8. Re:Aeris' Death by MilenCent · · Score: 1

      Interesting, because now I've heard two opposite reactions to Aeris' death in this forum: she became the hero at the end in spirit form, and her death meant squat.

      Random character death is not a good thing in a story, because stories are not random. Things that happen in them should appear unplanned, but should not be arbitrary. Everything should happen for a reason, even if it's not an obvious one. Killing off a character for no reason at all is bad writing.

      Of course, I'm something of an outspoken critic of Final Fantasy-style writing. I've been rereading The Hobbit lately, and noticing how it progresses: the characters actually get through a good number of adventures, somehow without a fatality on the part of the main characters (though a good many goblins and spiders die). Some of the men of Lake Town drown or get flamed when ol' Smaug goes on his rampage, true, but none of the dwarves or Bilbo are among their number, they're safe. But several dwarves do die in the Battle of Five Armies, to make the point that war, ultimately, is hell.

      Death for a meaningful purpose is not a cliche of games, though I wouldn't be surprised if there are a couple of similar cliches, it's a cliche of writing, period. But we give it a pass when we tell stories because it's one of the primary tools in the writer's box, so we should give games that attempt to tell a story the same kind of pass.

    9. Re:Aeris' Death by mausmalone · · Score: 1

      Actually, you'll never have a real answer to this one. "Essential and critical element of the plot" is a very subjective qualifier and we could argue it all day. Nevertheless, it's obvious that it was done before Final Fantasy VII, and that the first time really depends on how critical you think the character is. I've seen people get very very involved with text-based games, and even freak out when characters in those die.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    10. Re:Aeris' Death by MilenCent · · Score: 1

      "Essential and critical element of the plot" is one of those things that is more obvious in some cases than others. Does Moby Dick need Captain Ahab? By all means, yes. Other things aren't as certain; Peter Jackson apparently didn't think that Tom Bombadil or the Scouring of the Shire needed to be in his movie, but Tolkien thought enough of them to put them in the books.

      It is possible to argue this about many things, however. In practice, the determinor of whether something is "needed" for the story falls first to the author, second to the editor, and they tend to have more liberal notions of plot-essentialness than film adaptors. But even so, there must be *some* basis of whether it's important to the story. To take an extremely broad case, you can't just have angels in your story just because you want angels to be in it, their angelness must be important in some way. (This I shall suddenly call Harris' First Law of Fanfiction Suckiness.)

    11. Re:Aeris' Death by Destoo · · Score: 1

      Aye.. Dupré in Serpernt Isle.. I never liked that part.
      You also needed to sacrifice a companion to Blackthorne in U5. You could chose who would go.

      By the way, I never thanked you enough for directing me to NWNC a few years ago.. I've been playing each sunday the "Avatarship" campaign, based on Zonker's Ultima 4 adaptation, with more or less the same players for around 2 years now.

      In the next few sessions, we'll be going to the abyss, meaning this journey is about to be over. I'll need to write a song or two about it. (I've been playing Iolo)

      --
      Nouvelles de jeux et technologies en français. TC
  9. Huh? by Weirdofreak · · Score: 3, Insightful

    Some developers want to tell you that games are just about fun. I like fun a lot, but they're wrong and prejudiced, no matter how kindly and innocent they sound saying it. We need to push forward with designing games from a strongly holistic standpoint if we're to get anywhere with emotional affect, story "telling", and thematics. Designing and developing videogames is not, and cannot be merely about the pragmatics of creating entertainment. Otherwise, our medium of choice will not be able to reach a wider audience, to become universal in its appeal.
    Excuse me? I play games because I find them fun. Games with no/little plot can still be plenty fun (Zelda I, Tetris, Goldeneye, Animal Crossing - don't tell me they suck). Why cut a game out just because it aims purely to be fun?

    There are of course games where the enjoyment comes from the progression of the story (Final Fantasies), and I enjoy them every bit as much as I enjoy the first sort, if not more. However, games with more integral stories lose some of the charm of the others. Ever tried playing an RPG, then coming back after ages? You have no idea what's going on. Tetris, Pong or Pac-man can be played anywhere, anytime, by anybody. Final Fantasy 3/6 or Chrono Trigger, despite being oft-hailed as the best masterpieces ever to be experience, require lots of time, just like a book - but you can't play on the bus (unless they get ported to a handheld) and you can't stop just anywhere. They have many of the failings of books, such as losing the thread if you go away for too long, as well as many others that you get from either interactivity or the almost purely grapical output - ever been annoyed because you can't go to x until you've been to y thanks to a big rockfall that mysteriously vanishes later? There are of course some games where your actions are what allow you to progress, but even they seem far too tacky sometimes, such as picking up an item in x which allows you to destroy the rockfall, and an item in y which lets you get to the next place. In a book you don't have those problems, because you get no control - if the main character is supposed to go to x, then dammit, he will go to x! And the graphical output is another downfall that movies and games (text-based games excluded) can have compred to books, because you don't know thoughts, or even emotions beyond what the actors can express. You can't -not- have the graphical output, which means that things like the weird guy on the poles from one of the Hitch-hiker books who steps from one to another, thirty feet apart without anything appearing to distort fail utterly.

    While I will always love any game whch makes me cry (none have succeeded - nor, for that matter have any books or movies, although The Crucible came damn close), to focus on just the fact that you get more engaged because of the interaction would be to lose half the charm of the medium - that you can pick it up, play, and put it down again for ages. I have nothing against games which try to be like a book or a movie, but f it weren't for the ones which do something completely different that can't be obtained from the others, the medium would have died a long time ago.

    And for the record, everybody died in Final Fantasy II/IV. Usually several times.

    1. Re:Huh? by Wanj00n · · Score: 1

      As the author of the article, I want to make it absolutely clear that I am not against fun games, or games that are merely about having fun in any way.

      What I AM against, are people who try to insist that fun is and must be the whole point of making any game in the first place. Some games can just be about having fun, but it's a prejudiced view to insist that ALL of them have to be.

      I want a diversity of reasons to make and play games, not just one.

    2. Re:Huh? by Anonymous Coward · · Score: 0

      Carl Sagan's "Contact" made me cry twice, in both media. The book for it's depth and subject matter, and the movie because it was so awful.

    3. Re:Huh? by Anonymous Coward · · Score: 0

      What I AM against, are people who try to insist that fun is and must be the whole point of making any game in the first place. Some games can just be about having fun, but it's a prejudiced view to insist that ALL of them have to be.

      No it is not the least bit prejudiced to insist that all games have to be about having fun. If it ain't fun it ain't a game . Conversely if something is even a little bit fun no matter what it is then it can be a game .

      Now this does not mean that games cannot contain other elements in addition to fun but if something does not contain even the tiniest smidgen of fun then it cannot ever, ever be a game.

    4. Re:Huh? by Wanj00n · · Score: 1

      No it is not the least bit prejudiced to insist that all games have to be about having fun. If it ain't fun it ain't a game . Conversely if something is even a little bit fun no matter what it is then it can be a game .

      Now this does not mean that games cannot contain other elements in addition to fun but if something does not contain even the tiniest smidgen of fun then it cannot ever, ever be a game.


      So it looks like you're denying the possibility of a really bad game that isn't fun at all. Secondly, I can have fun watching a movie, that has no bearing on whether it can be a game. Sure, I can play a drinking game while watching a movie, but this is different from simply watching a movie. Moreover, I can turn completely unfun things that aren't games, into games (this is how people can turn boring, monotonous work into an interesting challenge). Check your ontological assumptions, 'cause they ain't true.

      Finally, you just aren't reading carefully. I say that it's a prejudiced view to insist that ALL games have to just be about having fun. I'm talking about the teleology of games, and the highly prejudiced view that games can only be about having fun has already been disproved anyway, by persuasive games such as Gonzalo Frasca's September 12 and Ian Bogost's games designed for political campaigns.

    5. Re:Huh? by hunterx11 · · Score: 1

      It's not the whole movie, just the one fucking line. I'd really like to punch whoever put that in there.

      --
      English is easier said than done.
    6. Re:Huh? by mausmalone · · Score: 1
      Excuse me? I play games because I find them fun. Games with no/little plot can still be plenty fun (Zelda I, Tetris, Goldeneye, Animal Crossing - don't tell me they suck). Why cut a game out just because it aims purely to be fun?
      While I get your point, I'd like to point out that Animal Crossing does have a bit of plot and story, but it's more like an ongoing narrative that you create. IMHO, that's what makes it a lot of fun, that you have a say in how things turn out for your town full of characters.
      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
  10. Tomato, Tomoto... by Anonymous Coward · · Score: 2, Insightful

    I suppose it has alot to do with suspension of disbelief. While most, if not all western developers do tend to make games based more on fun rather than story, and content, rather than context, this isnt a fundamentally flawed concept.

    Something must still be said for the ability to engage the user/player upon those qualities alone, which a fair number of AAA titles have done in recent memory. Its a different market. Im a huge fan of RPG's, and engrossing story lines, from Final Fantasy, to homebrew D&D. But these cannot be the end-all-be-all of gaming, nor should they. While in a perfect world, an engaging story, lengthy plot, personal character development, and exciting gameplay may make a good game, these are just buzz words, and not actual gaming concepts. I hate to say it, but you're not in the majority of the industry. As long as the money in gaming is in *entertainment*, and not "engaging gameply", then duct tape is what you'll get; along with the 200x version of last year's sports game.

    I agree that there is alot we could learn from Japanese, and even some European developers that could greatly enhance the "art" factor, and elevate these games from a product, into something much more. But dont discourage the fun factor in development, its still the principal reason most of us play games. One brand of duct tape isnt nessecarily better than the other.

    1. Re:Tomato, Tomoto... by Anonymous Coward · · Score: 0

      Tomoto? Are you referring to "You say tomato, I say tomahto", the old American English/Britsh English chestnut? It's usually written out as "tomahto" in that context, even though they obviously spell the word the same.

  11. Everquest by TRACK-YOUR-POSITION · · Score: 1

    I'm sure plenty of recluse geeks have cried when their elf girlfriends broke up with them. I think that's the fundamental misunderstanding that both sides of this debate are missing--video games are better thought of as a PLACE than a STORY. Developers define a set of rules, and players--both human and automaton--interact within that set of rules. Now, it might be an open question whether we can ever make a tear jerker game that involves only one human player, but that seems like more of a Turing Test question than an aspiration for art. In fact, in recent days I've come to the conclusion that creating computer games is no more art than building football stadiums. Computer games are becoming even more dominated by huge corporations and board rooms than cinema, television, or music. While there is plenty of room for art within video games, viodeo games themselves may not be art, and designing game play is not a job for dramatists. Designing gameplay is a matter of mechanics, not narrative.

    1. Re:Everquest by Anonymous Coward · · Score: 0
      While there is plenty of room for art within video games, viodeo games themselves may not be art, and designing game play is not a job for dramatists. Designing gameplay is a matter of mechanics, not narrative.

      As the process of designing games becomes easier, story will become more important. Are you really going to rely on random events inside your gameworld to keep your gamers playing?
    2. Re:Everquest by TRACK-YOUR-POSITION · · Score: 1

      No, I'm going to rely on interaction with other players. Have you noticed how few adventure games are sold these days? Fewer and fewer people actually want to play "Hamlet on the Holodeck", as the famous metaphor promises. So, I think you've got it backwards--as technology improves, pre-written stories start to look silly and ridiculous. Players want to create their own stories as they play--that is, if story can be said to have any purpose in games at this point.

  12. Jak II by SanityInAnarchy · · Score: 4, Interesting

    First of all, John Carmack is right about his own games. I enjoy them, and in an FPS, it's generally true that you can have a good experience with very little plot.

    Still, plot can work with the game. Here's my example: Jak II. There's some outstanding gameplay, the world is absolutely massive and very cohesive -- only three or four major areas, the rest of the levels are all seamlessly melded into the City. And I do mean seamless, and that is my impression of the entire game. Comments are made all the time, cinematic scenes are short and relatively infrequent. The plot is not incredibly complex, but it is very well tied to the gameplay.

    The way games are going to absolutely leave movies in the dust is when AI gets so good that the designers mostly do a rough outline of the game, and spend most of their time in character design and AI. MMOs are sort of moving in that direction, but the advantage of local AI is that they are more expressive, never lag, never talk out-of-character, and can be saved and restored.

    Think about how Half-Life 2 works (in the videos, anyway) -- the physics engine and wide-open level design allows you to be very creative and have a lot of freedom in how each battle goes. Half-Life was like that, only less so. Yet the experience was seamless and linear, so you got enough freedom to have fun with the game, but enough limitation and design that you can "lose yourself in the artist's world".

    What I think Speilberg wants is for the character and plot to go the same way -- not like a choose-your-own-adventure book, not like write-your-own-book, but like life with fate.

    --
    Don't thank God, thank a doctor!
  13. I Know!!! by rts008 · · Score: 1

    Spielburg can make the movie " Old Yeller" into FPS game, that should cause some TEARS! Hold on, WTF am I saying?

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    Down With Slashdot BETA!!! I've been around the corner and seen the oliphant; you can only abuse me from your perspecti
    1. Re:I Know!!! by M.+Baranczak · · Score: 1

      Spielburg can make the movie " Old Yeller" into FPS game, that should cause some TEARS!

      Or "My Dinner With Andre". Or "Fried Green Tomatoes". The possibilities are endless, really.

  14. Story and Game-Books. by Anonymous Coward · · Score: 0

    Here's an on topic question.

    There's plenty of books out there on the gaming industry from history, to the nuts and bolts.

    Now what book(s) does the Slashdot crowd recommend on one who wishes to get a start in the gaming industry?

  15. Spielberg? by radimvice · · Score: 3, Interesting

    Two words.... E.T.

    A cogent argument could be made suggesting that Spielberg's 'game design intuition' was the single greatest cause of the great video game crash of 1983. The man may make some good movies, but I'll never listen to a DAMN thing he says regarding games, because he obviously has no clue what he's talking about. I'm surprised neither Walter nor Chris brought the great ET debacle up in their articles.

    On another note - increased realism is not going to be and never was the driving force for good games. it's been a driving force for the industry, the millions of fanboys who eat up a few extra mole marks on their polygonal models and the graphics cards companies who happily sell us upgraded machinery every six months, but we've been seeing the same old, tired, incredibly conservative games and forms of gameplay for years now.

    The first time I cried from playing a video game was playing WWF Wrestlemania (or something like that) for the SNES. I picked it out for my ninth or so birthday because I saw some screenshots in Nintendo Power, and they looked so photo-realistic that I wanted to play it. After taking it home and turning it on, I was appalled by the simplistic button mashing that grew tedious after only a few minutes. I cried all night for being so easily tricked by the lure of realism, and vowed never to give realism in games any thought again. I still have that cartridge today as a reminder.

  16. And yet, they sold you a copy of Wrestlemania. by Jewbird · · Score: 1

    The solution is not to bitch and moan on the internet. The solution is to use your gaming dollar to buy and therefore subsidize good games.

    Now if you'll excuse me, I need to register my copy of Escape Velocity Nova.

    --
    For God doth know that in the day ye eat thereof, then your eyes shall be opened, and ye shall be as gods
  17. artists by Anonymous Coward · · Score: 0

    More and more companies are moving to data-driven game development. Artists & "game designers" are getting more control of the development and programmers get less. Programmers make great games because they think things through. Artists and game designers just want to make movies and pretty plants. The more control artists have the prettier it will look but the game play will suck and levels take 5 minutes to load. Special thanks to George Lucas.