Opening Keynote At GDC 2005
RobotWisdom writes "Alice of the Wonderland weblog has managed to transcribe and post the opening keynote address by Raph Koster from the Game Developers' Conference. It was based on his book, 'A Theory of Fun'. My favorite quotes: 'Fun is the feedback the brain gives while successfully absorbing a pattern.' and
'The differences between Cheers, Friends, and a medieval morality play are NOT THAT BIG.' Very upbeat, thought-provoking and inspiring." As an FYI: I'll be leaving for the sunny western coast in less than 8 hours. Expect coverage all week starting as soon as I get over jet lag tomorrow.
The real question, now, is who can be trusted to make fun games that are not work (i.e. EQ). Is there any game designer or publisher willing to put out a truly innovative and fun game, something that doesn't rehash the same basic game design points that we have been playing the past 6 years? FPS frag-a-thons with improved graphics, MMORPG's better graphics and more delivery quests, RTS clickfests, turn-based strategy games...nothing new has come out in a long time that was also fun.
On Marketplace today they discussed the GDC and the growing interest of Hollywood. With the growing dominance of EA and the interest of Hollywood, are we looking at the beginning of the decline (so far as quality, innovation, and "fun" are concerned) and the introduction of a new phase of "gaming" as pre-packaged entertainment for the masses?
Does anyone else fear that when gaming no longer has the "I'm MrWa. I'm a gamer" connotation and becomes mainstream that the development stage - and the fun with it - has ended?
Ah, but then you have MMOs like EVE Online, a game that is virtually "path-less". PVP is there, but it's there as a reality of venturing into unregulated space. You don't HAVE to participate in PVP, you can stay in relatively comfy empire space and pursue a research career, manufacturing, etc. There's no singular path defined for a character at all. Sure you can put more skill into science rather than combat skills, but that doesn't mean you can't fight.
Essentially what we have here is a virtual sandbox consisting of thousands of star systems and a player driven economy (that works). So why isn't it as hugely popular as others? If I were to venture a guess, it's that when people play these games they NEED that direction, some path laid out for them to follow. I've heard EVE being described as being "hardcore", and I'd have to agree -- beyond the initial tutorials, you're thrown out into the universe to make your own way. Those of us who play it love it, but I can definitely see a segment of the gamer populace shying away from it for that simple fact.
"I'm a leaf on the wind. Watch how I soar."
-Hoban Washburn