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The Short Memory of Game Design

Gamasutra has another piece in Ernest Adams' ongoing series Bad Game Designer, No Twinkie! This week he looks at the terrible long-term memory the game industry suffers from. Because of fast turnover within company ranks, games released by a single studio can consistently make the same bad design decisions over and over again. From the article: "Which is worse: A game that introduces its features sparsely but regularly, or one that gives them all to you at once and then never gives you another one? I would much rather play the former. Obviously this will vary somewhat by genre, but offering up a new twist every now and then will certainly help to keep the player's interest. Too many games turn into a boring grind in the last third or so, and the player has to slog through it if he wants to see the ending. We didn't get into this business to make boring grinds."

3 of 123 comments (clear)

  1. On the other hand... by jizziknight · · Score: 5, Insightful

    It's also really annoying when a game gives you no features at the beginning and makes you trudge through a few hours of play before you get to do anything cool. Or if the one critical feature you need is given to you at the very end, and you have to practically play the entire game again to beat it (I'm looking at you, Jet Force Gemini). It also sucks when you get no new features for each iteration of a particular series.

    On a related note, this is also why I can't stand most MMORPGs. Too much time wasted grinding. I don't want to kill monster x for 5 hours so I can level up so that I can use weapon/ability z, and then start killing monster y for 6 hours so I can level up and.... you get the idea.

    --
    Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
  2. Kinda Sorta ... by Tranvisor · · Score: 5, Insightful

    "Which is worse: A game that introduces its features sparsely but regularly, or one that gives them all to you at once and then never gives you another one? I would much rather play the former."

    Would Tony Hawk games be as much fun if you could only do 1/4 the moves in the begining? Course, as your stats increase throughout the game certain moves go from tough/impossible to easy but you can still basically do almost everything at the very beginning when it comes to moves.

    Unlockables are fun but some games take this concept to far...

  3. Casual games / gamers by fotbr · · Score: 5, Insightful

    Since I've entered the "real world" I have nowhere near the amount of time to spend gaming as I did in college.

    I'd rather have all the features, abilities, etc "unlocked" from the beginning so I can have FUN. Racing games are the worst. Start with crappy car, on a boring track. Then spend hours to achieve first-place so you can get a slightly better car, or have a slightly more interesting track. Repeat for days until you finally can run the high-end cars on challenging tracks. All in the name of providing "lots" of gameplay. Gameplay, yes. Fun, not so much.

    Give me all the cars, tracks, cool weapons, gadgets, etc all at the beginning and let me get my hours of gameplay in 10-20 minute pieces of fun.

    I think "Casual games" and "Casual gamers" want fun out of their games, not work. Which means a lot more games can fall into the "casual" category than just brain teasers and Bejeweled or Tetris clones. Let the hardcore crowd work for weeks to unlock the super-baddass-mega-blaster, but at least give everyone else the option to click a "unlock all" option and just have fun.