Gaming Without a Safety Blanket
Hugh Pickens writes "IGN has an interesting interview with Tom Bissell, author of the recently published Extra Lives: Why Video Games Matter, in which Bissell uses his experience in investigative journalism and as a war correspondent to describe his years playing games. Bissell talks about the difficulties in describing gameplay to non-gamers. 'A lot of casual games sort of submerge their storytelling to an almost subliminal level while upping the gameplay sophistication,' says Bissell. 'Writing about pure gameplay is tough. ... I say in the book that's one of the most suspect things about the form; a game with [an] incredibly dopey story but a really compelling mechanical set of resonances can still be a great game. I don't know if there's really a way to talk about that with people who aren't sold on the form.' Bissell adds that it's easier for many to find meaning in the more traditional delivery systems of entertainment and compares writing about games to the difficulty in describing rock & roll to an older generation. Bissell's background as a war correspondent, traveling to regions of conflict, has also translated into the games he likes."
Yes. This is what is wrong with games today. This guy gets it.
This game will waste your life. Don't clicky!
Bissell talks about the difficulties in describing gameplay to non-gamers. 'A lot of casual games sort of submerge their storytelling to an almost subliminal level while upping the gameplay sophistication,'
My eyes glazed over and my brain went elsewhere. Kind of like when someone really excited about gaming starts to ramble on about it.
My gaming serves a purpose for me - take my brain elsewhere for a while. Why do I expect that non-gamers should be able to relate to a game they don't play themselves? Even if they did play the same game, most things we relate to each other are going to be the same. Do we start a conversation where most responses are going to be "me too"?
Gaming is like dancing [with your thumbs]. A lot of the mechanics are shared between games. A large part of the exhilaration is managing to get the end of a game without screwing up terribly. It's more nerdy (and possibly annoying) to some because the dance partner is a computer (more accurately, it's the game developers through a computer). It leads to the same sort of frustration that Garry Kasparov expressed about Deep Blue because many are more inclined to see the challenge presented as intended to remove the fun of the game. While I wouldn't go as far as to say that such a point never holds true (ie, there is such a thing as a game that's unreasonably hard), the challenge of a game forces gamers to improve which extends the life-long enjoyment of gaming. In the end, it's this attribute that keeps people interested in the long-term.
"We are merely sprites that dance at the beck and call of our button pressing overlord."
Eurohacker European paranoia, gun rights, and h
Problem with the games market is that graphics and branding are ultimately what sells games and until the audience can become more sophisticated, the vast majority games never will.
I hate this word. Is it one word? Is it two? Who knows. But it's one of the few words we have to describe the stuff that goes on while you are playing a game. We need something better, or we need some dictionary to step up and add it.
horseplay - definition of horseplay by the Free Online Dictionary ... ...
frolic, gambol, romp, caper, play - gay or light-hearted recreational activity for diversion or amusement; "it was all done in play"; "their frolic in the
www.thefreedictionary.com/horseplay
To answer your conundrum: Gameplay is like horseplay, but less gay.
You can't take the sky from me...
One of the major hurdles gaming as an entertainment medium needs to overcome before it is taken as seriously as movies, theater and such by more than its major demographic is the pandering to the immature teenage obsession with sex and violence.
There are way too many games that advertise and pride themselves on the quality of their hitboxes (better headshots!), the intricacies of their scoring systems (show everyone how well you can twitch!) and their rewards for being skilled with violence (only ten more kills before I unlock the headraper 3000!). Even worse is when the amount of nudity or sex in a game is treated like some sort of sacred phenomenon like in God of War.
I wait patiently for more games like braid, heavy rain, the monkey islands remakes or portal, although they may not all have the most amazing stories, they push the capabilities of the medium or are rewarding because of the way they make you think, their humor or their beautiful art style.
Not to be confused with _ponyplay_!
Seriously.
We both said a lot of things that you are going to regret.
...I thought "gaming without a safety blanket" would be a discussion of how real men play roguelikes, where you have only one life and the game may take weeks/months to complete and death means starting over...
Advice: on VPS providers
A better analogy would be a movie with an amazing story but really bad special effects. The core of a game is its gameplay, the story is just there to help it along. The core of a movie is the story, the special effects are just there to help it along.
Give me Classic Slashdot or give me death!
When I was a child we used to play "Cowboys and Indians". The kids would break into two groups, one the cowboys, the other Indians. It was by definition roll playing with simulated violence. There were rules; for example, the cowboys had guns and the Indians had stealth. Rules and parameters were establish and followed, if not, "NO FAIR...or YOU CHEATED" were declared.
Modern computer gaming, such as the First Person Shooter, (FPS), is an extension of this. In fact, if you can recall being a child and the various imaginary games that children play, I.E. Pirates, Fortress, Capture the Flag, Tag and so on, modern gaming is an extension of these into a modern format with the use of computer technology. You can think of your computer as both a playground and a referee. Of course it's highly evolved and segued into genres, but if one distills it down to a non "gamer" essence, I think one could find a frame of reference based in the beginning of "play" its self.
Take the Red Pill.
And if I want good gameplay I'll go out and play a sport.
Sorry, but I *hate* that "read a book" phrase. Gaming is what it is due to the relationship between all its components, it's not merely about gameplay just as it's not merely about graphics or storytelling.
No problem is insoluble in all conceivable circumstances.