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Gaming Clichés That Need To Die

MojoKid writes "The PC and console game industry is in desperate need of an overhaul. With skyrocketing costs to develop games, consumers aren't going to accept $80-$100 game titles, especially not with mobile game prices in the 99 cent — $4.99 range. Not to mention, how games are designed these days needs some serious rethinking. This list of some of the industry's most annoying gaming clichés, from scripted sequences to impossibly incompetent NPCs, and how they might be solved, speaks to a few of the major ailments in modern gameplay with character and plot techniques that are older than dirt."

76 of 416 comments (clear)

  1. So... by crazyjj · · Score: 5, Insightful

    You want them to make games much more complex--with completely destructible environments, near limitless borders, better AI, more complex NPC's, etc.

    But you also want them to be CHEAPER? Okay.

    And you complain about how long it takes to develop a triple-A title, so I guess you also want them SOONER too, huh?

    Perhaps you would also like to have them hand-delivered to your house by Natalie Portman in a bikini? Hell, sure, why not!

    --
    What political party do you join when you don't like Bible-thumpers *or* hippies?
    1. Re:So... by GameboyRMH · · Score: 5, Funny

      I think that when Natalie Portman delivers my super-cheap beyond-triple-A game to my house, she should be covered in hot grits. And naked. And petrified.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    2. Re:So... by 3vi1 · · Score: 4, Funny

      If they are delivered that way, I don't care what they cost. But yes, sooner, please.

    3. Re:So... by GameboyRMH · · Score: 4, Insightful

      They still make PC-only titles?

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    4. Re:So... by LighterShadeOfBlack · · Score: 5, Funny

      I'm not an unreasonable man; you can forego the bikini if you like.

      --
      Spelling mistakes, grammatical errors, and stupid comments are intentional.
    5. Re:So... by jm007 · · Score: 3, Funny

      In the spirit of helping out, I'm willing to beta-test the delivery system for free.

      Please.

    6. Re:So... by Moheeheeko · · Score: 2

      Unfortunately, only RTS and some MMO's get the PC only treatment. When others did however we got games like FarCry/Crysis. Admittedly not exactly the best in story, But you had the whole island to explore, nearly without borders, almsot completely destructible environments (Tunring on strength and punching a house to rubbe was one of my favorite things to do in Crysis). AI and NPC's dont need better hardware, so that falls short here. As soon as these games got console ports, the little good they had was gone.

    7. Re:So... by S77IM · · Score: 5, Insightful

      No, he's saying that instead of spending tons of money making games LOOK and SOUND better, they should spend that money on making games PLAY better.

        -- 77IM

      --
      Student: Is it true that the foundation of the universe is paradox?
      Master: Well, yes and no.
    8. Re:So... by dyingtolive · · Score: 4, Informative

      Minecraft.

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      Support the EFF and Creative Commons. The war is coming, and they're supporting you...
    9. Re:So... by Anonymous Coward · · Score: 5, Insightful

      Alternatively they could stop making the same tired 1st/3rd person shooters with the exact same set of escort and assault missions played out across a costly yet unimaginative set of levels, and instead come up with a new game concept that doesn't need NPC AI, complex physical simulations, and destructible environments.

      Pacman has none of those things and it is still better than 99.9% of the shit that gets released these days.

    10. Re:So... by TFAFalcon · · Score: 4, Insightful

      That's too hard. It's much easier to just throw another few million at the developers and tell them to make more detailed models. Major publishers are terrified of making games that don't play exactly the same as the last big hit.

    11. Re:So... by Anonymous Coward · · Score: 4, Funny

      If she had to show up to your house like that, she would be petrified.

    12. Re:So... by Anne_Nonymous · · Score: 5, Funny

      >> Perhaps you would also like to have them hand-delivered to your house by Natalie Portman in a bikini?

      And tell her to bring beer.

    13. Re:So... by Adriax · · Score: 5, Funny

      Well, you ignore PC gaming with your comment so I assume you're only considering consoles, due to them having static configurations that ease some of the development burdens.
      So your view is that devs are being held back because the set hardware they develop for isn't changing to keep up with the times fast enough?

      Yeah, you're right, probably should make it so consoles are easier to upgrade. Maybe standardized connectors on the main board so you just plug in a processor, ram, non-volatile storage, media reader, graphics processor, sound processor, input devices, and networking? And of course you should have the system software easily upgradable to take better advantage of advances in software technologies and driver bugfixes.
      Current controllers are quite limiting too, they should definitely offer a 103-button controller for text input, and a separate motion sensing controller with a couple buttons of it's own (use an optical beam and sensor on the bottom of it to read the motion of the surface it rests on, that would fix the current motion controller issues).

      --
      I don't suffer from insanity, I enjoy every minute of it!
    14. Re:So... by gatkinso · · Score: 5, Funny

      Hell, *I* am petrified by just reading that.

      --
      I am very small, utmostly microscopic.
    15. Re:So... by uncqual · · Score: 2

      Thank god I read this comment just as the doorbell rang - I won't answer it. Yes, it could be FedEx, but best not to take chances.

      --
      Why is there an "insightful" mod and why isn't it "-1"? If I wanted insight, I wouldn't be reading /.
    16. Re:So... by Enderandrew · · Score: 3, Insightful

      I've mentioned this many times before. We're going to have a bubble burst here pretty soon.

      I've heard it stated the entry level for a AAA title is $15 million, with the average AAA game costing $25 million to develop. Some games like GTA IV cost north of $100 million.

      Very few console games sell more than 1 million copies. For instance, only 25 titles have ever reached that mark on the PS3.

      http://en.wikipedia.org/wiki/List_of_best-selling_video_games#PlayStation_3

      NES games cost $50 back in 1985, which is over $100 in today's dollars. We expect far more from a game now while we're willing to spend far less, and yet consumers constantly complain that games are too expensive.

      Now, I hear rumors today that EA is about to be bought out. Do people realize game developers often work 80 hour weeks without paid overtime? Do they realize developers keep going bankrupt?

      Sure, EA is the devil and people may relish in publishers going bankrupt, but without developers we don't have games. I'd rather not see all my favorite developers out of work.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    17. Re:So... by Moheeheeko · · Score: 4, Insightful

      I should hope they could produce "HDTV" quality, PC monitors have been doing it for well over 10 years now.

    18. Re:So... by cpu6502 · · Score: 4, Interesting

      This depressing discussion makes me want to dust off the "PC" known as the commodore amiga (or Sega genesis; very similar hardware), and play some games that were actually FUN to play. And now thanks to the internet: free! (No wait; they were always free.) Screw spending $70 for modern crap. Besides I've only played about 20% of the amiga library.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    19. Re:So... by Moryath · · Score: 4, Insightful

      Actually it's more a combination:

      #1 - trying to make games run at OMG FUCKING HUGE RESOLUTION and OMG FRAMERATE are big ones. You want 120 FPS at 1600x1200 or higher? Well shit, there went a ton of calculating power. Even if your video board is handling the rendering, you still have to calculate collisions and other factors on CPU.

      #2 - trying to make AI work is fucking HARD. Sure, you can code it to be perfect, and constantly win because it never misses, but then you're just replicating the kind of shitty experience you get on the Call of Duty and Halo servers full of aimbots and lag-hack cheaters. Make the AI miss too often, or make too many obvious mistakes, and it looks bad. The sweet spot is hard because inevitably, players figure out how to "trigger" the mistakes of the AI and then the game seems easy. And that's just FPS AI. RTS AI and anything involving team dynamics (like CTF), it gets even harder.

      #3 - programming and dumbing it down for consoles. Compare: Deus Ex, Deus EX: Invisible War, Deus Ex: Human Revolution. The first, on PC, programmed for gameplay over graphics = phenomenal. The second, programmed for the console and graphics over gameplay, = a steam pile of shit. The third, programmed for console but for later gen consoles and with an eye towards trying to redeem the franchise's gameplay? Somewhere in the middle, good game, but still not up to the gameplay quality of the first.

    20. Re:So... by Isaac+Remuant · · Score: 2

      The more I think about that list, the more fond I am of the Mount & Blade series.

      The world needs more sandbox games. One makes the story with freedom and imagination. Create a simulation and let it run, tweak the fun/boring/grinding elements.

      --
      "Science can amuse and fascinate us all, but it is engineering that changes the world. " - Asimov.
    21. Re:So... by DrgnDancer · · Score: 2

      His point is that the vast majority of the budget on most games is spent on art and voice acting. Some of his problems could be solved with simple better writing, and that's all but free compared to a lot of what's spent on art. The rest would require a lot of coding, new algorithms, thought, etc. That does cost money, but you could skimp a little on the ultra-ultra-high-res graphics that only people with super high end systems will see and maybe drop some of that cash on programers. It just requires thinking about the problem differently, not necessarily spending more (though that always helps).

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    22. Re:So... by Enderandrew · · Score: 2

      I stated that EA is a publisher. And as a publisher, they turn a profit currently. I stated that people see them as the devil and don't care if they might potentially fail.

      The problem is that developers don't work unless a publisher funds it. Hoping that EA dies means all the developers lose their jobs first.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    23. Re:So... by Enderandrew · · Score: 2

      Developing 3D models aren't easy. The more assets you need, and the nicer you want them to look means you need to pay more artists for their time. Having a faster processor doesn't really reduce the time it takes artists to make these models.

      Making better looking games year after year with the same console hardware means paying developers to creatively eke more power out of those consoles.

      And I've never seen a developer state that porting costs more than art assets. Porting can be expensive, and sometimes it also means giving up revenue that Microsoft or Sony paid to have an "exclusive".

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    24. Re:So... by s.petry · · Score: 4, Insightful

      The problem is not just with the games being release, but what people buy and what advertizing sells.

      This is a tough problem to solve. Think about it. Long ago, you sat at your first FPS. Your heart raced as you blew things up and spent many sleepless nights beating a game.

      Well, someone today will turn 13 and get a Gaming system, and for the first time ever will get that same feeling.

      To you, it's an old feeling. To someone else, it's brand new. I think the popular mind set is that old gamers should go away and sit in a bar instead. To many of us, it's our hobby, we don't like to sit in bars. There needs to be a market for people that game as a hobby, something better than Warcraft at least.

      --

      -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

    25. Re:So... by nschubach · · Score: 3, Insightful

      Here, I always thought the spirit of Software was re-use... making iterations easier. Instead, we have people making all new engines every year, copyrighting their code so nobody else can use it, locking up their assets and IP in restrictive licenses, and generally making sure that it takes more money to make the next sequel than ever.

      How many times has a game studio written inventory management code? How many have rewritten code to make an NPC follow a path? How many have remade mission trackers? How many have tossed old sound management classes because "they can do it better"?

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    26. Re:So... by Enderandrew · · Score: 3, Insightful

      The cost of recording an album or printing a book hasn't risen dramatically in the past 20 years.

      The cost of making a game has. Perhaps you should read the article and check the chart right up at the top. In the 16-bit era, it cost 50k-300k to make a game. This article lists $17m-$20m to produce a game. And we know certain games like Max Payne 3 and GTAIV cost north of $100m.

      Record companies aren't going bankrupt left and right. Game developers are. Please read what I wrote and respond to what I actually said.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    27. Re:So... by Baloroth · · Score: 4, Insightful

      They are at the highest audiovisual-resolution possible.

      Haha, hoho, hehe, I almost cracked a rib at that.

      They aren't even close to the highest possible. Not remotely. The modern midrange PC graphics card has ~6-8 times the power of the PS3 or Xbox cards, and some games can push even those, not to mention having much newer features (like hardware tesselation). The PS3, in particular, hurts my eyes with the lack of anti-aliasing that seems to be universal to that system. The biggest problem, though, is probably RAM: the 360 only has 512 MB, and the PS3 256MB for the system, which is horribly limiting on map sizes for games (similar for their video RAM and texture sizes). Console games are incredibly limited because of that.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    28. Re:So... by Hatta · · Score: 2

      You want them to make games much more complex--with completely destructible environments, near limitless borders, better AI, more complex NPC's, etc.

      But you also want them to be CHEAPER? Okay.

      No problem. Just play NetHack.

      --
      Give me Classic Slashdot or give me death!
    29. Re:So... by Enderandrew · · Score: 2

      1. FWIW, I doubt those numbers as well, but those are the numbers from the article. I tried doing research for an article I was writing to determine the budget to make Super Mario Bros. I couldn't find the numbers anywhere.

      If anyone has decent documented numbers of the production costs of older games, please respond with a link.

      2. There were 62 million NES consoles sold. There have been 62 million PS3s sold. I'm not seeing much of a change.

      http://en.wikipedia.org/wiki/List_of_best-selling_game_consoles#Nintendo

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    30. Re:So... by silviuc · · Score: 2
      Really? There's this new phenomenon called "crowd funding". Check it out, just google "kickstarter". I have not seen industry veterans unable to get funding there. Youtube and word of mouth on the internet seems to be all the marketing those guys need.

      Die EA! Die!

    31. Re:So... by wbr1 · · Score: 3, Funny

      I am 13 years old. When Natalie Portman shows up with beer and bikini, I will have the 'To Catch A Predator' crew on hand.

      --
      Silence is a state of mime.
    32. Re:So... by Moryath · · Score: 3, Informative

      You know, calculating collisions is independent of resolution.

      Not really, no. Calculating the aim direction and collisions of a firing arc is very dependent on resolution. Compare the firing arc jumpiness of Wolfenstein 3D to Doom; one of the big things you'll start to notice is that Wolfenstein isn't truly a "360 degree" turning radius, but instead moves a few degrees at a time for each keyboard tap. If you want to hit a bad guy, and he's in between arcs, you learn to aim consistently to one side (IIRC the right side) because the collision detection is programmed to compensate inward from your aim to that side.

      Now with a mouse, you have to calculate where the crosshairs are pointing. Have a game rendering internally at 640x480, but visually at 1600x1200, and players are going to complain about a "jumpy" mouse and aiming system. So the programmers overcorrect instead - they render INTERNALLY as high as possible and allow the player to turn the resolution down for visual rendering... and it eats up a shit-ton of processing power no matter what.

      And then there's "auto-aim correction" calculations for consoles...

    33. Re:So... by History's+Coming+To · · Score: 2

      Indeed. Whatever happened to the "design your own landscape/mission" idea that was so popular in the 80s and 90s? Hell, imagine Battlefield Whatever on a Worms 3D style random fractal landscape.

      --
      Please consider this account deleted, I just can't be bothered with the spam anymore.
    34. Re:So... by geekoid · · Score: 4, Insightful

      Average quality? well thats a shuit matrix. are you including any game that can be played on a computer? words with friends, angery birds, those game? ot are you comapring top tier games from the era to top tear games to recent top tier games.

      Find me ONE 16 bit era game that has higher quality;which, btw, is another useless word without qualifiers.

      There was some magic wand that got waved. People like glits, that's why the industry makes prettier games.

      Portal II, TF2, Half-life, Star Craft II, GTA IV, TOurchlight. I can't think of any 16 bit game that can hold a candle to thiose games.

      And before you say it, yes, in fact I do remember 16 bit games. I've played alomet every system sins there where system to take home.

      I don't say that to add authority to my statement, because that would be a foolish logical fallacy. I stated that to stem off the inevitable "Well you weren't around so you don know what you are talking about' reply.
      I thought the same thing from Pong, TiaPan to M&M to Mario. This is fun, I can't wait for graphic to get even better.

      "3D was a step back in quality and playability."
      That's complete bullshit.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    35. Re:So... by Onuma · · Score: 2

      They seem fairly similar to me, from what little I've seen. Other than the actual input of some things being better/worse given a preference for controller vs. mouse/keyboard, the gameplay is nearly identical.

      Yet DICE still can't conjure up a functional, good-looking user interface for all of their PC prowess. I still can't believe you don't have the option to cancel out from a server before the game loads in; you have to fully wait for the map to load, hope you haven't gotten in right as the map is changing, and THEN back out of your game to search for a different server or otherwise go about your business. They still don't bother making a functional server list which can be filtered anywhere near as well as the now-14-year-old Half Life engine does...and that is piss-poor.

      It's the little shit like that which keeps me from purchasing titles like Battlefield and Call of Duty. Petty? Perhaps. But just because a studio has upped the graphics and included a dozen new weapons and perks, doesn't make it a better, more well-polished game.

      --
      What else can happen when an unstoppable force collides with an immovable object?
    36. Re:So... by JosephTX · · Score: 2

      Deus Ex: HR can be run at 9600x1080p (5 HD monitors) on a computer. The developers also urged people to get the PC version, since the console versions couldn't show it off in all its glory.

      Consoles are nice for playing with friends, but PC's will always be better at running AAA games.

    37. Re:So... by FatdogHaiku · · Score: 2

      I always tell people : Fast, Cheap, Good... You can have any two.

      --
      You have the right to remain sentient. If you give up the right to remain sentient, you will be elected to public office
    38. Re:So... by Phrogman · · Score: 2

      So you are saying developers might consider creating titles that are oriented towards the maturity of an audience? That young teenagers will accept the latest FPS clone because its new to them or they are less critical and more adrenaline driven, but that older gamers might want something with more plot, character development, complexity etc. Seems perfectly reasonable to me.
      Developers will never build games for anything other than the target audience though, as designing for a niche audience won't have as much profit potential and they need to get it approved by the marketing people etc.
      The first computer game I played was on a VAX back in university (ASCII type graphics of a flip-book WWI aerial combat game someone patiently programmed in). Next it was stuff on the TRS80, TI99, and finally Apple II, along with a lot of time in arcades. I have been playing PC games since then more or less steadily. I don't do consoles, I can't stand the lack of control with the controller over mouse/keyboard. Mostly I play MMOs these days but my gaming has run the full gamut of things over time.
      I would love more convoluted, challenging titles that offered something new and were enjoyable in their own way. I don't need better graphics or sound. I want better gameplay. Sadly that is the hardest thing to create, the hardest thing to change if things go wrong, and the most nebulous thing to develop.
      I suspect the game development industry needs to spend more money and time on the writers who create the storyline, dialog etc. I worked on the edge of the industry on a couple of projects and that seemed to be very low priority for most of the developers.

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    39. Re:So... by blueg3 · · Score: 2

      Neither of your examples are remotely similar to modern games.

    40. Re:So... by hairyfeet · · Score: 2

      I like what old Yahtzee said at ZP about FPS games, they have all become fricking sightseeing tours! No exploration, no cool things to find, no unique weapons or cool mechanics, its just dragging the player by the nose from one fancy set piece to another in total linear fashion.

      Frankly I'd be happy to buy a game with Far Cry I or even No One Lives Forever II level graphics if it were only...oh what's the word?...oh yeah FUN! Give me crazy weapons, give me cool things to do, give me a reason to give a shit about the place other than looking at your fancy 3D background crap, give me something to DO that is FUN! half of the FPSes i play i have completely forgotten about 30 minutes after playing and never go back to yet I'll still fire up say Redneck rampage just because there are tons of secret areas and crazy weapons like a buzzsaw shooter and titty gun, or fire up one of the No One Lives Forever games just to enjoy the funny dialog and to plant a kitty bomb!

      C'mon devs, you know I am FAR from alone on this, just look at how much minecraft has sold and that thing looks like lego blocks. many of us would be happy to have a game that had far Cry I graphics if it were say $40 and had new and fresh ideas! I'm just so damned tired of straight corridors and scripted everything, hell i'll even fire up a cheap game like Nosferatu as at least that has random level creation that gives some seriously pant wetting moments! so please stop cranking out "Call of Honor: Killzone Halo edition" and give us something that is fresh! Is that sooo much to ask for?

      --
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    41. Re:So... by master_p · · Score: 2

      The collision calculations do not become heavier in higher video resolutions, they become havier on more detailed 3d models. The GP is correct that collision detection is independent of video resolution.

    42. Re:So... by TheLink · · Score: 2

      I heard nowadays it's "pick one".

      --
    43. Re:So... by gl4ss · · Score: 2

      well.. it depends a bit what you want to display at those fullhd frames. but well, let's say unreal 2?

      but remind me again.. how many truly fullhd ps3 games there are today which run at 60fps?(not upscaled).

      a 1000 dollar pc on ps3 or xbox360 could easily beat the shit out of the console, that's not really even news though.
      a 1000 dollar pc today kicks so much console ass that it's not even funny.

      why do people think that console chips are made in magic land? is it just the marketing? you are aware that pretty much every AAA title that's available on pc and ps3 is shit on ps3 compared to the pc, provided that you're not rolling some intel gma hd shit?

      --
      world was created 5 seconds before this post as it is.
    44. Re:So... by gl4ss · · Score: 2

      are you trolling or not? I can't tell.

      but go take a look about typical game engine programming...

      the "rendering internally" depends on precision of the numbers involved(if you wondered why your laser sight on tf1 was shit like it was).

      --
      world was created 5 seconds before this post as it is.
    45. Re:So... by Enderandrew · · Score: 2

      They aren't pricing games at $100. New games are still $60, where as NES titles inflation adjusted would be over $100 today. We're paying less per game.

      And you can't simply develop a Wii game and magically release it on all 3 consoles. There is additional cost to port. We're talking the entry level cost of development at $17-$20 million. Developers often target a single console for development. For a single platform, there are similar numbers today than the NES era.

      Simply put, games cost EXPONENTIALLY more to to develop now, yet cost less. And you're complaining they cost too much. This is exactly why the bubble will burst.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
  2. Graphics and sound are now a cliche by finlandia1869 · · Score: 5, Funny

    I'd say that burning too much time and money on graphics, sound, FMV, and voice acting at the expense of mechanics, plot and bug-freeness has become a cliche in and of itself.

    Obviously the solution is to go back to text-based gaming. OK, fine, EGA and the PC speaker.

    1. Re:Graphics and sound are now a cliche by Anonymous Coward · · Score: 2, Insightful

      It always surprises me how big budgets are for "AAA" titles when those budgets involve huge outlays for things like licensing technology (the notoriously bad Havok physics engine, graphics engines like Unreal, or audio engines like FMOD... Hell, there are even engines for MENUS... and guess who owns Scaleform? Autodesk! Enjoy haggling licensing terms with those sharks). Frequently all these huge cash expenditures look like checking items off a list without even questioning whether or not it would be cheaper to just build the damn thing in house (and as an added benefit license it when you're done).

      Just look at Hawken. They did something amazing in an indie space without ever once having to blow cash on something they didn't need.

    2. Re:Graphics and sound are now a cliche by Swarley · · Score: 2

      Physics engines. I've seen too many otherwise excellent games absolutely crippled by their lazy reliance on a physics engine for things that don't actually work well that way. Watching enemy corpse ragdolls fly across the room is hilarious. Watching your valuable health, ammo, XP pickups sail over impassable barriers because some retarded dev decided that it would be "so super cool if those things had physics" is much less awesome. It's so easy to just click the "apply physics" check box without even thinking if it's going to make your game more fun or worrying about what it's going to mean for gameplay.

  3. Nethack by oGMo · · Score: 4, Insightful

    You want them to make games much more complex--with completely destructible environments, near limitless borders, better AI, more complex NPC's, etc.

    Like Nethack!

    But you also want them to be CHEAPER? Okay.

    Nethack is free!

    And you complain about how long it takes to develop a triple-A title, so I guess you also want them SOONER too, huh?

    Nethack will be available twenty-five years ago!

    Go Nethack!

    All joking aside, roguelikes exhibit this kind of complexity, yet it takes quite a bit of time for them to develop that complexity (tangent: are roguelikes gaming wine?), and that's with ascii art. Once you have graphics, you lose the justification for "use your imagination" and have to have different graphics for the 9000 different objects in the loot table, etc.

    Also most people don't really have the time for that kind of game unless it's the only game they play.

    That said, I wouldn't mind!

    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

  4. Re:And I'd like a pony by h4rr4r · · Score: 4, Insightful

    It costs money to avoid unskippable cut scenes?
    How about this, let me skip all the bullshit logos at the beginning of the game and we can call that already a huge win. Then you go look at halflife and see how you can not have cutscenes. The Portal series would also be good for you to check out.

  5. Right, that'll work. by Cinder6 · · Score: 5, Interesting

    Show me a $5 mobile game with the depth and length of a good AAA title, and I'll agree there's no point in spending $60 for games (where did the $80-$100 figure come from? Only collectors' editions cost that much, and even they are often less). Also, it has to have good controls. Not "well, this is pretty good for a mobile game", but actually good. I've bought all of five games on my iPhone. Two were terrible (Scribblenauts, Angry Birds), two were ports (Chrono Trigger and Vay), and one was a decent time-waster (7 Words). Certain types of games can work pretty well on a phone or tablet, but it's a small subset of what works on PCs or consoles. And, unfortunately, the games that work well on mobile devices don't seem to be the same games as the ones I actually want to play.

    The first poster did a good job pointing out that the added complexity the article wants will cost more, not less. I would like to point out that these cliches aren't universal, but there are problems with trying to "solve" them. I'll use "mandatory missions" for my example, alongside the article's example of Wing Commander.

    Wing Commander allowed you to progress through the story while failing every mission. Your ending would suck, but that should be expected. It was a neat idea. There were a two major problems with that, though. Orion discovered that most people never saw the "failed" paths, because people would restart missions until they succeeded. People want a sense of accomplishment, and failing a mission doesn't give that. The other big problem was the added complexity. When they set out to make Wing Commander II, they wanted a much larger, more expansive plot. It became much too difficult and costly to create all the possible branching paths, cutscenes, and script if they followed the same formula as Wing Commander. So they cheated. There are less branching paths than in the first one, but the result is a game with a better-structured story.

    There's also a side issue with allowing players to fail missions: You can game the system. If you just want to see the good ending of Wing Commander, all you have to do, IIRC, is play four missions. For every other mission, just eject as soon as you have control of your ship. Want to see the bad ending? Just eject on every mission! You can finish the game in just a few minutes, this way.

    I also feel like allowing a failed mission takes something away from the experience. It's more realistic, but what's the point of beating that really hard level if you can just fail it and move on to the next one?

    In the end, as I mentioned earlier, and as others have as well--I'm not sure how adding complexity is going to somehow magically drop down the price of games, or make them shorter to develop. I would also like to point out that games right now are cheaper than the SNES or N64 days. Heck, even NES games retailed at $50, and that's before you take inflation into account. I'm not sure where this "gaming is too expensive these days!" myth came from.

    --
    If you can't convince them, convict them.
    1. Re:Right, that'll work. by tftp · · Score: 4, Insightful

      what's the point of beating that really hard level if you can just fail it and move on to the next one?

      Some missions may be too tough for some players. People are different. For example, I couldn't figure out the dance mission in GTA Vice City. There was no way to bypass. I seriously considered soldering wires to the controller so that the mission can be played automatically, by a timer.

      As another example, the RC helicopter mission in the same Vice City is needlessly long and complicated. There are many complaints that the game is unplayable just because of that mission (there are no save points during the mission.) Rockstar ensured the "game time" by forcing you to repeat missions over and over and over again until you really learn to operate ... what? A fictional RC helicopter that you will never meet IRL?

      The same can be said about flight training in GTA San Andreas. There are many complaints. In essence, you'd be better off trying the actual two airplane missions and learning to fly that way.

      Same can be said about the driving school. But, interestingly enough, it was optional. I could not progress past a certain point. Generally all GTA games are timed so that if you do everything flawlessly you maybe have three to five seconds left. There was zero value in the driving school. I haven't finished it and still I was able to complete the game just fine. I suspect that Rockstar just decided to add play time by reusing existing assets in a way that is easy for them to code but nearly impossible for you to pass.

      To summarize, it is very important to be able to skip some missions. Perhaps a certain boss fight that requires agility and reaction time of a teenager can be replaced with an alternative fight that requires planning skills and patience and stealth of a 40 y/o professional sniper. But most games just blindly assume that everyone can do *this* chord on the controller. Assassin's Creed II comes to mind where you need to jump at the wall and at the same time move to the side. This is an essential skill to proceed, mind you! This sequence is pretty hard to do because when you do it it doesn't f. work! The reason is that you need to push the controller's joystick just right and not in any other way. But why not, you have plenty of time, like 20 milliseconds, to do that - time after time after time. I wish I had an alternative path where I'd have to fight 100 guards and solve puzzles but skip this jumping business.

      In reality, learning to play the game is pointless. The skill of pushing on joysticks is not translating into anything usable in real life. Limitations of the controller force developers to invent more and more chords. In that Assassin's Creed there are so many control sequences that nobody but the developer himself, on a good day, can voluntarily execute one sword move or another. I could only randomly mash buttons and hope for the best. Any attempt to stop and think - or, even worse, try to execute the combo per instructions - will only get you wounded.

      Timer missions are another bane of many games. I'd like to replay Assassin's Creed II, but there are so many timed missions smack-dab in the middle of the story that I fear them. What's the point of chasing a thief across rooftops? IRL there are very few timed missions; maybe if you are a doctor or a CIA agent you need to be able to act quick. But in most cases speed is not as essential as quality. I suspect that game developers just use timers as yet another FAIL criterion, so that you are stuck for hours replaying the same mission again and again and again. In case of that thief (the 1st timed mission of the game) you have to literally study every step of your path, or else you will fail. What is the point of that act, other than to annoy the player? If you want to make it into a decent intro to roof-hopping, get rid of the timer and make the thief wait for you whenever you fall or get delayed. But make the route 100 times as long. It would be actually educational, since the leading thief could show you some tricks.

  6. Original NES by girlintraining · · Score: 4, Insightful

    from scripted sequences to impossibly incompetent NPCs, and how they might be solved

    You must be under the age of 30 to say that. The original NES, the first major standard ever created, thrived on making games that were cheap, painfully difficult (Battletoads, anyone?), and wasn't advertisement supported. The reason the industry is suffering is the same reason everything turns to crap: Money.

    Producers have gotten the notion in their head that they don't just expect profit, that it's an inalienable right. Take linux for example; There are hundreds of command-line based programs that are there, for free, that can be combined and manipulated to perform almost any basic function. In the windows world, I'm expected to pay $30 for an application that can rename multiple files at once. It gets worse when they see dollar signs in advertising revenue.

    Imagine Super Mario Brothers if it were made today; The entire first level would be a tutorial where it cheers everytime you press 'A', gives you an 'achievement unlocked' after you stomp 10 goombas, and at the end of the level asks you to 'upgrade' to a Premium Mario that would start every level in 'fireball mario' mode for only $9.99. Especially in MMOs -- microtransactions now mean you can buy levels, gears, whatever you want. Some guy who slaved through all the levels gets no respect when some 14 year old with daddy's credit card comes in, curb stomps him, and then steals all his hard-earned equipment, which he just drags to the trash anyway, because hey, I can just buy it with real money. ha ha!

    Good games are about personal achievement, and being difficult enough to be a challenge without becoming tedious. Good games are intuitive and don't require a three hour introduction, and they are immersive experiences; You're thinking about your next move, not wondering if there's any way to unlock that next level without spending a weeks' worth of groceries on upgrades.

    No... Money is what ruined games; Businesses don't look at it as providing entertainment anymore, it's revenue, it's eyeballs for advertisers.. they aren't selling a product anymore: You are the product of the modern game. And it shows: The quality of modern games is shit.

    --
    #fuckbeta #iamslashdot #dicemustdie
    1. Re:Original NES by Yosho · · Score: 4, Informative

      Imagine Super Mario Brothers if it were made today;

      I know it doesn't make as good of a strawman argument, but I think it'd probably end up a lot like, oh, New Super Mario Bros.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    2. Re:Original NES by brainzach · · Score: 2

      Producers have gotten the notion in their head that they don't just expect profit, that it's an inalienable right.

      The video game industry has always been about maximizing profits. Nintendo games weren't that cheap back in the day and people would waste money on crap all the time.

    3. Re:Original NES by Anonymous Coward · · Score: 2, Insightful

      Those NES games had their origins in painfully difficult arcade games that rewarded memorization and pattern recognition. Why did they do this? So they could suck down quarters faster. Your specific example, Battletoads, was patterned after the TMNT arcade games which were notorious quarter-munchers.

      It's always been about the money.

    4. Re:Original NES by gman003 · · Score: 2

      Imagine Super Mario Brothers if it were made today; The entire first level would be a tutorial where it cheers everytime you press 'A', gives you an 'achievement unlocked' after you stomp 10 goombas, and at the end of the level asks you to 'upgrade' to a Premium Mario that would start every level in 'fireball mario' mode for only $9.99. Especially in MMOs -- microtransactions now mean you can buy levels, gears, whatever you want. Some guy who slaved through all the levels gets no respect when some 14 year old with daddy's credit card comes in, curb stomps him, and then steals all his hard-earned equipment, which he just drags to the trash anyway, because hey, I can just buy it with real money. ha ha!

      Well now, let's take a look at that. Last Mario game I played was Galaxy - since then, there's been Galaxy 2, and maybe 3D Land, in the main series, but I haven't played them. The first level was indeed primarily a tutorial and story introduction, but there was no cheering or achievements. Next level was essentially the same as any level of Super Mario 64, save for the whole "walking on spherical surfaces" thing, which mainly boiled down to the camera.

      There are no microtransactions, although you can spend in-game coins (gathered the same way they've been since Super Mario Brothers) on in-game power ups at in-game stores, just like in many RPGs. You can't buy power-ups, coins, anything, with real-world money. Not even expansion-pack DLC.

      The difficulty was about average for a Mario title - harder than SM64, but still easier than SMB2 or the FLUDD-less levels in Sunshine. Story introduction was about fifteen minutes, with maybe a sixty-second cutscene about every other level. Controls were mostly intuitive to anyone who's played a 3D Mario game, although the motion controls were a bit imprecise.

      Overall, the only real reason I didn't finish the game was because I no longer had enough time *at* *home*, sitting in front of a TV, and instead had to get my gaming in on my laptop and phone. I'll probably go back and finish it sometime. It was a bit tedious, since there were some "repeat this level BUT WITH A TIME LIMIT!"-type stages, but given how long the game was, I can tolerate a certain amount of padding.

      So yeah, maybe every other company has forgotten what business they're in, but at the very least Nintendo remembers that making *fun* games is the best way, long-term, to make *profitable* games.

    5. Re:Original NES by IntlHarvester · · Score: 5, Insightful

      The original NES, the first major standard ever created, thrived on making games that were cheap, painfully difficult

      NES games were modelled on the arcade experience, where the games were designed to be endorphin-fueled quarter-suckers. Ultimate success was having a crowd gather around as you mastered the game, publicly acknowledging your superiority.

      Game developer eventually figured out this approach doesn't work when the customer was sitting home alone in their basement. There was no great penalty for failure, nor reward for success beyond personal satisfaction. So modern games usually are not very much of a skills test, and (as the article noted) more of an interactive movie where the player is 'rewarded' with plot-points and virtual trophies.

      --
      Business. Numbers. Money. People. Computer World.
    6. Re:Original NES by Pentium100 · · Score: 2

      I, however, dislike the very difficult games If I play a single-player game, I want to see the ending, to get the full story. This is why I listen to all the audio logs I can find. If I have to redo a sequence more than 10 times I get a bit frustrated. If it's 50 or more times the probability that I'll drop the game starts approaching "1". Especially if I can only save at checkpoints or the reloads take a long time. I dislike repetition and while you can say that, say, a shooter is repetitive in that most of the time you are shooting at an enemy, it usually is a different enemy or a different setting or whatever instead of "START run to cover, get killed, goto START" especially if there is no way around that (I can't go around that open area or throw grenades to where the enemy is).

      I can get frustrated in the real world quite well, I do not need to pay to get the same from a game.

      And before you ask - yes, I play adventure games. And no, I never pay real money for in-game items.

      I think that tutorials are needed, though they should not be mandatory (kinda like the "hazard course" in half-life). Modern games are more complex than the old games so it's either a tutorial or RTFM.

    7. Re:Original NES by El_Muerte_TDS · · Score: 2

      Ah yes, New Super Mario Bros. Nintendo really fucked up on that one. It's a game for a portable device, but allowing you to save after completing a single level is unlocked after defeating the end boss.
      Also, 6 buttons available... but only 2 used and you have to use the touch screen to deploy your saved powerup.

  7. DLC is a new cliche that needs to die. by Anonymous Coward · · Score: 5, Insightful

    DLC is fast becoming a gaming cliche and needs to die off. Everytime you buy DLC you tell developers.....

    I want to pay more than 60 dollars for my game.

    I want to buy something that I will never own. I will pay for content I cant trade, sell, or give away.

    I want my games chopped into small pieces and sold me to seperately over the MSRP price of the main game.

    I am fine with paying for a inferior product because DLC is never as good as the original.

    I want to pay for something that more than likely wont be availible to me in 5 or 10 years if I want to go back and play it.

    I want features sold as dlc. Like how tecmo is selling a difficulty setting for ninja gaiden 3 as dlc.

    I want endings sold as dlc. Like how square is selling the ending for final fantasy 13-2 as dlc.

    I want content on my game disc I paid for to cost me extra. Like how capcom sells on disc dlc as extra.

    I want content on day 1 that should be a part of my game I bought. Like how bioware put content out on mass effect 3's first day.

    Every single time you buy DLC you are telling developers and publishers that. Now DLC is almost expected for everything and becoming its own cliche.

    1. Re:DLC is a new cliche that needs to die. by residieu · · Score: 2

      Preorder bonuses and special editions

      Everyone knows there will be plenty of copies available on release day, so there's no reason to preorder. But Gamestop needs to lock people in (and collect a bit of cash early) so they get the developers to add special preorder bonuses. Preorder today or you won't have all the shiny gear to show off in multiplayer. While you're at it, why don't you pay an extra $50 for a poster, and some dogtags and a cheap statue, all in a bigger box with foil highlights.

  8. Video Games Have Crashed Before by deweyhewson · · Score: 4, Insightful

    People seem to forget, or never learned, that the gaming market has crashed before; in the 1980s, to be precise. And why? Because loads of shovelware titles were being released to capitalize on gamers' increasing willingness to buy them, while development costs were skyrocketing, and every other game was a ripoff of another title that came before it. Sound familiar?

    Eventually all the bloat collapsed in on itself and the market for video games nearly died.

    Personally, I'm of the opinion another video gaming crash may not be such a bad thing. The price of games is already many times over that of other forms of media (would you buy a typical book or movie for $60?), while development costs are starting to outpace even most big studio movie productions. Ingenuity and creativity are among the casualties, while developers and publishers are trying every way under the Sun to extract as much money as possible from customers, from activation limits, to invasive DRM, to serious considerations to kill used game sales (a first sale right that extends to every other product on the market, yet gaming companies seem to think they, somehow, should be a special exception). Financially, the market is booming, while creatively, it is dying.

    Without the gaming crash of the 1980s, we never would have had Nintendo. I'd like to see what major boons would come out of another crash.

    1. Re:Video Games Have Crashed Before by JDG1980 · · Score: 2

      I don't think there was a video game crash in the mid-1980s. There was a console crash, which is not the same thing. What happened is that for a couple years, after the Atari VCS wore out its welcome and before the NES arrived, the Commodore 64 was the "game console" of choice. People thought the industry had fundamentally changed because the C-64 was also a home computer, but it really hadn't. When the NES supplanted the C-64 as the home gaming device of choice, things went back to normal.

  9. Re:incredibly dumb article. by dcollins · · Score: 2, Insightful

    "incredibly dumb article"

    ^ This is the most accurate thing that can be said. The article was the dumbest thing I've read about gaming in a long, long time. The thesis: "Games are too expensive so you should add exponentially more complexity to make them cheaper" is obviously a non-starter. And yes, the indestructible objects item was a low point:

    "Ideally, let's just get rid of invulnerable structures, period... Giving players the freedom to re-shape terrain does create certain challenges, but not as many as you might think. There's a reason why soldiers in the real world don't go around firing rocket launchers inside of buildings or hurling blocks of C4 at the opposing side.... At the same time, destructible environments open up more avenues for players to experiment and have fun inside the game."

    Translation: Players must be able to blow up literally everything, including entire buildings. It's OK because even if you spend the colossal effort to make it possible, players won't do it because there are drawbacks. Except that players definitely will do it because it's fun.

    Totally incoherent.

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
  10. Re:And I'd like a pony by 0123456 · · Score: 4, Insightful

    From my experience, the unskippable logos at the beginning are actually there because the game is loading and they're nicer to look at than a progress bar.

    That'll be why the disk light stops flashing while it's playing the 'We paid megabucks to license the Whatsit Engine' video and why the game loads much faster when I can skip through those videos.

  11. Speaking of Cliches... by DarthVain · · Score: 4, Insightful

    How about overly short paragraphs interspersed with lots of pictures spread over an unholy amount of pages, simple to get more pageviews for ad driven revenue.

  12. List missing clichès here by Mojo66 · · Score: 4, Insightful

    Game clichès that need to die that are not mentioned in the article:

    - The US are the good. The <insert other nation here> are the evil.

  13. The linked article misidentifies the problem by JDG1980 · · Score: 2

    The linked article misidentifies the problem. If you look at the greatest games of all time (e.g. Ocarina of Time, Wind Waker, Final Fantasy VI, Chrono Trigger) they often use the "cliches" mentioned in the article. That is because these cliches are a necessary part of a well-designed game, especially if it is an action adventure or a JRPG.

    The problem is a monoculture of game genres. Just as hip-hop has pretty much taken over music to the exclusion of everything else, so have two specific game genres (FPS and MMORPG) basically colonized the entire PC/console gaming industry. These were never very good genres to begin with, and they're totally overdone and worn-out now. I, personally, will not play any game that has a first-person perspective because I simply can't feel comfortable or get used to it. Good 3D games need to have a third-person camera angle.

    1. Re:The linked article misidentifies the problem by kamapuaa · · Score: 2

      Of the top 10 selling US games for March 2012, there are 4 sports games, 3 fighters, a horror game, a single-player RPG (with FPS elements), and a FPS. http://www.videogamesblogger.com/2012/04/12/top-10-best-selling-games-of-march-2012-usa.htm

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
  14. Prices by bickle · · Score: 4, Interesting

    consumers aren't going to accept $80-$100 game titles, especially not with mobile game prices in the 99 cent â" $4.99 range.

    Does anyone actually believe this? It gets repeated over and over, but it makes zero sense. There isn't a single gamer that can't recognize the difference between the complexity of a mobile game and something like Skyrim. I get the feeling that this statement is just being repeated over and over in a lame attempt to brainwash people into believing it.

  15. Installation Information by tepples · · Score: 2

    Instead, we have people making all new engines every year, copyrighting their code so nobody else can use it, locking up their assets and IP in restrictive licenses

    Part of this is that the system libraries of the video game consoles are licensed in a way that is incompatible with copyleft licenses. For example, the requirement of Installation Information in GPLv3 and the corresponding requirement of "the scripts used to control compilation and installation of the executable" in GPLv2 pretty much require a console to be completely open to homebrew. This issue forced a recall of Pajama Sam for Wii: Atari and Majesco apparently wanted to release the ScummVM (for Wii) source code but Nintendo wouldn't let them.

  16. Re:And I'd like a pony by Burning1 · · Score: 2

    If you are allowed to skip the crap at the beginning of the game, it'll make the game less cinimatic.

  17. SMB1 for the Facebook generation by tepples · · Score: 2

    Imagine Super Mario Brothers if it were made today; The entire first level would be a tutorial where it cheers everytime you press 'A', gives you an 'achievement unlocked' after you stomp 10 goombas

    Let me guess: you saw that on Zack Hiwiller's site.

  18. Re:And I'd like a pony by MikeBabcock · · Score: 2

    For the record, people who play games the way you described shouldn't get a say in how AAA titles are made. Shooting random stuff for no reason is called space invaders. Its fun, go play it a while.

    The only reason I play most video games is for the story and progress through an actual plot. When the game becomes a fragfest, its just silly and no different from going back to Quake 2.

    If you reduced any modern RPG to "kill those things, stand here. Now stand there. Now shoot those things, now stand here" (eliminating the rationale and story), it would be dull and suck pretty bad. Sure, there are bad cut scenes, and there are terrible plot elements in some games, and in a lot of books too, but eliminating them is not a good answer for most games.

    --
    - Michael T. Babcock (Yes, I blog)