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Gameplay: the Missing Ingredient In Most Games

An anonymous reader writes "Game designer Tadhg Kelly has an article discussing the direction the games industry has taken over the past several years. Gaming has become more of a business, and in doing so, become more of a science as well. When maximizing revenue is a primary concern, development studios try to reduce successful game designs to individual elements, then naively seek to add those elements to whatever game they're working on, like throwing spices into a stew. Kelly points out that indie developers who are willing to experiment often succeed because they understand something more fundamental about games: fun. Quoting: 'The guy who invented Minecraft (Markus "Notch" Persson) didn't just create a giant virtual world in which you could make stuff, he made it challenging. When Will Wright created the Sims, he didn't just make a game about living in a virtual house. He made it difficult to live successfully. That's why both of those franchises have sold millions of copies. The fun factor is about more than making a game is amusing or full of pretty rewards. If your game is a dynamic system to be mastered and won, then you can go nuts. If you can give the player real fun then you can afford to break some of those format rules, and that's how you get to lead rather than follow the market. If not then be prepared to pay through the nose to acquire and retain players.'"

308 comments

  1. No silly by Anonymous Coward · · Score: 3, Insightful

    Gameplay is what happens when you play the game.
    Duh.

    1. Re:No silly by kthreadd · · Score: 4, Informative

      Gameplay is what happens when you play the game.
      Duh.

      Sure but the article was about that there should also be more to a game than just "doing stuff".

    2. Re:No silly by Anonymous Coward · · Score: 1

      You have to be worried when the title of the article is "The Gameplay is the Gameplay. Always." Trying too hard to look smart or not trying enough?

    3. Re:No silly by Anonymous Coward · · Score: 5, Interesting

      I thought most games these days were just ego wankery of some shape or form where you press E to win because you are the toughest hardest space marine that ever lived.

      To be honest this has been coming for a long while. Gameplay has been sorely lacking, especially around the switch from 2D->3D games. My own personal definition of "gameplay" is the extent and delay at which the user's physical input has direct relevance in the game.

      So a game like gunstar heroes would have more gameplay than contra because the characters in contra have no ability to throw enemies or use hand to hand combat.
      A game where character animations take a long period of time to execute after player input also would have less gameplay, in my opinion, since my input can not change the state of the game whilst this animation is being played.

      In this respect although Super Mario 64 was probably the 3D game I've played with the most gameplay, it still has less gameplay than Super Mario World. I don't think anyone has been able to replicate the feeling of jumping on 6 koopas in a row whilst holding a red shell in a full 3D playing field.

      I would like to see that though.

    4. Re:No silly by robthebloke · · Score: 5, Insightful

      Sure but the article was about that there should also be more to a game than just "doing stuff".

      Nope. You use metrics to analyse your freemium game to graph tedium against profit. If you make it just tedious enough, people will hopefully pay some money to avoid actually playing your game. Welcome to the modern approach to game design :/

    5. Re:No silly by Jetra · · Score: 2, Interesting

      I would like to post a couple of very interesting links

      http://penny-arcade.com/patv/episode/beyond-fun
      http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0CDEQFjAA&url=http%3A%2F%2Fwww.necessarygames.com%2Fmy-games%2Floneliness%2Fflash&ei=qP-xUJWwF-m6yAHEhIAw&usg=AFQjCNF2Ja0DJ6wMb55AkI_4DPdjLDZU1w

      He makes some very interesting arguments against making games purely for the sake of "Fun." Does the game really have to be about fun? Look at Indigo Prophecy (PS2) or Heavy Rain (PS3). Even Metal Gear Solid, without the guns, stealth, and violence, could have been a very good interactive movie. I would have payed money to watch as snake goes to battle, only to die a little inside. We should really break this habit of making games fun and start exploring other aspects like engaging narrative. We could free the market, setting new standards for better games.

    6. Re:No silly by Anonymous Coward · · Score: 1

      Sadly this has killed many a good game, Tribes: Ascend comes to mind...

    7. Re:No silly by JMJimmy · · Score: 4, Interesting

      The sentiment behind the OPs comment is accurate. Difficulty != why people play games. Difficulty != fun. Just look at the stats on http://www.trueachievements.com/ and you'll see this article is completely bunk.

      The Sims 3: http://www.trueachievements.com/game.aspx?gameid=3183 17k own it, less than 9% have completed it.
      Wanted Weapons of Fate: http://www.trueachievements.com/WANTEDWeapons-of-Fate/achievements.htm 17k own it, more than 21% have completed it
      LEGO Rockband: http://www.trueachievements.com/LEGO-Rock-Band/achievements.htm 17k own it, just over 1% have completed it.

      Similarly if you look at games with similar difficulties (by completion %) you get a range from 72 copies to ~60,000 copies.

      If you look at the actual top adoptions for games you see a theme: Great storytelling with great graphics and relatively bug free games. Difficulty is all over the map in the top selling games.

    8. Re:No silly by witherstaff · · Score: 1

      Time to switch to Planetside 2.

    9. Re:No silly by Shadow+of+Eternity · · Score: 1

      More than that... what I've come to realise is that they've been normalizing the "feel" of games as well. Tribes Ascend, Bad Company 2, Call of Duty: Whatever, and even Planetside 2 all feel like the same game with slightly different sounds and models. When I gave Planetside 2's beta a shot I realised the most effective strategy in a firefight was to play exactly like I was in Bad Company 2.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    10. Re:No silly by war4peace · · Score: 1

      Don't. It's a fucking crap at the moment. EU client didn't work at all for 48 hours after launch, The ProSiebenSat.1 Eu publisher (the fuck sort of name they chose?) is unresponsive to any requests, any sizable battle is fucking full of teleporting players and flying tanks and glitches and huge lag, your pods get constantly dropped inside ENEMY's base (what the fuck, guys) and the grind is exceptionally long. I spent about 6 hours in the game and got maybe 75 upgrade points (and most upgrades START at 50-100 points). but hey, you can buy the all FOR CASH.
      The only MMOG that really appeals to me even after close to two years is World of Tanks. And they have their issues too, however the game is a lot more mature than it used to be at go-live. Maybe PlanetSide 2 will come to mature two years from now, if it survives. Well, i guess it will, since people managed to suffocate the purchase server too.

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    11. Re:No silly by heypete · · Score: 1

      That's a remarkably interesting site. Thanks.

      I find it rather odd that certain story-based games (say, the Mass Effect series) have a modest rate of completion: according to that site, ME1 had 9.07% completion, ME2 12.00%, and ME3 5.33%. I understand the lack of completion of ME3, as there was a bit of controversy about the quality of the ending (or the lack thereof) so I could see people simply not bothering to finish, but it seems odd that the previous two games had such low completion rates -- they're pretty decent games so why not finish a game you've paid for? It seems my playing style differs from the average player.

      I wonder how the statistics compare between PC and Xbox players. Now you've got me curious.

    12. Re:No silly by GuldKalle · · Score: 3, Insightful

      "Completed" means doing all achievements, not "playing through the story". To me it seems quite natural that if it's the story that carries a game, people are not going to play through it multiple times to unlock every achievement.

      --
      What?
    13. Re:No silly by Anonymous Coward · · Score: 0

      Achievements are stupid and mean nothing. Also that site only references Xbox 360 games.

      A game with a good enough story will compel people to replay. There are games that are 20+ years old that I still dig up from time to time for that reason. I don't see this as being any different than rereading books or rewatching movies.

    14. Re:No silly by Anonymous Coward · · Score: 5, Interesting

      The irony of this is the Notch quote. Minecraft is just a toy sandbox and has the least gameplay of any game I've ever played.

      Now watch as this gets buried into oblivion by the Minecraft apologists.

    15. Re:No silly by lattyware · · Score: 2

      The Rock Band titles have insane achievements - completing all of them doesn't mean you have completed the game, it means you have mastered it entirely. Completely different.

      --
      -- Lattyware (www.lattyware.co.uk)
    16. Re:No silly by somersault · · Score: 3, Insightful

      What you're talking about aren't games, they're more simply interactive art pieces to enjoy.

      Games should be fun.

      --
      which is totally what she said
    17. Re:No silly by bfandreas · · Score: 1

      It'd be interesting to compare how many people got the level 10 achievement, the level 60 achievement and the "I killed Diablo in Inferno and all I got was this lousy T- Shirt" achievement.
      Given the stink Blizzard got over monetizing the un-fun of Diablo 3 game developers need to re-examine what a challenge is. Nowadays it seems to be cheap deaths.

      Or take for instance Assassins Creed. They change the game mechanics so often your head goes dizzy. One time you can kill your mark whichever way you see fit and another time you will arbitrarily fail when you get spotted. Add in tower defense games, board games, races against the clock with wonky controls, naval attles, mini strategy games and farm ville light. The series hasn't executed its core mechanic competently for some time and shovels stuff with arbitrary fail states on top of that. The only series that pulled that off competently was the Arkham series.

      Contrast that with the very shallow Skyrim. It has graceful quest failstates and lets you go about your business. Even if it isn't very balanced.

      Game designers have to take a look at the successful indies who have been eating their lunch for some time now. They mostly have one core mechanic, take care that it's properly executed and sell at a justifyable price.
      I can't remember having The Kid jump against a corner when I wanted him to run around it.The War Mage kills orks by the score and doesn't second guess your inputs. He doesn't sit down for a board game either.

      --
      20 minutes into the future
    18. Re:No silly by Anonymous Coward · · Score: 2, Informative

      ProSiebenSat.1 Eu publisher (the fuck sort of name they chose?)

      FYI thats a concatenation of two german (crappy) television channels (operated by the same company).
      The sort of crap channel only the barely educated idiots will watch voluntarily.

    19. Re:No silly by maxwell+demon · · Score: 5, Informative

      The ProSiebenSat.1 Eu publisher (the fuck sort of name they chose?)

      "ProSiebenSat.1" is just the concatenation of the identifying parts of the names of two TV companies which merged: "Pro Sieben Media AG" and "Sat.1 SatellitenFernsehen GmbH" ("Satellitenfernsehen" is just German for "satellite TV"; "AG" and "GmbH" are the legal type of the corresponding company). Those again were named after their main (German) TV channels: Pro 7 ("Sieben" is the German word for "seven") and SAT.1.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    20. Re:No silly by Anonymous Coward · · Score: 1

      The Sims 3: 17k own it, less than 9% have completed it.

      "Completing The Sims" is void of meaning.

    21. Re:No silly by Jetra · · Score: 0

      Games should NOT be fun only.

    22. Re:No silly by ryzvonusef · · Score: 2

      Holy google link, batman :D

      Here is the actual link:

      http://www.necessarygames.com/my-games

      And damn, that was depressing. (parent had linked to the game "loneliness") But I see what you are getting at.

      --
      I am an ACCA student. Got a query on Accountancy/Finance? Maybe I can help!
    23. Re:No silly by Jiro · · Score: 1

      A lot of games are set up so that if you want to complete everything in this sense, you have to use a guide. RPGs are particularly bad at this. "Follow this sequence of 10 arbitrary steps on arbitrary maps to get this hidden character". "Defeat this bonus boss, which is pretty much impossible without finding the exact piece of equipment, which is found as a 1 in 200 drop from an enemy on the opposite side of the map".

    24. Re:No silly by Jetra · · Score: 0

      Sorry about the google link. My bad, I must have grabbed it while it was loading.

    25. Re:No silly by MaskedSlacker · · Score: 4, Insightful

      Yes, but they should be fun FIRST. I'm with you on the 'exploring the use of the medium for artistic expression' point, but just as a painting exists to be viewed (and thus should, on some level, be visually pleasing) and music exists to be heard (and thus should, on some level, be audiotorially pleasing), a game exists to be played (and thus should, on some level, be FUN to play).

      Paintings which break this rule and are not visually pleasing are little more than novelties that are soon forgotten (see any number of pieces in abstract art). Same for music (who actually listens to the things Cage did to pianos?). If I want engaging narrative alone, I've got any number of superior novelists and film directors, who do a far better job than any game I've ever played on that single aspect.

    26. Re:No silly by somersault · · Score: 2

      I didn't say "only". It's a combination of other elements that make a game fun.

      But if it's not fun, what's the point in playing? Computer games are entertainment. They allow for pleasant passage of time, leading you to your death with minimum hassle. Games can have purpose, but they also should be fun if they're to be worth your time.

      --
      which is totally what she said
    27. Re:No silly by Anonymous Coward · · Score: 0

      I've been playing on Miller, the worst affected server, and last night was as smooth as butter. ProSiebenSat only own the servers, SOE are the ones actually running them. That's like blaming Amazon AWS for the Minecraft Login Servers having a bug in them.

      Also, You like World of Tanks? That's the definition of Pay-to-win. You're directly paying for things that improve your power - like the best Ammo - that you cannot unlock through normal play.

      In Planetside 2, yes, you can buy weapons, but you can't buy the upgrades, or the utility slots, for cash, you need to play the game and get Certs - which can also be used to unlock all the weapons.

      Critical upgrades, like the Sunderer upgrades AMS, Vehicle Ammo Dispensing and Proximity repair system, cannot be bought for cash, or the Infiltrators Terminal Hacking ability, or things like C4, Mines, Aircraft Decoy Flares, Smoke Grenades, Healing Grenades, Weapon attachments etc.

      You played for 6 hours and got 75 Cert points. I can get that in one hour - as a free-to-play memeber - by actually playing objectives, in an outfit, with tactics.
      Are you in an outfit? Are you just rushing the Crown to try and farm, and just getting mown down? Dying every 20 seconds? Are you hacking terminals, or pushing capture points? or are you hanging back and sniping people?

    28. Re:No silly by MysteriousPreacher · · Score: 1

      Achievements are stupid and mean nothing.

      Some achievements are bullshit, such as the ones that are based on purchases or effectively random events. As an example, I picked-up a rare mount in WOW, which shows as a feat of strength. I was lucky to get it on my first trip there with my druid. Even grinding for it is not what I'd consider an achievement when the thing has a less than 1% chance of dropping, and then it's only one attempt per day, probably with five people rolling for it.

      Before achievements came to WoW I enjoyed trying unusual approaches to fights - as did many others. Go with an incredibly underpowered group to see if we were good enough anyway. Bring a lowbie and escort him through particularly nasty places where he was almost certain to aggro groups much larger than would be usually tackled.

      Some achievements are fun to get and quite tricky. Many others are tedious and/or don't mean a great deal.

      --
      -- Using the preview button since 2005
    29. Re:No silly by dadioflex · · Score: 5, Interesting

      I think you're doing a good job of showcasing that gameplay, like art, is in the eye of the beholder. From your point of view gameplay is missing compared to older games. From my point of view, and I say this as someone who died a million times playing Jet Set Willy, the gameplay was missing from the older games. I actually WANT easier games where I can stroll through them, see everything, collect everything and then move on having felt I got my money's worth. Basically I want a game that rewards perseverance without demanding skill. I skew older on the gamer age chart, but I'm trending towards the norm.

      Super Mario World used about half a dozen buttons and was, to an extent, a skinner box that drummed patterns into your head. I appreciate that you have every right to think that it has better gameplay than, say, Darksiders 2, but I really can't share that opinion.

    30. Re:No silly by dadioflex · · Score: 2

      Some people's idea of fun is to look at art. You're making the mistake of assuming everyone is the same. You might like Psychonauts, say, a colourful platformer with a wacky story and some quite challenging puzzle jumping. I might enjoy the Walking Dead game which is little more that an interactive movie interspersed with some quick time style events. We both have fun from our game of choice, but may hate playing the other game. We have many points of similarity, but also many differences. Also, I am a basset hound.

    31. Re:No silly by indeterminator · · Score: 1

      As other replies to your post pointed out, "completed" on that site seems to mean 100% of achievements.

      For example, for Mass Effect 2 the particular achievement that indicates story mode completion is this: http://www.trueachievements.com/a60985/mission-accomplished-achievement.htm .

    32. Re:No silly by heypete · · Score: 1

      "Completed" means doing all achievements, not "playing through the story". To me it seems quite natural that if it's the story that carries a game, people are not going to play through it multiple times to unlock every achievement.

      Ah, you're right. I misunderstood the way things were categorized. Thanks for the correction.

    33. Re:No silly by Anonymous Coward · · Score: 0

      By your definition you haven't completed Super Mario Bros. until you have killed every single enemy, collected every single coin and broken every single block, which is ridiculous.

      "Completed" means progressing through the game until you reach the ending. Nothing more.

    34. Re:No silly by Anonymous Coward · · Score: 0

      "Games should be fun"

      For games in general - this is WRONG. Games have ALWAYS existed for productive reasons - (played (verb) for work (noun)): for training and selection purposes. (How do you find who the best person is to do something - you have a game and see who wins - (e.g can throw the furthest or most accurately)).

      But that means knowing and understanding what games are - which is a problem at this time, that happens to underpin everything being talked about.

      The problems we have with understanding and creating games in general, however, are themselves symptoms of a FAR deeper, underlying problem with our perception and understanding of (the English) language, and without fixing THAT, we'll (and we are) continue/(continuing) to go round in circles, (literally), not consistently getting anywhere, if not making things worse.

    35. Re:No silly by Rockoon · · Score: 1

      Sony Online Entertainment? No thanks.

      --
      "His name was James Damore."
    36. Re:No silly by Hatta · · Score: 4, Insightful

      Basically I want a game that rewards perseverance without demanding skill.

      How is merely putting in time rewarding? In RPGs that's derisively called "grinding". There's no sense of accomplishment when you finish such a game, as there was never any doubt you could do it.

      --
      Give me Classic Slashdot or give me death!
    37. Re:No silly by Anonymous Coward · · Score: 0

      Spot on. But Tribes Vengeance, F2P, got some of the magic back. Its actually fun again.

    38. Re:No silly by Anonymous Coward · · Score: 0

      I meant Tribes Ascension. Not as good as Tribes 2. Better than Tribes 3 (Vengeance).

    39. Re:No silly by Chris+Mattern · · Score: 2

      Games should be fun.

      Games should be *satisfying*. Making them fun is one way to do that, but it's not the only way.

    40. Re:No silly by Anonymous Coward · · Score: 0

      The problems we have with understanding and creating games in general, however, are themselves symptoms of a FAR deeper, underlying problem with our perception and understanding of (the English) language, and without fixing THAT, we'll (and we are) continue/(continuing) to go round in circles, (literally), not consistently getting anywhere, if not making things worse.

      So let me get this straight-- you have become aware of some "deep underlying problem" with the way people use language, and have discovered a new and better approach?

    41. Re:No silly by Anonymous Coward · · Score: 0

      Basically I want a game that rewards perseverance without demanding skill.

      How is merely putting in time rewarding? In RPGs that's derisively called "grinding". There's no sense of accomplishment when you finish such a game, as there was never any doubt you could do it.

      MMORPGs wouldn't exist if perseverance was not rewarded in a meaningful way. Especially in a persistant FPS world - reward only the best players and you have a disaster on your hands.

    42. Re:No silly by Anonymous Coward · · Score: 0

      Sure but the article was about that there should also be more to a game than just "doing stuff".

      Nope. You use metrics to analyse your freemium game to graph tedium against profit. If you make it just tedious enough, people will hopefully pay some money to avoid actually playing your game. Welcome to the modern approach to game design :/

      Its an old problem thats been solved by a few successful giants: too many MBAs driving when it should be the creative geniuses drivingx whether they be scientistsx engineers or the new kid. Just use your MBAs for background number crunching and statistics. Never let them drive.

    43. Re:No silly by ifiwereasculptor · · Score: 2

      First of all, Metal Gear is fun and famous precisely because of its gameplay innovations that tend to break the fourth wall. In fact, I think the story has always been quite ridiculous and made very little sense. But that's a matter of personal opinion, I guess.

      While I think games could be more, I wouldn't turn then into mere movies where you have to merely press a button to go forward. And I would never eliminate challenge, because it's not a game if you can't lose, regardless of what we say to children. A good example of a game that isn't about fun is Amnesia. It's still driven by gameplay and has its challenges, but the focus is obviously on immersion, and it can evolve to a very unpleasant experience, if you let yourself be carried away.

    44. Re:No silly by Anonymous Coward · · Score: 0

      Yeah, when I saw the word "challenging" used in the same sentence as "Minecraft", I burst out laughing.

      I really enjoyed Minecraft. But it's not because it's a game, it's because it's a sandbox. It's fun to build, destroy, and explore in 3D. The actual game content is short (doesn't take long to beat if that's what you're focusing on), easy (even the boss of the game can be killed with a wooden sword), and crappy (combat system has no depth, hunger mechanic is annoying not challenging). Holding up Minecraft as an example of good game design is so wrong.

    45. Re:No silly by ifiwereasculptor · · Score: 1

      The sentiment behind the OPs comment is accurate. Difficulty != why people play games. Difficulty != fun.

      For a majority of people, maybe. On the other hand, look at Super Meat Boy's stats on Steam. It's nothing but ludicrous difficulty, and yet it has more recommendations from players than Borderlands 2 or Bioshock, games praised by different aspects. Difficulty can be lots and lots of fun, and to illustrate that point I present this very old video of a guy playing a very sadistic Mario hack: http://www.youtube.com/watch?v=yPo84-ve7Hk

    46. Re:No silly by BenoitRen · · Score: 1

      Video games have long stopped being games. They're now, by and large, interactive experiences.

    47. Re:No silly by Anonymous Coward · · Score: 1

      He'd probably just as much watch a movie.

      People who like hard games and puzzles like to be challenged. They are not discouraged by failure or if they are their competitive nature takes over.

      You can divide the world into two kinds of people those who watch and those who like to do, only the ones that do things can fail or succeed.

      Me personally, I'll happily pay 65 bucks for a game and play it for 2 years till I've squeezed every bit of aggravation and joy I can out of it.

      A good game to me can not be won only lost over and over.

    48. Re:No silly by DragonTHC · · Score: 4, Interesting

      Am I the only one who recognizes this as the first volley in the Wii U hearts and minds campaign?

      For years, I've heard Nintendo fanboys ranting about gameplay gameplay gameplay. Because their system never offered anything beyond gameplay.

      Now that news has surfaced about the Wii U being weakly incapable hardware, I feel stories like this are going to be more commonplace.

      It's not just about gameplay. Sometimes there's more than just gameplay. Sometimes a new mechanic placed on an old style of gameplay is enough.

      Sometimes being gorgeous is enough. Sometimes being immersive is enough. And once in a while, you get all of those things together and it makes a truly spectacular game. But those are rare, and I want it to stay that way.

      --
      They're using their grammar skills there.
    49. Re:No silly by Anonymous Coward · · Score: 0

      Minecraft is what you make of it. Join an anarchy server and tell me there's no gameplay.

    50. Re:No silly by JMJimmy · · Score: 1

      It does only reference 360, and PC habits will vary. The data set is large enough (200k) to be fairly representative, though skewed to people who actually care about achievements and not casual gamers.

    51. Re:No silly by realityimpaired · · Score: 1

      More than that... what I've come to realise is that they've been normalizing the "feel" of games as well. Tribes Ascend, Bad Company 2, Call of Duty: Whatever, and even Planetside 2 all feel like the same game with slightly different sounds and models. When I gave Planetside 2's beta a shot I realised the most effective strategy in a firefight was to play exactly like I was in Bad Company 2.

      That's because a lot of games use the same engine. How many Unreal-based shooters are out there these days? They all play pretty much the same, and if the developper doesn't bother putting the energy and money into coming up with a memorable storyline, then they're all going to end up being pretty much the same game with different models/textures.

      There's a reason shooters suck in that respect... the market will bear them. Nintendo are the only ones ballsy enough to come out with 15 different RPG's, each with the same story line, and that's because most RPG players simply won't buy a game if it doesn't have a good story. That's also why most games being released aren't RPG's... they're too expensive to develop, and too much risk that people will decide that they're not different enough to be worth buying. Shooter? License an engine, pay some graphics designers to come up with character models, and borrow a story line from a recent movie. RPG? hire some writers, and give them 3 years to come up with a story, and only *then* hire the graphics designers, hope there's an engine that suits the story, and if not then write your own.

    52. Re:No silly by JMJimmy · · Score: 1

      The interesting thing about the "completed" stats is that it shows which games people will go that extra mile for, do multiple playthroughs, etc. There are obvious exceptions like Avatar(ded): The Last Airbender: The Burning Earth - the game takes all of 1:47 seconds to complete all achievements or Fallout 3 PC's addachievement console command.

    53. Re:No silly by Anonymous Coward · · Score: 0

      Casual gamers are the only ones who care about achievements.

    54. Re:No silly by JMJimmy · · Score: 1

      Those games are interesting to note pete: ME1 requires 3 playthroughs minimum to complete all achievements and has multiple DLCs which are included in that %. 9% of people bothered to do all of that. ME2 only takes 1 playthrough with multiple DLCs. ME3 takes 1 playthrough and has co-op and multiple DLCs.

      It would seem by this data that people preferred the solo RPG elements of ME1 to the MP shooter elements of ME3. Though it is skewed by time since ME1 is 5 years old and ME3 isn't even a year old yet.

    55. Re:No silly by lgw · · Score: 4, Insightful

      He'd probably just as much watch a movie.

      People who like hard games and puzzles like to be challenged. They are not discouraged by failure or if they are their competitive nature takes over.

      You can divide the world into two kinds of people those who watch and those who like to do, only the ones that do things can fail or succeed.

      The MMO world ~10 years ago showcased the difference. Everquest was really listening to it's hardcore players. Not willing to stay online and awake 36 hours straight? Then you won't get the boots that let you run a little bit faster. Not will to try 100 differnt approaches to a raid? The your guild won't get the prize. I knew people who were really into this, who actually collapsed from exhaustion while playing. The were unafraid to drive off the casual gamer.

      WoW came along with "how about we do the same game without the grueling, annoying parts?". In the abstract, the gameplay of the two games was similar: same sorts of in-game objectives, same basic idea about the stuff you would do in game, but WoW was carefully tuned to be appealing to the casual gamer, unafraid to drive off the hardcore gamer.

      The results of course were well know - EQ peaked at 3-400K subscribers, WoW at what, 12 million? 15? Everyone making games for money learned that lesson! For each person looking for a true challenge in a game, there are 30-50 people just looking for some entertainment.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    56. Re:No silly by lgw · · Score: 2

      SOE has seen this comment, and banned you from all SOE games. What an amazing bunch.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    57. Re:No silly by Jetra · · Score: 0

      Check out Linger in Shadows, it shows off everything you say except for the immersion being unpleasant. While there is a challenge, you can't lose because it's a game where you have to find thing hidden within the frames. It was developed to show off just how powerful a 64-bit system could have been back during the Nintendo 64 era.

    58. Re:No silly by war4peace · · Score: 2

      I've been playing on Miller, the worst affected server, and last night was as smooth as butter. ProSiebenSat only own the servers, SOE are the ones actually running them. That's like blaming Amazon AWS for the Minecraft Login Servers having a bug in them.

      Untrue. ProSiebenSat-whatever is the game publisher for EU. You need one of their accounts to play the game if you're from EU. In the US, SOE kept publishing ownership.

      Also, You like World of Tanks? That's the definition of Pay-to-win. You're directly paying for things that improve your power - like the best Ammo - that you cannot unlock through normal play.

      Untrue. It used to be true (premium ammo for gold only) until patch 0.8.1 - which came out two months ago. Now everything except premium tanks can be obtained without paying a dime.

      In Planetside 2, yes, you can buy weapons, but you can't buy the upgrades, or the utility slots, for cash, you need to play the game and get Certs - which can also be used to unlock all the weapons.

      Untrue :)
      Last time I checked (yesterday night, EU time) pretty much ALL upgrades I could find could be bought for cash. Especially weapon attachments, which I was interested to obtain, e.g. 100 certs or 75 credits for this, 1000 certs or 750 credits for that and so on. I was yet to see ONE item that you could only get through certs only.

      Are you in an outfit? Are you just rushing the Crown to try and farm, and just getting mown down? Dying every 20 seconds? Are you hacking terminals, or pushing capture points? or are you hanging back and sniping people?

      No, I'm just trying to understand the game. The problem I have is inconsistency in performance. I get a flying thingie (sorry, can't remember names off the top of my head) and go for an enemy aircraft, then it disappears, only to plop back into existence a couple seconds later in a different place. I see a dude zipping by in an ATV, now he's on the road, boom, he's 20 feet in the air, bang, he's on the road again. These issues will keep me from throwing as much as a dime at the game as long as they're visible. Maybe your server is great; mine (Cobalt) is only good when there's less than 10 players around. Bring more and you're in for a lagfest.

      And yes, i am bad at twitch FPS games, but that's not the problem. I know I'm pretty bad and there's no rush; in all honesty, I didn't even know you could upgrade stuff until two days ago. The problem is that this game, because it was rushed into existence, feels half-baked.

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    59. Re:No silly by war4peace · · Score: 1

      Yeah, sorry, I knew that, but it's still sounding ridiculous. I would have suggested ProSat 71 :)

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    60. Re:No silly by Anonymous Coward · · Score: 1

      perseverance != time. A game could require tactics or patience without requiring that I have a specific reaction time to master some platformer.

    61. Re:No silly by Anonymous Coward · · Score: 1

      You've hit the nail on the head without even realising it. All games are means to provide the players with a particular experience. It's always been like that since the times when the game called Chess was being developed.

      People tend to forget that there's always a designer behind every game. They say the game should be fun, or engaging, or serious, or thought-provoking, but what they really mean is that the designer should make the game fun, or engaging, or serious, or thought-provoking. What it all comes down to is that the designer should look into the desires of the player he wants to satisfy and make a game that taps into the experience that player is looking for. That's the first principle of games design theory by Jesse Schell for you.

    62. Re:No silly by Anonymous Coward · · Score: 0

      All that shows is which games attract the OCD/collector sort of people.

      I know people who play Sims similar to the way people play with dolls and never bother about achievements.

    63. Re:No silly by Anonymous Coward · · Score: 0

      OK, but your example is really silly... Mario World had a grand total of 3 buttons; run, jump, and spin jump. It's hard to get much simpler than that. The challenge was in timing \ coordination.

    64. Re:No silly by Anonymous Coward · · Score: 0

      Whoops, replied to the wrong post.

    65. Re:No silly by Anonymous Coward · · Score: 1

      That's what happens when you mix economics and entertainment. An economist always looks to get the most out of as little as possible. It used to be called scheming, now it's "maximising the profit margin". So instead of challenging themselves to create original games, push boundaries, fail and rise again like it used to be, big games companies now look at what actually sells and then make a game that taps into this market. Nowadays, PS3/XBox360 kiddos with lenient parents and young professionals looking to blow off some steam without doing any exercise are the most potent market, and this is where the money is. So the games are naturally tailored to them - they are fast-paced, good-looking, easy to learn and play, overly forgiving and overly rewarding, giving you a feel of being competitive but actually hiding a thick layer of handicaps to make you feel like a pro after just three matches. I wouldn't be surprised if the next iteration of CoD gave you additional XP points for tea-bagging your enemies, and an achievement for not dying for 30 seconds flat.

      That's where the money is. For the rest of us, there's an indie renaissance at the minute, so enjoy it while it lasts.

    66. Re:No silly by Anonymous Coward · · Score: 0

      OK, but your example is really silly... Mario World had a grand total of 3 buttons; run, jump, and spin jump. It's hard to get much simpler than that. The challenge was in timing \ coordination.

    67. Re:No silly by Anonymous Coward · · Score: 1

      If you'd known a thing or two about Unreal3 Engine, you would have known that changing the mechanics of the game is as easy as spending one or two evenings with a half-decent programmer and you can come up with games ranging from 2.5D platformers to top-down arcade shooters to first-person survival horrors to flight simulators. UnrealScript is easy and it's the design that fails here, not the engine. Or rather the business model of most big publishers and the fact that games design is cash driven nowadays. Unhappy with shooters being similar? Blame the guys who queue for days to get their hands on the latest CoD, ready to pay $60 for 5 hours of SP gameplay and a licence to tea-bag others in MP matches. It's easy to develop such a game, especially if you already have one (or 10) like it. These are the freakshows that drag the attention of publishers away from other players. And they are the reason all the rest of us suffer. I stopped playing AAA titles maybe 3 or 4 years ago. I mostly buy indie games nowadays. Suggest you do the same - don't like something, then don't buy it.

    68. Re:No silly by Kjella · · Score: 2

      There's a pretty big difference between games that have a hard skill requirements, like you failed mission X so try again - it'll be just as hard next time - and those where you can just gather more XP, get some better gear and so with perseverance the mission will get easier. You're in principle always making progress, there's no hard fail but you choose you own level of challenge. Grinding on the other hand typically describes doing something with no challenge, for the sake of gathering resources or equipment to use later.

      --
      Live today, because you never know what tomorrow brings
    69. Re:No silly by loufoque · · Score: 4, Insightful

      A lot of role-playing games are simply based on storytelling, and do not require skill. That's true even for table-top role-playing games.
      It's not grinding either, you're just enjoying exploring and interacting with an imaginary world.

    70. Re:No silly by Anonymous Coward · · Score: 0

      I know a lot of people who only play The Sims because it allows them to build their dream house. They don't care about the sims themselves nor any kind of achievement.

    71. Re:No silly by Anonymous Coward · · Score: 0

      grinding is escapism

    72. Re:No silly by Anonymous Coward · · Score: 0

      What are you talking about? Linger in Shadows is a demo for the PlayStation 3. It has absolutely nothing to do with showing off 64-bit systems or Nintendo.

    73. Re:No silly by loufoque · · Score: 1

      a game exists to be played (and thus should, on some level, be FUN to play).

      This conclusion is wrong.
      A game needs to be entertaining to play, it doesn't necessarily needs to be "fun" (whatever that means).

    74. Re:No silly by hairyfeet · · Score: 1

      And how many games AC have YOU played that this sentence would fit? "Graphics looked good, gameplay sucked" because Lord knows i have played a fricking TON of games in the past few years that fit that description. It was one set piece to another set piece being drug by the nose with crappy play mechanics.

      Here let me give a few examples...Bulletstorm, sounds like a winner right? you got the guys that did Painkiller, that was pure fun, hooked up with EA to do their own take on the whole modern shooter genre, it ought to be a hoot! Nope, the jokes fall flat, the weapons SUCK MASSIVELY, and by tying the UPGRADE SYSTEM to how over the top you make your kills you just turned fun into a fucking grind.

      How about F.E.A.R. 3, or how they spelled F3AR, should have known off the bat when they do a douchey letter to numbers switch we were in trouble, but fuuuck! Fear 1 & 2 were fricking great! Bad guys smart, weapons satisfying, sure the horror didn't work but like Yahtzee said "The only way to have horror in an FPS is to tape a picture of Dracula to your iron sights" but it was still FUN with a capital F, so the third HAS to be good right? Nope, AI retarded, weapons are WORTHLESS, and I mean that, if you haven't played it there is not ONE truly good weapon in the whole fucking game, I mean you can only carry 36 fucking bullets for the pistol? WTF? My out of shape ass can carry more than 36 9mm rounds! Levels bland, and the whole thing took what was a great franchise and turned it into a bunch of co-op maps with bad weapons. Frankly it would not surprise me to find out like Mario 2 that this was some other game that someone just slapped the Fear name and characters in to make a quick buck.

      So I have to agree with TFA, especially on shooters, sure they look great but where is the FUN? Where is the next funny shooter like No One Lives Forever, where I can set kitty bombs and giggle as a bad guy walks up and goes "ohh, its a kitten...meow BOOM!" or the next Far Cry or Fear where the AI uses squad tactics and makes me feel that sense of "fuck yeah! You didn't see THAT coming did you?" when you manage to set up an ambush? Where is the next Painkiller or Crysis that gives me some really bad ass weapons instead of the same shit they hand us in every game, so i feel like Arnie or Stallone starring in my own action flick?

      Sure the VISUALS have gotten better, but everything else took a wrong turn and ended up in shit town. The weapons unsatisfying, AI Forest Gump stupid, levels boring, it all feels like a fricking chore.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    75. Re:No silly by Anonymous Coward · · Score: 0

      You are a mentally challenged retard who knows nothing about hardware.
      good day.

    76. Re:No silly by UnknownSoldier · · Score: 4, Insightful

      You're post is correct except you are missing two key definitions:

      1. In MMO's grinding is just another form of gambling, aka, The Skinner Box. http://en.wikipedia.org/wiki/Operant_conditioning_chamber

      2. Definition of a game: Unless you have a winning state then your game is really a toy, at best.. Interestingly enough, conversely a game doesn't need a losing state. A winning state is necessary, a loosing state sufficient.

      i.e. MMOs are NOT games, they are toys. There is NO WAY to WIN at a MMO. You don't "win" at WoW or another MMO (although some people would joke that the only way to "win" is when you quit playing, but I digress. :-) )

      Also, people want closure in movies, books, and games. That is not say an open-ended sandbox ala Minecraft, WoW, aren't fun. They are, but once you remove any sense of closure they have stopped becoming games and have become toys where you play. They are more about the journey then the destination. THAT is the key difference between a game and a toy.

    77. Re:No silly by taucross · · Score: 1

      Wut

      --
      "In the absence of the ability to establish the attribute of truth they tried to establish the noble attributes."
    78. Re:No silly by loufoque · · Score: 1

      A game that is nothing but a visual novel is perfectly entertaining. It doesn't need to have any complex gameplay mechanics to be.

    79. Re:No silly by Nostromo21 · · Score: 2

      At last, a topic we're all passionate about! :)

      Ok, who plays a game to 'win' anything any more? Oh wait, kiddies and mouth-breathing console cretins I guess...? <EG> *duck*

      GW2 is one example of a near grindless mmo, which as IGN aptly put it, "actually respect your time". Almost everything you do in the game is for fun, and you get XP almost as a side benefit, I shit you not. But I'm a casual carebear, so perhaps it's different for the gankers & power-gamers, bleh. I also have alt-o-holism, so play a half dozen or more chars concurrently, which means I rarely get bored, but I also never see the endgame in most mmos.

      Gameplay *quality*, per se, has been on the stready decline, since gaming went mainstream & online/mulitplayer became a fate accompli for most commercial games. I don't think we'll again see incredibly cerebral/challenging/interesting games of the likes of BG/PST or other older adventure/rpgs, except as the rare indy title. Hell, even flight sims, which came with 400page manuals, are long gone, sadly (or thankfully? ;). I guess 'gameplay' is a very loose term & means different things to different folk. For my money, if I'm not grinding or just playing to see the end or 'win', AND having a good time, if I forget to look at the clock for 2+ hrs, or play a game way past my bedtime, THEN I know the game has good, solid gameplay most of the time. This doesn't include mmo grinds & hamster-wheel games which are more an OCD than games really. Horses for courses...

      The other problems with mmos, even great ones, is they can easily devolve into a grind, from what seemed so much fun at the start. Some recent-ish mmos that turned out that way for me were AoC, CoH, LOTRO & SWTOR, as well as D3, which though not a mmo, is certainly a pure gear-grind in its mid-end game. This is not to say those mmos aren't fun for a while after I put them down for a few months & come back to them, which thankfully you can do with the F2P model, but they do tend to lose their luster & gameplay after a while I'll concede.

      One could argue that shooters are more about good gameplay, as they are often shorter or have a completely different paradigm to mmos/rpgs (assuming they are half decent). But, there isn't a lot of depth to most shooters these days, unless you count hybrids like Borderlands & Dishonored to some extent.

      I'm rambling so will stop before I get to a TL;DR number of chars :).

    80. Re:No silly by geminidomino · · Score: 1

      Super Meat Boy isn't really a counterexample, it's just an example that's both difficult AND fun, as opposed to something like Super Mario Frustration (from the video) which is really only fun because of the funny as hell narration.

      There are different types of difficulty. SMBF is what I call "dickhead difficulty," (for what should be obvious reasons) where Meat Boy is mostly "Tricky difficulty," since once you figure out the right way to do it, it becomes much easier (but not easy) -- though some of the later SMB levels do border on the "dickhead" variety...

      Worst of all, IMO, is "inflation difficulty." MMOs are really bad with this one. They don't actually adjust the difficulty any, they just apply some large coefficient to the monsters HP and Damage, making things tedious.

      Yet, depending on your own personal psychoses, any one of those can be enjoyable, or kill fun dead.

    81. Re:No silly by Jetra · · Score: 0

      Point is, it shows what's possible if we put aside the notion of "fun" in video games.

    82. Re:No silly by marcosdumay · · Score: 1

      It doesn't need to have any complex gameplay mechanics to be.

      No, it doesn't need any complex gameplay mechanics. It just needs to be fun. You definition of "fun" seems to be quite away from the dictionary one.

    83. Re:No silly by Anubis+IV · · Score: 5, Insightful

      I cordially disagree. Minecraft's gameplay (i.e. the rules that dictate how something is played) is subtle, but very present. And it's definitely a game, not just a toy, though it's hard to tell from the outside (I would know, I was a doubter).

      The problem with many pure sandbox games is that they are simply too open-ended. Left with so many possibilities, many players face a paradox of choice and oftentimes cease playing the game before they accomplish anything much. Effectively, there is no "game" to it. It's just a toy, as you said. Kinda like Legos with no instructions. For some people, that's all they want, but there is no gameplay provided in that since there are no rules dictating how you put things together or for what purpose.

      In contrast, Minecraft provides some initial gameplay to get people started, then gives them a structured and intelligently designed path to help them discover their own "emergent" gameplay. By adding hostile monsters to the game, Notch established a basic purpose for the player's actions: build things to survive. Establishing that as the basic rule acting on the player forces the player down the path towards creating a structure to keep them safe from the monsters. Stuck in that place, players naturally expand it and embellish it, which forces them to locate additional resources. To do that, they need to explore either outwards or downwards, either of which will involve challenging the thing that has kept them in their safehouse. And as they explore and find additional resources, they find new things that they don't understand, which forces them to experiment. In all of that, the player's actions have a foundational purpose of survival, but as the game goes on, additional forms of gameplay begin to emerge as players discover and create new rules to guide their actions and purposes for doing what they are doing, be it to create the best city, live for as long as possible, or find the most awesome pieces of terrain.

      The genius in Minecraft is that it naturally leads the player down that path without the player realizing they are being led. To the player, it feels like a set of open-ended decisions in an open-ended world, rather than that they are being led down a path. In reality, their choices were guided by some excellent game design and a subtle application of simple rules to drive the player's actions in a certain direction. From the outside, it just looks like a box of Legos without instructions (and early versions of it were indeed just that), but it's much more than that. The game actually has exactly as much gameplay as it needs, which is to say that it has enough to prevent the paradox of choice but little enough that it allows for a lot of creativity.

      As a quick aside, I don't believe that game difficulty correlates to good gameplay. There are plenty of examples of easy games with good gameplay (Minecraft, Okami, Super Mario Galaxy) just as there are plenty of hard games with great gameplay (Demon's Souls, Ikaruga, Super Mario Bros.). Instead, I believe that gameplay should be tweaked to make a game as difficulty or as easy as is warranted by the game itself. Were Okami frustratingly hard, the Celestial Brush would have become a chore to use, rather than being the charming and exciting gameplay mechanic that it is. Were Demon's Souls too easy, the oppressive environment and epic bosses would have felt trite and unsubstantial, leaving the game hollow.

      I do believe there has been a recent trend to make games easier than is warranted, but that's another topic entirely.

    84. Re:No silly by Anonymous Coward · · Score: 0

      EverQuest had its share of problems, but suggesting that you had to stay awake 36 hours to camp jboots is ridiculous. The average time I ever had to wait for an ancient cyclops ring (for jboots) camping in OOT is probably like 2 hours or 90 minutes. This for one of the most valuable items in the game. If EQ had huge demands on contiguous blocks of played time, then it was mostly on the overcrowded servers. The nature of an uninstanced game is that you will have to compete for certain resources. Instancing, however, turns your game into a single player experience masquerading as a massively multiplayer game. (i.e. WoW) I met many long time friends in EQ because I was forced to form relationships with other players to be successful.

      I still play classic EverQuest in the form of Project 1999 and EQMac, and I enjoy it 10 times as much as WoW. I won't touch WoW ever again. People call EQ a 'grind', but it was merely replaced with a (admittedly shorter) quest grind in WoW. Why ANYBODY would think running to sparkly things on the ground and clicking them is a more fun way to become more powerful than killing monsters that were genuinely stronger than your own character is beyond me. (it's also ridiculous from a realism standpoint; yay I can swing my sword better after picking up the dung on the ground! http://www.wowhead.com/quest=9800/a-rare-bean)

      In EQ, I can level anywhere in the world I find blue cons. In WoW, you are forced into specific zones for your level, and forced to do quests. (sure, you COULD 'grind' in WoW, but the vast majority of your experience in that game comes from quest exp, so you would be leveling far slower in a game that makes grinding far more boring due to the limitations Blizzard puts on players) Worse yet, since the game is a quest grind, it makes it more difficult to group with other players because they have to be on the same quest as you are. It's often slower to group than it is to solo because virtually every quest is soloable and grouping with players inevitably comes with the AFKs and waiting to meet up or whatnot.

      EQ actually had a larger variety of ways to level. You could kill mobs in the safety of the outdoor zones; or dungeon crawl for loot; or form a PBAoE group and get high risk, high reward exp; or quad kite mobs; or focus all of your energies into charming a powerful monster for fight for you. These are are radically different ways to kill things instead of spamming fireball all day. Want to level an alt quickly? You can powerlevel it with buffs and twink gear. Was your friend offline for a few days and outside your level range? No problem. Just powerlevel him up in a few hours. Although that level range is rather large so this is usually unnecessary.

      EQ had buffs that were actually highly desired and worth paying somebody for. (imagine that) Classic EQ had droppable items that allowed for an actual economy. EQ had items you wore for long periods of time and had to be sought after instead of items merely handed to you by quest NPCs (and had nothing to do with the quest to begin with) that you would have completed anyway for the exp which is replacing an item you got from a previous quest 2 levels ago that you obtained yesterday and has the exact same stats on it only just a few more points of it.

      The "100 different approaches" comment is rather silly. Why wouldn't multiple successful strategies be a GOOD thing? Honestly though, EQ's raid mechanics weren't that complicated. The challenge of the raid game was mostly managing the headcount for the larger raid sizes. In EQ you had upwards of 72 accounts for raid events. Larger raids magnify the challenges of recruiting, loot distribution, meeting the healer (cleric) quota, etc. And that SHOULD be the challenge of a true massively multiplayer RPG raid-- not Blizzard's DDR "execute dance move X precisely or wipe your raid" bullshit. I would much rather play a game that didn't require exactly X number of people for raids. Classic EQ raids also weren't scripted and were much less p

    85. Re:No silly by loufoque · · Score: 1

      I'm not using 'fun' in any of my sentences, you are.
      Your original point was that a game that is essentially the same as a movie, or any other "art" piece for that matter, is not fun. That's irrelevant, since it's still entertaining. Games are only meant to be entertainment, nothing more.

      Discussing things with you is tedious, so if you won't understand it, I won't be making any subsequent efforts to explain it to you. Sorry.

    86. Re:No silly by Nostromo21 · · Score: 1

      Ahhh, that give me nostalgic butterflies of the good old days on Diablo 2 hardcore on closed realms, with potential perma-death at every lag-spike, insta-death just around every pkscum corner (with all sorts of tppk & other hacks)...where a beloved character you had spent weeks or months building & nurturing safely to hell levels could just go *poof* in the wink of an eye. :)

    87. Re:No silly by Nostromo21 · · Score: 1

      Only if yer grinding against someone who's 2nd name you don't know & don't care to find out :).

    88. Re:No silly by Nostromo21 · · Score: 1

      Welcome to launch week beta testing lol! ;-p

      I really wanted to love WoT, but I just can't get used to not being able to strafe. Anyone know if the Swedish, with their weird designs, are planning on making a tank that can strafe sideways...?

    89. Re:No silly by Anonymous Coward · · Score: 0

      As I said, it's a demo. There have been a number of demos with interactive elements over the years. Ultraforce's Vector Demo and Renaissance's Black Glass come to mind. They are all eyecandy, not games.

    90. Re:No silly by Nostromo21 · · Score: 1

      I would mod you both Insightful & Funny if I had points ;)

    91. Re:No silly by mjwx · · Score: 1

      I thought most games these days were just ego wankery of some shape or form where you press E to win because you are the toughest hardest space marine that ever lived.

      This, gameplay has been killed.

      There is no challenge in games any more, it is literally press X to win.

      This really started with games like Halo and Call of Duty 2 with regenerating health and tonnes of checkpoints but the one that epitomises this "you cannot be allowed to fail" attitude was Bioshock. Bioshock was a game you literally could not die in. Yes I am using "literally" correctly, it was impossible to lose Bioshock.

      Back in the day, you actually had to think about what you were doing, you had to play properly to avoid hits as your health did not magically regenerate. You had to conserve ammo because you couldn't just pick it up anywhere. Take these COD experts and put them down in front of Half life and watch them fail miserably. Games today hand hold too much, afraid to give the gamer any kind of challenge, any risk of failing. Without this risk, it doesn't feel like I'm playing a game, rather I'm just pressing a button to progress a movie. This is what Bioshock was like to me, a movie that required input. Games that are too easy are not fun.

      Even games like Battlefield 3 tend emphasise grind over skill. If you suck, you only need to keep grinding until you get the heavy barrel and then you suck a bit less. You got XP just for turning up, it didn't matter if you died 100 times and did 0 dam, you could level up just by standing there. Add to this the fact the heavy barrels were so OP that it didn't matter if you played like a complete Noob you could just spray and pray. I played BF3 for 3 days before giving up, not because I was bad at the game (been pwning at BF since 2003) but because the upgrades were too OP. I decided to give it another go a month later but Origin decided that my install was corrupted and started trying to download the entire game again. I haven't bothered to re-install. Fortunately not all games are like this, I play World of Tanks which starts to punish bad players at the higher tiers.

      Try putting todays COD or BF3 player in front of some of the harsher shooters of yesteryear such as Operation Flashpoint or Rainbow Six (1 to 3) and watch them rage when they realise that victory isn't handed to them on a platter. They actually have to think about what they are doing even with auto-aim on R6. But it seems challenging a gamer is a huge no-no for today's publishers.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    92. Re:No silly by Nostromo21 · · Score: 2

      Ok, this can only be solved with a /. poll. I nominate the following categories for qualities game must have:

      - fun
      - challenging
      - entertaining/enjoyable
      - interesting/thought-provoking/educational
      - rewarding
      - good value for money
      - commercially viable/successful, even if free...?

      Those are very broad & not all will apply to all games, but let's get a reasonable top 10 list & start a poll: 'Essential qualities and anatomy of a game".

    93. Re:No silly by mjwx · · Score: 1

      What you're talking about aren't games, they're more simply interactive art pieces to enjoy.

      Games should be fun.

      Yes, games should be fun.

      Games without challenges are not fun, breezing through the latest Medal of Duty without any significant problems is not fun. It's quite the opposite, it's boring. The computer does the aiming for me, some of the time it even does the moving for me. All I do is press a button to keep the game going. Old PC games like Far Cry and Operation Flashpoint gave me a large open world to play in, multiple ways to do things. A far cry (pun indented) from coridor based rail shooters, they had real consequences, it was easy to die and the checkpoint wasn't 5 seconds away from where I died.

      I remember having to retry some missions in OpFlash a dozen times, these were often the most memorable, many of the missions I breezed through in OpFlash were boring (mainly because sitting in a Jeep with nothing happening was boring, these missions were probably scripting bugs).

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    94. Re:No silly by Nostromo21 · · Score: 2

      Yes, covering oral orifices with fists, or baseball bats, or genitals solves the 'failure to communicate' issue 99% of the time. >8^D

    95. Re:No silly by Nostromo21 · · Score: 1

      Not to nitpick this philological/epistemological diatribe we're having, or stretch meanings, but how would you describe and/or measure 'satisfaction' where an electronic, virtual medium is concerned? Is it just good enough to ask people 'on a scale of 1 to 5 how satisfied were you?', without actually understanding the root cause analysis of where that satisfaction is derived from? Just sayin... ;)

    96. Re:No silly by Nostromo21 · · Score: 1

      Why TF would someone play a game to uncover just how lonely/sad they are...? :-/
      I guess Russian play roulette in their own style, so I guess almost anything that's interactive could be termed a 'game' per se. Casinos also have many games, expressly designed to separate you from your money, while making you feel like you're having fun or have a chance at 'winning'.

      And bad people play games with other people's lives all the time (they're usually called politicians or lawyers, just as an example :), so I guess the limits of the definition are that it's, errr, unlimited? But if we're concentrating on games via electronic/mechanical media, that were specifically designed as a gaming device/object, then anything goes I would imagine.

    97. Re:No silly by Darinbob · · Score: 1

      Every single player has a different idea of what "gameplay" means. It's silly to try to add this ingredient when no one knows what it is.

    98. Re:No silly by Darinbob · · Score: 2

      You may not find any sense of accomplishment, but I am positive that some players do. Every player is different. Some just want to come home from the office, turn off the brain, and enjoy a game. Other players can't have fun if things are mindless though. Thus there is room for two different games, or two different styles within the same game, as long as one group isn't bashing the other group. (sadly, some players find the most enjoyment from mocking others)

    99. Re:No silly by Anonymous Coward · · Score: 0

      it doesn't necessarily needs to be "fun" (whatever that means).

      It's that thing you're not when you're at a party.

    100. Re:No silly by Nostromo21 · · Score: 1

      Ahhh, a passionate gamer after my own heart! Even though I skipped the whole EQ era, your expose reminds me of the finer moments of AO and SWG, in spirit. I did play a lot of EQ2 & unfondly remember defecting from the good to the bad side, where near the end of the betrayal quests I had to camp a mob that only spawned every 9hrs or so. Well, after a week of camping I *finally* saw it, but someone else tagged & bagged it (ask me how happy chappy I was? ;), but I got it on the next day with some guildies who had alts in Freeport, though the guild was based in Qeynos. Really ridiculous after all that, as I hated the Freeport look & feel & relegated that necro to being a guild sage making spells/scrolls for all the guildies, eh.

      I have a weird mmo history, given that dial-up was very flakey down under until well into the 90s. I played a bit of M59, + a lot of Quake locally on my ISP/peers, then kinda skipped the UO/EQ eras & jumped back into online gaming early 2000s with D2. After that my mmo career really exploded with later games like CoH, LOTRO, GW & others. I flat out refused to reward Blizzard with subbing to WoW, for what they did to D2 & how they treated the fan base during the mass exodus. I finally caved when my guys at the previous job (who knew my utter disdain for all things Blizz & WoW) bought me the base game as a piss-take more than anything. Well, 6mths of 'happy' gaming later I finally took my finger off the WoW-trigger & fell back to earth...*blush*

      Of all the mmos worth mentioning that I've played to a significant extent, the one that I would say for my tastes was the most satisfying & enjoyable (grind aside), would be a toss-up between CoH or LOTRO, with GW2 now fast taking the mantle/title. Those 2 in the early days, if you were a part of them at the start of all the buzz & hype, were something to be seen & experienced, indeed. Great gameplay, great communities, great fun! OTOH, much anticipated mmos like SWTOR left me wanting after just 6 months & bemoaning the lost opportunity.

      I guess the question is, will any true gamer or game lover say on their death bed 'I wish I had all those hours back', or will they fondly recollect the many virtual worlds & friends they spent so much time with...? I'm hoping mine will be the later, or else I will be one very sad & lonely old man otherwise.

    101. Re:No silly by Nostromo21 · · Score: 1

      After watching videos of Journey I almost went out & bought a PS3, just to play that one game. Without knowing if it had the depth of gameplay I usually prefer in my games, or was just an immersive 'exploration of the senses' type game. But it looked awesomely different, so even for just a few hours play time (and a half-ddecent Bluray player!) I thought it would be worth it.

      But then I shook it off when I realised that I would no longer be able to call myself an elitist, die-hard, PC-only gaming grognard, but rather put myself in the console cretin crowd category, so I quickly put that idea to rest by falling on my testicles instead. :)

    102. Re:No silly by Nostromo21 · · Score: 1

      Is there an age range/limit for anime porn masturbation...?

      Or is there a list somewhere to acceptable people/objects one should masturbate to? Really, I'm curious. I may have been doing it wrong all this time. :-/

    103. Re:No silly by Nostromo21 · · Score: 1

      Tautologies are the most tautological of all compound propositions...? Ahem.

    104. Re:No silly by Nostromo21 · · Score: 1

      Playing The Sims is void of meaning. My head nearly sploded when I saw that the trilogy holds the #1, 2 & 7 spots of all-time best selling PC games.

    105. Re:No silly by Anubis+IV · · Score: 1

      Meh, I mostly PC game, but there are some great titles on consoles, and it's a shame to miss them for reasons like that. I used to play the fanboy role, first for PC gaming, then for different brands of consoles, but I got over it a long time ago, and I'm glad for it, since it lets me just enjoy the games for what they are.

      As for Journey, it's #12 on my favorite games of all time list, so, to say the least, I'm a big fan of it (for reference, it's the most recent addition to my list, with the next-most-recent game to even crack my top 30 being from 2009, indicating that the list is actually a bit exclusive in nature). I'm not sure that the game is up your alley, since it's only about 2-3 hours on a first playthrough, and it may not have the type of depth you're looking for. Some of the previous games made by that game company (that's really their name) are definitely an exploration of the senses and emotions (flOw and Flower, respectively), but Journey is more of an emotional exploration of the idea of companionship.

      Most of the depth in the game is derived from your interactions with your "companions", and it adds enough to the gameplay that if it's the sort of thing you like, you can easily return to play the game again and again even after you've already collected everything, simply because the game is almost always fresh and can still carry a lot of emotional weight. I can't say that for very many games, even ones in my favorite games list.

    106. Re:No silly by Nostromo21 · · Score: 1

      Agree completely with your last paragraph. I witnessed the pinnacle of dumb AI with Load Runner on the Apple IIe *blush* back in high school in the late 70s lol! The 'AI' behaved according to discrete, predictable rules (ala Pacman), but was still more & more challenging as you got to later levels. This glut of shooter 'AI' in the past 20 years, starting with Wolf/Doom hasn't really gotten any smarter at all. Here's a big tip devs: random AI better AI, or in fact 'intelligence' at all. The last time I saw any intel in a shooter was Wolf:ET against online power-gamers :). I guess we're still a long way from any game passing the Turing test, even in their limited environments.

    107. Re:No silly by hairyfeet · · Score: 2

      That is why I like sandboxes like Just Cause II and Saints Row III, while they are open as hell and you can just ignore the missions if you want there is still a story with a beginning, middle and end. That explains why I also have never been able to get into MMOs, I like having something other than a hamster wheel as a goal. But thinking of it as a toy rather than a game? something I haven't thought of, but makes sense.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    108. Re:No silly by ineffablepwnage · · Score: 1

      Look up Dark Souls. There's minimal story, compared to other RPGs you don't get gamebreaking stuff as you level you just get stuff that lets you fight differently (people have beat it without leveling up at all), and someone who has all the best items in the game can go to the first area and die pretty quickly. It goes back to the old school gaming where you don't have autosaves every 5 feet and there is an actual penalty for dying. I get bored with most games after 5-10 hours and only games that have actual good gameplay manage to keep my attention, and I've probably sunk 130+ hours into dark souls in a couple months. tl;dr dark souls has the best old-school gameplay out of any modern game.

    109. Re:No silly by hairyfeet · · Score: 1

      This is why I will always look for games that have mods, because often a mod can make a bad game good and a good game great. take your Bioshock example, there is a mod called "Bioshock for real" or something like that that will make that game so damned hard you won't believe you are playing the same game. you get different amounts for killing the sisters (thus putting an actual moral choice in it) and you won't be getting much of nothing from the bad guys and hacking? fucking HARD and you won't get any great rewards for pulling it off, just slightly lower prices which with money so scarce you'll be damned grateful for.

      But I agree, even though I looove the Bioshock series (yes I even loved the second one, Minerva's Den i thought was nearly as good as the first game) the game devs are obviously more about telling a story than beating the player. While I think this is fine i do prefer games where there is a hard level that is REAL hard, so if I'm not feeling challenged I can ramp up. For the games that don't though, give me mods. Frankly I haven't seen a game that mods can't make better, from the dozens of new systems in Freelancer to taping the flashlight to the gun in doom 3, mods can fix a LOT of problems.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    110. Re:No silly by cyn1c77 · · Score: 1

      You're post is correct except you are missing two key definitions:

      1. In MMO's grinding is just another form of gambling, aka, The Skinner Box. http://en.wikipedia.org/wiki/Operant_conditioning_chamber

      2. Definition of a game: Unless you have a winning state then your game is really a toy, at best.. Interestingly enough, conversely a game doesn't need a losing state. A winning state is necessary, a loosing state sufficient.

      i.e. MMOs are NOT games, they are toys. There is NO WAY to WIN at a MMO. You don't "win" at WoW or another MMO (although some people would joke that the only way to "win" is when you quit playing, but I digress. :-) )

      Also, people want closure in movies, books, and games. That is not say an open-ended sandbox ala Minecraft, WoW, aren't fun. They are, but once you remove any sense of closure they have stopped becoming games and have become toys where you play. They are more about the journey then the destination. THAT is the key difference between a game and a toy.

      I find your definitions interesting.

      Please apply your definitions to sex to determine if this activity is a game or a toy. Consider it from the male and female perspective!

    111. Re:No silly by Anonymous Coward · · Score: 0

      Gameplay is what happens when you play the game.
      Duh.

      Sure but the article was about that there should also be more to a game than just "doing stuff".

      Right, and as the first example he listed Minecraft. Which I've played seen early Beta, and I assure you that the fun in that game had more to do with "just doing stuff" than presenting difficulty or challenge. The challenging aspects of that game originally were purely goals you set yourself, most of the "challenge" and "difficulty" has been added in stages since then or is set by a server admin (when playing online). If anything, Minecraft is a refutation of the article's points, not a validation of them.

      As another example, consider the Grand Theft Auto series. That game didn't get hugely popular because of the missions and goals, it became hugely popular because you could ignore all those things and run around "just doing stuff".

    112. Re:No silly by Petersson · · Score: 1

      Grinding on the other hand typically describes doing something with no challenge, for the sake of gathering resources or equipment to use later.

      In real life it's called 'work'.

      I play games to have fun, like splashing zombies in L4D, or to go through interactive story (L.A. Noire). Or to be scared to death in a dark empty room of System Shock 2 where suddenly something jumps at you.

      --
      I'm not insane. My mother had me tested.
    113. Re:No silly by Anonymous Coward · · Score: 0

      You two both did a good job of pointing out something I've been trying to explain for years, and reminded me of anecdote that really highlights it in just a single game.

      I've played EverQuest for a long time and have seen every shade between "I want it hard" to "I want it easy" in that game alone.

      There are some players that are content with a setting up groups that are configured to handle pretty much anything the game can throw at them, even things that almost never happen. For example a group with crowd control classes even though they have a puller class known for their ability to pull only one monster at a time. They tend to set up 'camps' in areas that are safe to sit idle for long periods of time, and rarely ever venture into the game's harder content.

      Then there are players like me whom really don't care who is in the group as long as they aren't leaching off everyone else efforts. The group makes tend to vary, often into laughable combinations. Tend to be a lot more adventurous and chomping at the opportunity to take down the biggest baddest monster we can find, even if it takes a lot of failed attempts to get it right. We like to move around rushing head first into a room with only a glimpse through a door at what's inside. Sadly these sorts of groups are increasingly rare, so much so that the current hardest area is left empty of players for days on end. But they are generally composed of players that really surprise the hell out of you at what their capable of doing, things that were certainly never intended by the developers.

      But like I said, there are various shades between those. If you really want to see what a game is about, you really should try every shade between safety and risky before settling. There are certainly games that I will only play within a safe margin, but then there are other games which are boring as hell in the safety margine but loads of fun in the risky margin. You also wind up learning a lot of strategies which if viewed from a general perspective can be applied elsewhere to great effect. For example a system I wrote for a piece of business use software was based purely around a strategy I used in a boss fight in Star Ocean 3, it made managing and adding stuff to the software a breeze not just for myself but also for random developers that dropped in and out along the way.

    114. Re:No silly by hairyfeet · · Score: 1

      Want some good AI? Play Far Cry 1 (Do NOT play Far Cry 2, its so retarded they had to come up with an in game excuse to why so many guys on your side is shooting at you), play Fear 1&2, I like the Crysis series although they don't come up to Far Cry 1 levels, I also like the Deus Ex series although again, not as good as Far Cry 1 and Fear AI.

      To me good AI doesn't have to be brilliant, just make me work for it, like the way I'd have to look for any ways I could be snuck up on in Fear and place mines, or have an exit strategy like in Far Cry or Crysis.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    115. Re:No silly by somersault · · Score: 1

      Likewise, Operation Flashpoint has been my favourite gaming experience for a long time, it was a definite feeling of achievement to get through some of those missions, sneaking for miles through a forest trying to evade the enemy, and the little details like having to take account of gravity and distance when sniping. Perhaps as others pointed out, I should have said "satisfying" rather than "fun".

      I think that Skyrim may now be my favourite game over OpFlash though, despite not being as challenging most of the time.

      --
      which is totally what she said
    116. Re:No silly by RivenAleem · · Score: 1

      This is one of the reasons why I love XCOM so much. You can actually lose the game, despite putting in lots of hours. All other games, you can simply die and respawn and you lose, at most, 30 minutes of playing. There's no game where you can suddenly find yourself in a situation where you cannot progress further because of choices you made early on, resulting in you having to start over and "do it right this time."

    117. Re:No silly by war4peace · · Score: 1

      You can strafe now in light, fast tanks: http://www.youtube.com/watch?v=-vr_QkvJd8k

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    118. Re:No silly by cduffy · · Score: 2

      This is what Bioshock was like to me, a movie that required input. Games that are too easy are not fun.

      Whereas when I played Bioshock, I was usually scared out of my mind. "All I'll lose if I die is some inventory, so why not treat it casually" didn't enter into my head -- dying was still, well, dying, and avoiding it was benefit enough.

      There's room for player-generated motivation.

    119. Re:No silly by ryzvonusef · · Score: 1

      Because it's a "notgame", or as I believe, more of a interactive demonstration.

      For example, in this "notgame" he can either tell you how lonely people feel, or you can let you experience it yourself. Single box represents you, the other clumps of boxes represent people doing their own thing and enjoying, only to disperse whenever you approach them...

      I think this allows for a deeper experience.

      There are others, with similar deeper themes, like Freedom Bridge (you cross multiple barbed wires, all cut and bleeding, but you persevere, you reach a bridge and BAM! you are shot...let's you feel how a escapee of repressive regimes feel...) or The Killer (you take a person through a long through a picturesque scenery, only to shoot him at the end...)

      These allow you feel the immerse in the situation and feel the conflicts on a slightly deeper level. These could be described, or presented in video form, but in these "notgames" you actually participate in the activity, and realise the consequences of an action first hand.

      YMMV, but I like this games as a way to present a view point. You don't have to play them if you don't like, but if you want some one to *actually* understand the conflict, these "notgames" can be an interesting tool.

      --
      I am an ACCA student. Got a query on Accountancy/Finance? Maybe I can help!
    120. Re:No silly by Anonymous Coward · · Score: 0

      You want a movie, not a game.

    121. Re:No silly by Anonymous Coward · · Score: 0

      You must get frightened easily then. There wasn't a single moment in BioShock or BioShock 2 that I found the least bit scary. In fact, the games were quite a bore and far too easy.

      Want something really frightening? Try playing System Shock 2 with good headphones, in the dark. BioShock is just a very cheap imitation.

    122. Re:No silly by ShakaUVM · · Score: 1

      Some achievements are so ridiculously stupid, that they're simply not worth doing by any sane individual.

      For example, Gears of War 2 (http://www.xbox360achievements.org/game/gears-of-war-2/achievements/) had achievements for killing 100,000 monsters and playing 1,999 games of multiplayer.

      Seriously, fuck that noise.

    123. Re:No silly by Anonymous Coward · · Score: 0

      You sound like someone who hasn't had sex at all.

    124. Re:No silly by Anonymous Coward · · Score: 0

      Not to detract from the rest of your post, but...

      A game where character animations take a long period of time to execute after player input also would have less gameplay, in my opinion, since my input can not change the state of the game whilst this animation is being played.

      Sounds like you haven't played Demon's Souls or Dark Souls. ;)

    125. Re:No silly by Anonymous Coward · · Score: 0

      Something you can never finish is a rip-off. I have a pile of games over the last 20 years, that I've resigned myself to never seeing the end - life is too short to butt my head against the same game level for hour after hour. Books, movies etc don't block you from finishing them.

      Games that a significant proportion of the population have no chance of finishing are just as much a pile of wankery as games with no challenge at all. Personally, I support games with multiple difficulty levels that let you replay the current level at a lower difficulty if you get stuck.

      Then, purists will still be able to get the sense of achievement by beating the game at the hardest difficulty (actually a greater sense of achievement because they resisted the temptation to drop the difficulty level for particularly hard levels), whilst those who have played through a fair chunk of the game won't be forced to stop playing due to a level with excessive difficulty.

    126. Re:No silly by Anonymous Coward · · Score: 0

      it just looks like a box of *Lego* without instructions, or do you enjoy lots of Bacons for breakfast?

    127. Re:No silly by dywolf · · Score: 1

      And they used to say EQ was for casuals. UO was for hardcores. It's no more true now than it was then. Its just grandpa saying "back in my day..."

      truth is, EQ had pretty much the same hard/casual ratio as wow does. to say wow was just about driving off hardcores and appealing to casuals is to miss the point and overly dismiss/simplify what WoW really did:
      1) get the interface nearly perfect
      2) exploit the builtin fanbase of an already richly developed backstory.

      EQ was clunky as hell. fun, yes. more streamlined and intuitive than what came before it, yes. but how different or more intuitive was EQ's user interface than the majority of the other rpg's, particularly first person RPG's of the mid 90's? so compared to WoW? it's clunky as hell. and the UI being clunky or difficult to use is not what makes a game "hardcore".

      EQ also had next to no lore, beyond what was created for EQ's release and later shown in game as it progressed. Compared to WoW which is actually the 5th game (4th released, and not counting expansions that also told stories) in the well developed Warcraft universe, already well liked with millions of fans, and that also already had books written in a canonical "expanded universe" (ie, not shown in any game yet).

      Better interface makes more appealing.
      Builtin fanbase gives a jumpstart on userbase.
      Combined with what at its core is a decent game, and you get skyrocketing numbers.

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    128. Re:No silly by dywolf · · Score: 1

      and this of course oversimplifies too, cause in between EQ and WOW there was also asherons call, shadowbane, EVE, the one with giant playable dragons alongside normal races i forget the name, the EA space one rom westwood.... each had a different UI, tweaked in different ways. the one I remember being clsoest to WoW was Shadowbane, which was also a 3rd person POV but more importantly had a visually similar UI of using hotkeys displayed in a logical and simple manner.

      Blizz just did was any other dev would do: they looked at what worked in the past and what didnt, what people liked and didnt, ran through some iterations of their own in testing (ever see some of the alhpa UI screenshots??), and the result is a UI that now is largely copied wholesale with only minor tweaks by other games, for the simple reason that it really works quite well.

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    129. Re:No silly by dywolf · · Score: 1

      its called emergent gameplay, analagous to emergent behaviour, just in relation to a game and ones actions within it.

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    130. Re:No silly by UnknownSoldier · · Score: 1

      > And they used to say EQ was for casuals. UO was for hardcores.

      You sure you didn't get that backwards? ;-) You can "spar" with guildmates and level up your fighting skills to 100 within hours. And if you were doing magic / resist, the 8x8 method was popular. UO never required camping for "days" just to get the opportunity to fight a certain spawn.

      I played UO at the time and had a few guildmates that picked up EQ when it came out. While everyone ragged on the graphics of EQ (low-poly 3D) vs the beautiful 2D of UO they noticed that EQ was quite the "serious investment" compared to UO -- hell a few people got divorced over it due to their spouses getting addicted to EQ -- I know of one personally. We almost never heard of that happening in UO.

      UI in games *still* suck *badly*, but they *are* slowly getting better. WoW certainly raised the bar. Every year I find myself that there is less and less to complain about idiotic UI design.

      I'm not sure the story aspect in WoW was all that essential to WoW's popularity. The people I play with couldn't give a rats ass about the backstory. Hell, one of the first popular mods was one called "Fast Quest Text" so that the quest description was instant instead of being "revealed" one letter at-a-time!

      I would say WoW is like the McDonalds of MMO's.

      1. Accessible, and
      2. Blizzard didn't screw WoW up as badly as everybody else who tried a MMO. I agree the core gameplay was fun, the low-poly cartoon graphics were a breath of fresh air from the photorealism where _that_ quickly becomes outdated, the UI was a MAJOR step forward by allowing anyone to mod it, and the built-in "forced to keep playing" in order "unlock" content and level up skills , so naturally the critical mass was attracted to it.

      Sometimes I think the only rule for success is not to fuck up as much as your competitors. :-/

    131. Re:No silly by highphilosopher · · Score: 1

      I'll pick this one up.

      1. Grinding is an important part of sex (aka the long part) --- 2 puns in one on a monday no less...

      2. Winning State. You're having sex. You're already in a winning state (barring extreme situations i.e. forced etc)

      3. MMO's (Massively Multiplayer Orgies) ARE a game. You CAN win. Hell, you've MOSTLY already won just by showing up.

    132. Re:No silly by UnknownSoldier · · Score: 1

      > In EQ, I can level anywhere in the world I find blue cons.

      Are you saying that you can navigate every EQ zone and find blue without aggroing yellow / reds?

      - - - 8< - - -
      http://eqplayers.station.sony.com/game_updates.vm?date=9/19/2006

      "We have introduced a new con color, dark blue, which represents a range of blue con NPCs that give a bonus to their experience due to being very close to your level, generally within 5 levels. The concept of a dark blue con NPC has existed in EQ for a while now, but we've decided to change the con system to visually include this range so you can visually see when an NPC falls into this "sweet spot". To properly display a different shade of blue, we've had to reorder the cons a little bit. From trivial to highest con, the colors are now:

      - Gray - This creature is trivial to you and will give you no experience for killing it.
      - Green - This creature is not much of a threat, but will still give you some experience.
      - Blue - This creature is below your level, but high enough level to give you experience.
      - Dark Blue - This creature is below your level, but close enough to provide a solid challenge and gives you more experience than normal blue cons.
      - White - This creature is the same level as you
      - Yellow - This creature is slightly above your level.
      - Red - This creature is well above your level."
      - - - 8< - - -

      WoW pretty much copied the same system:
      http://www.wowwiki.com/Mob_difficulty_colorsa

    133. Re:No silly by AnonyMouseCowWard · · Score: 1

      I used to consider myself a gamer, and loved RPGs. I could easily spend 60+ hours on a single game, did endless grinding in Diablo, tried to finish all quests in RPGs, whatever. I had stopped gaming but somewhat recently tried getting back to "real" gaming (read, not just a one-hour DotA but actually a more-or-less current game). I started Dragon's Age: Origins on a whim, as many people only had good things to say about it and Steam sales make those games affordable. It was brilliant, like Neverwinter Night/Baldur's Gate without the annoyances and still good storytelling, a true step-up compared to the already wonderful games of old.

      Two years after I started, I'm sad to say... I never completed it. I play casually, once in a while, for an hour or two. That's fine if I play a FPS or a skill-based casual game (okay, you get owned by kids that are 16 and play daily, but I don't care), but for DA:O I found myself going "... crap what was I doing again?" In the end, I just couldn't remember what I really had to do, and couldn't muster the motivation to really get into it. Casual gaming got the better of me, and I can only suppose I'm not the only one in that situation. It would explain the craptastic completion rates (though I understand those are _achievements_, not completing the game). Sure, you paid for it, but if you don't find it fun anymore, why bother?

    134. Re:No silly by Anonymous Coward · · Score: 0

      You miss the point I was making entirely. My point was that in WoW, everyone more or less levels in the same zones at the same level ranges because it's a quest grind. Blizzard rarely made 'redundant' leveling zones for players because they have to fill every zone with quests; they don't like to create content few players will see. In classic EQ if I got bored of one area, I can just move to one of many zones with some blue cons in it, which is a wide level range; or I select the zone that has another reason to be there such as loot or faction. It's one of many examples of EQ's simpler design actually resulting in a deeper game. You get to weigh the pros and cons of selecting your hunting grounds and even vote in your group on where to go for the night. I spend hours exploring zones looking for great spots to level.

      And anything regarding EQ post WoW-launch might as well be about a different game and entirely irrelevant to my post. Modern EQ is a bastardized game that was infected by WoW.

    135. Re:No silly by UnknownSoldier · · Score: 1

      Ah. Thanks for the clarification!

      In WoW players do have _some_ choices where to level as this chart shows:
      http://www.wowwiki.com/Zones_by_level
      and
      http://mapwow.com/northrend/

      I would love to see the EQ "equivalent" table & map.

      Funneling everyone to the same zone has both pros/cons
      + it builds community as you start to see "familiar" faces
      - it increases server load
      - it promotes ninja-looting (Guild Wars 2 solved this problem 100% by sharing XP for kills, and every player gets their own "instanced" resources such as ore, trees, etc.)

      Promoting zone diversion also has both pros/con
      + solo players don't have to "contest" for kills or resources
      + more variety when leveling alts, or subs
      - lack of community

      Feel free to add your comments as I am most definitely interested in seeing a EQ pre-WoW perspective.

    136. Re:No silly by mjwx · · Score: 1

      This is what Bioshock was like to me, a movie that required input. Games that are too easy are not fun.

      Whereas when I played Bioshock, I was usually scared out of my mind. "All I'll lose if I die is some inventory, so why not treat it casually" didn't enter into my head -- dying was still, well, dying, and avoiding it was benefit enough.

      There's room for player-generated motivation.

      You do know that in Bioshock, if you die you dont lose anything. You wake up at a vita-chamber and pick up exactly where you left off.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    137. Re:No silly by Nostromo21 · · Score: 1

      What's wrong with playing Diplomacy or Risk is you want to understand conflict better? ;)

      I also liked the ATITD mmo the couple Tellings I played, but that's more a social simulator than a mmo (plus it's *very* grindy).

    138. Re:No silly by Nostromo21 · · Score: 1

      Cheers dude. Quick question: can you only play with companions online, or is there a split-screen local/LAN option for 2 players?

    139. Re:No silly by Anubis+IV · · Score: 1

      Only online, and only anonymously. You can't choose your companions, nor is there any direct way to communicate with them, other than through some chirping sounds you can create within the game that have no inherent meaning.

    140. Re:No silly by Nostromo21 · · Score: 1

      Yeah, played most of those. FC1 was great, I agree. FC2 just couldn't warm to the setting & the constant attacks of Malaria were annoying.
      Crysis 2 I preferred over #1 (that had the really annoying alien levels at the end I didn't like much - similar to Half-Life back in the day he he). Yet to finish C2 - about 1/2 way - tx for reminding me! Deus Ex I never liked, as much as I tried to - the latest one I played a couple missions & haven't gone back to it. FEAR was just too hard on my nerves so I stopped a few levels in.

      No AI to speak of, but I loved Serious Sam - pure mayhem & carnage! :)
      Best FPS for my money in recent years would have to be either Bioshock (I came to it late), or Stalker, or, going back a bit further RTCW, which I played through about 4 times, twice on the hardest setting. The new Sniper Elite V2 isn't all bad either.Some of the CODs/MWs are palatable, but nothing like the impact MOH:AA had back in the day. I must be on e the few who liked Timeshift and Singularity. Medal of Honour Airborne didn't grab me, same for the new Wolfenstein & Syndicate. Metro 2033 looked promising, but my system just wasn't up to the busy fights (ATI 4870, bleh).
      Online it's Wolfenstein:Enemy Territory (+ original to some extent) - tried many, many other online fps, but none will ever grab be like this did, and with just 5 maps & free to play! Of course, there were dozens of good fan maps back in its hay day. :)
      Lots of other great hybrids (e.g. Borderlands, Dishonored) as well as squad-based shooters & fps rpgs.
      An interesting fps if you haven't tried it: E.Y.E Divine Cybermancy - not for everyone though.

    141. Re:No silly by Nostromo21 · · Score: 1

      Oh dear. Must be of Swedish design! :)

    142. Re:No silly by Anubis+IV · · Score: 1

      it just looks like a box of *Lego* without instructions

      And Game of Thrones is just a series of books about a metal chair made of swords, right? I mean, I'm just following your example in judging a book by its cover.

      Sarcasm aside, right in the first paragraph of my comment I acknowledged that it looks like a Lego box without instructions when you're on the outside looking in. But, as with most good things, you have to actually try them in order to appreciate them.

      or do you enjoy lots of Bacons for breakfast?

      I don't see the relevance, but I LOVE having some bacon with my breakfast. What good Slashdotter doesn't?

    143. Re:No silly by Nostromo21 · · Score: 1

      Hmmm...not sure the control freak type-A OCD in me will like that. Wish I could give it a try somewhere. Someone must rent PS3s with games here in Melbourne :).

    144. Re:No silly by cduffy · · Score: 1

      You do know that in Bioshock, if you die you dont lose anything. You wake up at a vita-chamber and pick up exactly where you left off.

      Being down the ammo one expended in the prior attempt is certainly losing something.

    145. Re:No silly by cduffy · · Score: 1

      You must get frightened easily then. There wasn't a single moment in BioShock or BioShock 2 that I found the least bit scary. In fact, the games were quite a bore and far too easy.

      And you missed out on a good chunk of the experience you paid for by not getting into the (beautifully envisioned) world.

      A good chunk of the experience, as I said before, is player involvement. If you're trying to treat it as a game or a challenge, rather than trying to live in that world, you're Doing It Wrong.

      Want something really frightening? Try playing System Shock 2 with good headphones, in the dark. BioShock is just a very cheap imitation.

      Heh. I only played a very little of that (wasn't my computer -- didn't own a Mac), but it was indeed good stuff.

    146. Re:No silly by Anubis+IV · · Score: 1

      If you have a pal with a PS3 and they're into games like that, I can pretty much assure you that your mentioning a desire to see the game will result in you getting shoved in front of their TV so that you can play it. ;)

      There's a reason it's the best-selling PSN title ever, and it's not because PSN sales figures suck. :P

    147. Re:No silly by Anonymous Coward · · Score: 0

      And you missed out on a good chunk of the experience you paid for by not getting into the (beautifully envisioned) world.

      Tried, but it was such a poorly made game that it didn't work.

      Heh. I only played a very little of that (wasn't my computer -- didn't own a Mac), but it was indeed good stuff.

      The System Shock series were PC games, not Mac. The first was for DOS, the second for Windows. Both were fantastic and ahead of their times. Having played both at their respective times of release, coming to BioShock was like going from Mozart to Britney Spears.

    148. Re:No silly by Anonymous Coward · · Score: 0

      > A game where character animations take a long period of time to execute after player input also would have less gameplay

      I guess Battle Chess wouldn't be a game for you then...

    149. Re:No silly by somersault · · Score: 1

      Entertaining and enjoyable are synonyms for fun.

      --
      which is totally what she said
    150. Re:No silly by Fr33z0r · · Score: 1

      MMOs are NOT games, they are toys. There is NO WAY to WIN at a MMO.

      Here's a question for you, how do you define "winning" in a game? Is it just seeing the credits roll?

      I ask, because there are numerous games that follow a strikingly similar format to an MMO (namely wandering around completing defined quests - see Elder Scrolls, GTA etc) and which - aside from the credits sequence, would fit your description of "toy, not game."

      Sure, you do The Big Thing that wraps up the story arc, but then the credits roll and you're back in the game, but of course "The Big Thing" you did involved all the same basic activities as the hundred+ other quests that took you to that point - aside from the cinematic and the credits sequence, there's nothing to differentiate it.

      Also, was nethack not a game? I don't remember ever winning that. In fact, in the 8-bit days I seem to remember a lot of the games I played just got progressively tougher until you inevitably lost, what were they, if not games?

    151. Re:No silly by Fr33z0r · · Score: 1

      The problem with many pure sandbox games is that they are simply too open-ended. Left with so many possibilities, many players face a paradox of choice and oftentimes cease playing the game before they accomplish anything much. Effectively, there is no "game" to it. It's just a toy

      It has rules and you play it => it's a game.

      Just like tag, I've never heard anyone describe tag as a toy.

    152. Re:No silly by dywolf · · Score: 1

      friend of mine and i used to argue all the time about it. he was all about how hardcore UO was cause of item loss, forced pvp and so on.
      and then he got into the math and theory crafting and became big on the shadowknight boards. still plays last i heard.

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    153. Re:No silly by Anubis+IV · · Score: 1

      I wouldn't disagree with anything you said. See: how I defined gameplay above. I was merely responding to the claims of the previous poster that Minecraft was purely a sandbox game and was nothing more than a toy.

    154. Re:No silly by dywolf · · Score: 1

      not saying just the story in wow was better. saying that the built in fanbase (of both blizzard games in general, that have always been a cut above the rest, and the warcraft universe) really helped with the launch. MMOs with a sense of being part of something huge seem to do better, and with WoW that sense is provided by the warcraft universe. 3 hugely popular games, each with expansions and physical books written and expanding on the lore....and then you tell those people they can jump into that same universe and be a part of it in an MMO, getting to play in it, "influence" it? Instant market appeal. the same thing helped SWTOR's (and perviously Star Wars galaxies)

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    155. Re:No silly by cduffy · · Score: 1

      The System Shock series were PC games, not Mac.

      A quick check of Wikipedia indicates that they were created for both platforms. The Mac version was the only one I was exposed to.

    156. Re:No silly by Anonymous Coward · · Score: 0

      Northrend had one redundant zone, and it was for the new level range of the expansion. EQ's first expansion had new zones for all level ranges. The second and third expansions didn't even have a level cap increase at all; and yet EQ's first two expacs were considered by many to be the best, even though Velious had no level cap increase. That is something WoW could never pull off, or even attempt.

      It's hard to find a good zones by level chart for classic EQ, because any google searches will be filled with modern EQ and EQ2 results.

      I've give one example. I'm a mid-40s druid on EQMac right now. (this server stopped at EQ's fourth expansion and has been that way for a decade) The zone options I had as a low 40s player were: (and I'm no doubt missing some)

      Outdoor zones:

      Dreadlands
      High Keep
      Lake of Ill Omen (bloodgills)
      Rathe Mountains (hill giants; high hp, but drop lots of money)
      Oasis Of Marr (spectres, goblins)
      Ocean of Tears (spectres)
      Feerrott (spectres, cyndrela)
      Oggok (possible to quad kite guards and not care about faction hits)
      Jaggedpine Forest
      Emerald Jungle
      Trakanon's Teeth
      The Overthere
      Timorous Deep
      Iceclad Ocean
      Eastern Wastes
      Great Divide
      Tenebrous Mountaints
      Dawnshroud Peaks
      Mons Letalis
      Scarlet Desert

      Dungeons:

      Castle Mistmoore
      Kaesora
      Kedge Keep
      Splitpaw
      Cazic Thule (before the revamp to a higher level zone)
      Droga
      Nurga
      Solusek B
      Lower Guk
      City of Mist
      Echo Caverns
      Crystal Caverns
      Tower of Frozen Shadow
      Kael Drakkel

      I could add more zones, but these zones are 'comfortably' in my level range and very viable without killing a lot of mobs above my level or mobs that give little to no exp. Guard killing is also an option but I did not include city zones. (save Oggok) Also, in EQ zones have much wider level ranges, so often one might be killing mobs only in a certain areas of a zone. Oasis for example is typically considered a lower level zone, but has some higher level spectre mobs in it that are a popular camp for higher level players. Also, unlike WoW's quest exp, you don't 'use up' a zone in EQ. You can stay there until you outlevel it, which is nice if you find a great camp. Classic EQ was a much 'freer', open-ended game for these and many other reasons.

    157. Re:No silly by neonKow · · Score: 1

      You can claim that MMOs and sandbox games are different from win/lose games, but your definition of game/toy seems completely made up.

      Basically you're claiming that MMOs, sandbox games, and the Sims are toys, while Starcraft, sodoku, and a rubic's cube are games. Tetris, snake, and pong can be either a game or toy depending on if there is a last level.

      Honestly, if you're playing a game for the destination and not the journey, it's probably just a poorly designed game. Many great single-player games (The Longest Journey, Beyond Good and Evil) are about the storyline and plot, not about the difficulty in getting there.

    158. Re:No silly by neonKow · · Score: 1

      I think if that's what work is like, it's still called the "grind."

  2. Source.... by Anonymous Coward · · Score: 1

    Not entirely true.... Valve's Source and Source 2 engine have succeeded in building different, top-selling games....
    This also goes for SCUMM.
    I cannot name other platforms, though....

    The success of these are probably due to that they managed to set the mood properly for the games.

    1. Re:Source.... by Anonymous Coward · · Score: 0

      There is also a lot of variance in the speed and types of weapon employed in the various games.
      I'm pretty sure most mods like TF2/CS/Left 4 Dead have very different movement dynamics even if they are all FPS games. There are things you could jump over in TF2 that you just cant in L4D or Counter Strike. And the movement speeds/acceleration are often different too(although i think HL2 and CS:S both have 320 default speed).

      Its very easy for a player to tell when a mod is just "half-life 2 with extra guns" from the movement dynamics alone.

  3. What else is missing? by Anonymous Coward · · Score: 1

    Quality and pride. So many games are just shoved out as is. Patch later maybe. Day one DLC. Othercrap infested. Activation and hassles to just PLAY. Always on connection required... And so much other garbage that makes the pirate copy a much better deal even if it costed the exact same $.

    The suits have taken over gaming. And like everything else in their pursuit of profit above all else... Have turned it to so much crap.

  4. Asseditry by Hognoxious · · Score: 1, Informative

    The fun factor is about more than making a game is amusing or full of pretty rewards.

    Making sure, or delete the second "is".

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  5. Serious question by Anonymous Coward · · Score: 0

    Why don't game manufacturers hire psychologists to tell them what gamers want and then go from there?

    If your goal is to rob your customer of as much money as possible, why not?

    1. Re:Serious question by pjt33 · · Score: 1

      Zynga does.

    2. Re:Serious question by jones_supa · · Score: 1

      It seems that many game companies already exploit a psychologist in their game design process. Valve has a position open, too. :)

  6. Singularity got it right. kinda. by Anonymous Coward · · Score: 0

    I'm playing a pirated copy of the game as I write this. I must say, for a genre whidoesn't havegon'te a whole lot of variety when it comes to game play., this studio really tried in the new stuff to figure out category. I even want to buy it so I can see what the multiplayer is like. Kudos.

    1. Re:Singularity got it right. kinda. by Dunge · · Score: 1

      Personally I think they were both underrated and very awesome games. I remember reversing time in timeshift and jumping in a trench with a shotgun killing 30 guys without them realizing I was there. Much better gameplay than typical health regenerating unreal-based third person shooters.

  7. Re:A really fun game... by Anonymous Coward · · Score: 1

    Playing slots is stupid even when there is an ever so slight potential to win money. You'd have to be absolutely braindead to want to play them solely for their "gameplay".

  8. Difficult by Parker+Lewis · · Score: 1

    Aside the gameplay, games are lacking some difficult. In the golden age (8 and 16 bits), most players never ended a lot of million sellers games, but this not repelled them to keep buying. I remember reading marketing articles saying that they're realized if they lower the difficult, gamers will love games more. But videogame is about challenges!

    1. Re:Difficult by bfandreas · · Score: 1

      You memorized levels and opponent movement which pretty much was on rails. If you deviated from the optimum you pretty much got your head ripped off. Xenon2 and Star Goose spring to mind. Also you could very easily get stuck for not getting a MacGuffin in a previous chapter which you couldn't return to.

      Also timers.

      In the olden days a challenge was also a case of hit&miss.

      --
      20 minutes into the future
    2. Re:Difficult by Parker+Lewis · · Score: 1

      No, opponent movement were randomized between some patterns (patterns, of course, every IA is a pattern). Today enemies, most part of the time, even don't care about you. They're just scripted to fight against other bot. Like when you're visiting some kid tech park, and automated action figures acts like if they're fighting, but ignoring you. And TODAY games are on rails. You should just move forward to reach the end. My favorite old PC/console game: TombRaider 1. Play Genesis Sonic, and try play Sonic Colors or Generations (3D levels). They're for stupid players. You're warned even to when you must couch, even your only path is clearly to couch. To attack, you use only one button (you don't have to care about press direction). To see clearly the difference: try play Doom or Quake 2, and then play Vanquish.

    3. Re:Difficult by NervousNerd · · Score: 1

      It's funny that you spoke of Tomb Raider. The original Tomb Raider games were challenging (even the first one, which is probably the easiest of the 3). The first level of Tomb Raider 2 pretty much started where the final level of the first game left off difficulty wise. There was no mandatory tutorial. "Press alt to jump. Press control to grab." If you wanted to learn the game, you loaded the training level and looked in the manual. And Tomb Raider 3. Most people think that one was just too fucking hard.

      If you compare Tomb Raider to it's remake 11 years later, you can tell just how easy games got. Take the T-Rex encounter as an example. In the first game, it was a real boss fight. In the remake, it was a quick time event. Lame. I think that most of the boss battles in that game were quick time events (I never finished the game, so I don't know for sure).

    4. Re:Difficult by Anonymous Coward · · Score: 0

      The difficulty of the Tomb Raider games prior to Anniversary is mostly attributable to the horrible controls.

  9. It's not difficulty, it's creativity that matters by Anonymous+Cowherd · · Score: 5, Insightful

    The article claims that these games are popular because they are hard but it seems that nobody every talks about how challenging they are but instead they always talk about how creative you can be within the game. Both Minecraft and The Sims allow you to be infinitely creative in the way you approach and what you do in the game, and that is what has made these games so popular.

  10. Re:A really fun game... by Anonymous Coward · · Score: 1

    You just constantly keep winning.

    I know you are shilling, but this is an interesting point.

    You'd think that "constantly winning" would make for a good game, but it does not. Game balance is perhaps the most important thing and getting it wrong in either direction will mean failure. (too easy or too hard)

  11. Challenge needs to be fun, too by Anonymous Coward · · Score: 2, Interesting

    I agree that games need to be challenging, but the way in which making things more difficult is implemented matters a lot. For example, I remember that there was a mod for Battlefield 1942 where you could fly modern airplanes and helicopters which was actually kind of challenging. I got a great kick out of making tricky manouvers in those things. Then EA/DICE release Battlefield Vietnam, where the helicopters were basically auto-hovering and required barely any skill at all to fly around - extremely boring and lame. The earlier mod with the helicopters is a good example of something that's challenging and fun, but they could've also just made it harder by giving the vehicles fewer hitpoints for example, which wouldn't make it any more fun at all.

    1. Re:Challenge needs to be fun, too by PrimalChrome · · Score: 1

      Desert Combat....excellent mod.

  12. This is why WoW sucks now by Anonymous Coward · · Score: 0

    Totally agree.

    I re-opened my WoW account earlier this month and then after a week, cancelled it.

    As a priest, I now have for practical purposes infinite mana. It's boring as HELL. No skill, no challange, totally empty.

    WoW is now a game-shaped object, not a game at all.

    The absolutely essential core of the game, challange and the possibility of death, has been removed. It was bad enough with inflation (one gold for 20 copper bars - it used to be 2 silver), with mounts at level 20, with the VAST number of flight paths so you can get anywhere instantly (another "cost" removed) - but this change to combat removed the absolutely essential core of the game without which it is utterly unrewarding.

    1. Re:This is why WoW sucks now by Anonymous Coward · · Score: 0

      Raids today are as challenging as they've ever been. Anything else is filler.

    2. Re:This is why WoW sucks now by 0123456 · · Score: 1

      Raids today are as challenging as they've ever been. Anything else is filler.

      The only challenge raids have ever posed is finding enough people able to press buttons at the right time who aren't complete morons.

    3. Re:This is why WoW sucks now by Nostromo21 · · Score: 1

      Heh, you have to feel sorry somewhat for an AC who would say something like that. Unless he's trolling of course :) ...proud non-raider with over 20 years of mmo gaming. Haven't raided once. Can't even stand to hear the term.

    4. Re:This is why WoW sucks now by Mashiki · · Score: 1

      The only challenge raids have ever posed is finding enough people able to press buttons at the right time who aren't complete morons.

      Seems to be the true point today, they're forgiving because people cried that they couldn't experience the endgame content. Go back to the days of EQ or even WoW 5 to 7 years ago and that wasn't the case. Simply "pressing buttons at the right time" wasn't enough. It was more like herding cats.

      --
      Om, nomnomnom...
  13. Re:A really fun game... by Anonymous Coward · · Score: 0

    Take a look at most of the games for the iPhone. They are mostly designed to rob you of your money, but in less obvious ways.

    Also, pretty much every MMO involves grinding and XP gathering, while you are wasting time (in the very literal sense) and money on them. And unless you are running scams, there is very little profit to be made from MMO's.

    I think many modern games are actually just reinterpretations of the old fruit machines, and most folks just don't realize it.

  14. Re:It's not difficulty, it's creativity that matte by Anonymous Coward · · Score: 1

    The last thing Minecraft is, is "hard". Even on "hard" difficulty settings, it is still extremely easy.

    The difficulty, if any, is using what you have to work with, to make neat things.

  15. Waiting... by Anonymous Coward · · Score: 0

    For the obligatory "m0d down BSD" spam. Any time now.

  16. Notch is not a God by Anonymous Coward · · Score: 2, Insightful

    Can we please stop circle jerking Notch already?

    Notch made a great concept and everyone bought into it, with promises of much much more, but after about 6 months the updates just stopped, he was too busy doing everything possible but working on Minecraft until he finally gave up the ghost and let Jeb take over, who is trying to keep promises Notch refused to. Notch made a lot of enemies because he went from working with his community to make the game what he promised it to be to going on vacation constantly. The game is not a shadow of what it was promised to be and he just got extremely lucky to take off as it did.

    Notch is not some Indie Diety who knows all about gaming. He is just a guy who got picked out by 4chan to make his game huge, then when he was expected to keep his promises he fled into the night. Several months after this he announced 1.0 and released the beta with minimal changes (He added a bad boss fight at the end and a Livejournal quality poem for "the end of the game").

    If you enjoy Minecraft that is great, but please look into the history of it before you start listening to Notch. All he will teach you is to take people's money, break promises and when people call you on it to run and hide among a bunch of ass kissing children.

    1. Re:Notch is not a God by lattyware · · Score: 3, Insightful

      What promises were broken? The Notch hate just seems to be people who imagined a minecraft where you could do literally anything, and were never going to be pleased unless he worked 24/7 on it forever.

      --
      -- Lattyware (www.lattyware.co.uk)
    2. Re:Notch is not a God by Anonymous Coward · · Score: 0

      What are you talking about? What promises do you imagine being made?

    3. Re:Notch is not a God by Anonymous Coward · · Score: 1

      the one which bothers me the most are:
      sky dimension (because it was a different kind of hard)
      modding support (because right now mods are a interoperabilit( mess, and I sincerely hope they don't go the craftbukkit route even if they hired the craftbukkit guy because forge is where the good mods all are)

      but you are free to stay blindfolded and ignored what minecraft was supposed to be.

    4. Re:Notch is not a God by Anonymous Coward · · Score: 2, Insightful

      http://i53.tinypic.com/r73yps.png Try reading that image. It will explain a lot of things.

      No one expected unlimited things, but there are a bunch of things promised and missing. Modding, torches burning out, Sky worlds. People aren't out to hate Notch because he is popular, they are annoyed they payed for a game to be developed and then once enough money rolled in he stopped developing it.

    5. Re:Notch is not a God by Anonymous Coward · · Score: 1

      He started making money. And showed his true colors. "Fuck this game. I made money!"

      I want the guy making games who makes money.. and doesn't care... He still keeps making the game because THATS what he was into.

      Notch is just yet another profit seeking suit. Just happened to turn out something people wanted. once.

      Now if you fall for his bullshit a second time... Well.. you're a dipshit.

    6. Re:Notch is not a God by Anonymous Coward · · Score: 0

      That image is hilariously petty and out of date. Minecraft has gotten a ton of updates over the last year http://www.minecraftwiki.net/wiki/Version_history

    7. Re:Notch is not a God by Anonymous Coward · · Score: 0

      Yup those updates sure did stop. If you ignore all of the updates I guess: http://www.minecraftwiki.net/wiki/Version_history

    8. Re:Notch is not a God by Anonymous Coward · · Score: 0

      They are spiteful sociopaths and they hate Notch for his success.

    9. Re:Notch is not a God by Anonymous Coward · · Score: 0

      Truly spoken by somebody who didn't follow the development of minecraft in the least! Notch makes Molyneux and Bethesda look like amateurs in the "Promise this and never deliver" contest.

    10. Re:Notch is not a God by Anonymous Coward · · Score: 1

      http://i53.tinypic.com/r73yps.png Try reading that image. It will explain a lot of things.

      No one expected unlimited things, but there are a bunch of things promised and missing. Modding, torches burning out

      , Sky worlds. People aren't out to hate Notch because he is popular, they are annoyed they payed for a game to be developed and then once enough money rolled in he stopped developing it.

      I, for one, am glad Notch did NOT implement torches burning out. It will be a major PITA and I would most likely either stop playing or permanently switch the game to peaceful.

    11. Re:Notch is not a God by toddestan · · Score: 1

      Notch always said he liked to try new ideas, but if he found them annoying he wouldn't release them into the game. Which is fine, but I don't understand then how Endermen and the hunger bar ever made the cut.

  17. Re:A really fun game... by Anonymous Coward · · Score: 0

    The difference being the amount of actions you can perform. When you are playing slots, you press a button or pull the arm and hope the symbols match up. There is no skill involved and no way to get better at the game.

  18. World of Warcraft by Anonymous Coward · · Score: 0

    They want games difficult?
     
    Then please explain World of Warcraft and the sheer numbers of active subscribers.

    1. Re:World of Warcraft by SuricouRaven · · Score: 2

      An MMORPG needs to be crafted in such a way that the players feel challenged, but never actually like they are losing. They need to always be progressing to greater things, higher levels, better gear. And never going backwards.

      Contrast to, say, EVE Online. How many players do you think ragequit forever after spending their fortune on an utterly awesome ship, only to then lose it all due to a mistake or sheer bad luck?

    2. Re:World of Warcraft by Nostromo21 · · Score: 1

      WoW was a huge success commercially due to 3 main factors:

      1. The Blizzard name
      2. you could run it on a toaster
      3. it appealed to non-gamers, who didn't even know what 'mmorpg' meant & was aimed at them as an online gaming entry point; housewives who's sum total gaming experience was Tetris on a dumb phone fell in love with WoW, for various reasons (another whole discussion)

  19. Re:It's not difficulty, it's creativity that matte by SuricouRaven · · Score: 2

    Most players I know get tired of singleplayer quickly - but once they join a multiplayer server there's a social aspect. Also, Tekkit greatly extends the novelty.

    I'm working on an HV solar panel to power my mass fab on one server. Three MVs down, seven more to go! The HV is the most resource-intensive item in IC2, perhaps in any mod. I've got a whole factory dedicated to processing a stream of input from quarries and producing fuel to keep them running, almost entirely automated.

  20. Tomorrow-morrow Land! by Infestedkudzu · · Score: 5, Insightful

    A few of us still believe in the old prophecy. Some day there will be The One, and he will find a way to take grinding out of video games. And the old times will come back. and we will have games like zelda (nes) and metroid again.

    1. Re:Tomorrow-morrow Land! by DNS-and-BIND · · Score: 2
      Zelda - grinding for rupees. Let's play money making game!

      Metroid - grinding for energy. Those boxes don't fill themselves.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:Tomorrow-morrow Land! by Anonymous Coward · · Score: 1

      If you're grinding in those games, you're playing them wrong.

    3. Re:Tomorrow-morrow Land! by drinkypoo · · Score: 1

      If you're grinding in those games, you're playing them wrong.

      Or just not very good at them. I never had to grind Zelda, but I did wind up grinding a bit in Metroid. It's not like it was long grinding... but it was still work.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  21. Re:It's not difficulty, it's creativity that matte by Umuri · · Score: 5, Interesting

    I can shed some insight here.
    Minecraft and The Sims are not "hard" in the sense that you will fail a lot.
    Merely that they are hard meaning you start the game with very little understanding in how it works, and then have to master those systems to do what you want.
    As you are placing blocks, you have to deal with resource management, your own life, etc.
    A game does not have to be hard to be challenging. Nor does being hard make a game challenging.

    My favorite example from recent games is one called Demon Souls. Many people say it is hard, and challenging, yet It has one aspect that I love because it perfectly demonstrates the difference between the two, because it is a perfect example of something that is hard, but not a challenge.
    It has what used called an arcade coin-trick. A piece of gameplay put in purely to eat your quarters and lengthen time playing, without adding an equivalent value of fun or different playstyle.

    The challenging part of the game is learning each individual enemy, how they fight, how you can react, etc. You develop actual skills as the game goes on and your proficiency goes up.
    The coin trick is the death and respawn limit. While you can argue it adds a sense of urgency and being careful to the game, one could have done this without such a harsh penalty (loss of all exp, plus time wasted attempting to regain it only to fail at the end). This is an example of a piece of a game that is hard, but not challenging. It is hard because it punishes failure, without adding much extra fun.

    So with this in mind, you can see why minecraft and the sims can be considered challenging in that they engage the mind and thought, without being hard.

    --
    You never realize how much manually made unmanaged "linked" lists suck, till you have src.link.link.link.link...
  22. AAA games are fun by ET3D · · Score: 1

    The blockbuster games are fun. That's why people play them, and they make a gazillion dollars on the first day of sales. To claim that somehow indies know better flies in the face of reality. Sure occasionally some indies make a decent amount of money, but it still pales in comparison to what the AAA games make.

    It's okay to claim that these big budget games are holding the art of games back, or that they don't always succeed in getting the formula perfect, but claiming they're not fun? Maybe they're not fun to a subset of people. But most indie games are not fun for a larger subset of people.

    1. Re:AAA games are fun by BasilBrush · · Score: 1

      The blockbuster games are fun. That's why people play them, and they make a gazillion dollars on the first day of sales.

      If they're making gazillions on the first day of sales, they're doing that because they've been well marketed. Not necessarily that they are fun.

      Marketing often outdoes quality to dominate a market. Just look at the music industry.

  23. Re:A really fun game... by Anonymous Coward · · Score: 0

    OK, but in real life, how many people are willing to go to casinos and play slots? Or play in the state lotteries?

    People LOVE games of chance, even when they know, deep down in their hearts, that they will never win. People also know that in some games, they will never have the skill required to be number one. I am one of those people. I will never be number one. And that is why I like playing games of chance where the odds are rigged in my favor.

    In this economy, who wouldn't want to pretend to be rich?

  24. Exhibit A: by FridgeFreezer · · Score: 3, Funny

    Chess. The graphics aren't great but it's still just about the ultimate game of champions. Beaten only by Gravity Power on the Amiga.

    --
    There is no music - home taping killed it.
    1. Re:Exhibit A: by Anonymous Coward · · Score: 0

      Slot Machines. No graphics at all and there is no skill involved, but damn, isn't it a rush when you win big?

      Why is it that only the 1% should have all of the wealth? They didn't earn it. They just got lucky. And you can get lucky, too. Head on down to your local casino and play the slots to see if you too can be a lucky winner and become the next millionaire! :)

      Also, you win more if you bet big. If you see a machine that has over 1,000 lines that you can bet on, go for that one. Also, don't bet less than $0.50. Ever. It lowers your chances of winning the multi-million dollar JACKPOT!

    2. Re:Exhibit A: by Anonymous Coward · · Score: 0

      Nobody ever wins when they play slot machines. Every once in a blue moon you might "win" a small amount, but nothing compared to how much you would have had to have wasted on the machines in the first place.

      If you want to gamble your money, gamble it in stock. At least that way you can use market analysis to more accurately predict where you should place your "bets".

  25. Great Post by Anonymous Coward · · Score: 0

    great publish, very informative. I’m wondering why the opposite specialists of this sector don’t notice this. You should proceed your writing. I’m sure, you have a great readers’ base already!
    www.expressivehealth.com

  26. Re:It's not difficulty, it's creativity that matte by SuricouRaven · · Score: 1

    One MV down, rather, before anyone points out that you only need eight MVs to make an HV. I got numbers confused.

  27. I disagree with Minecraft at least by Anonymous Coward · · Score: 0

    I bought and played minecraft for many MANY hours, never in competitive or hostile mode or what ever it was called. I played it for the fun of building things from blocks. The challenge wasn't to 'win' but to create a bigger better castle, with better features, and automated functionality. When the game went to release I quit playing it as it changed so much so that it wasn't fun any longer and I haven't played it since.

  28. skinner box by Anonymous Coward · · Score: 0

    most games now are designed by psychologists to be skinner boxes, not to be 'fun'. WoW especially does this.

  29. Re:A really fun game... by Anonymous Coward · · Score: 0

    Gambling and gaming are completely different things.

    You don't "play" on slot machines or lotteries.

  30. Re:It's not difficulty, it's creativity that matte by ch0ad · · Score: 1

    I would argue that a lack of checkpoints rewards cautious and skilled game play rather than "punishing failure" but that's just me. If a game gives you a checkpoint every 5 minutes there's absolutely no reason not to brute force your way through a problem by throwing corpse after corpse at it.

  31. Re:Gameplay - Utility, Vanity, and Gambling by AtomicSnarl · · Score: 0

    Duh - forgot to log in. Above comment mine.

    --
    Pacifist paratroopers yell, "Ghandi!" when they jump.
  32. Re:A really fun game... by Anonymous Coward · · Score: 0

    First, there are far more people who play video games than people who play slots or lottery. Second, I wouldn't say people love the actual games of chance but that people are gullible when it comes to money and get rich quick schemes. These kinds of people will even participate in obvious scams like three card monte, pyramid schemes and Nigerian email scams. It all boils down to greed.

    Playing games isn't a matter of being number one, it is a matter of having fun and improving so that you will continue to have fun. Nobody is number one at anything. There is always somebody better at different times and to different eyes. The best thing you can do to improve is to seek out those who you view to be better than you and learn, often times by losing many times.

  33. PCs are too powerful. by blind+biker · · Score: 3, Interesting

    Yes, I said it: nowadays, the CPU and GPU are too powerful, and game designers are hell-bent on 3D and other graphical gimmicks, instead of focusing on gameplay. That's why you'll find much more creative ideas among Android and iOS games. Yes, there's a ton of copy-cat games on the Androis marketplace, but there are a lot of interesting gems.

    Most of the games I play nowadays are 5-10 years old, or they are Android games. It's why I also installed BlueStacks on my PC:

    --
    "The agriculture ministry is not in charge of Gundam" - Japanese ministry official.
    1. Re:PCs are too powerful. by Dunge · · Score: 2

      Like most people. you simply say that because you are afraid and never try new stuff or you don't have the hardware/time to do it. Gameplay is still better in "hell-bent on 3D and graphical gimmicks" games than cellphone games.

    2. Re:PCs are too powerful. by Tony+Isaac · · Score: 1

      You have a point. It's like 3D movies...3D is cool, but 3D movies can't resist shoving things in your face just to make the point that they are 3D. The rest of the movie is often just mediocre. That's why the original Wii was so successful...they didn't go for the best graphics or most powerful processor. Instead, they focused on making it fun to play!

    3. Re:PCs are too powerful. by blind+biker · · Score: 0

      Like most people. you simply say that because you are afraid and never try new stuff or you don't have the hardware/time to do it.

      Wait a minute - what's this, an old-fashioned, classic troll? Haven't seen them in a long time, at least not directed at me. Well, although this one is doomed to failure, since I'm not biting, I must say I appreciate the oldschool approach to trolling that you have used.

      --
      "The agriculture ministry is not in charge of Gundam" - Japanese ministry official.
    4. Re:PCs are too powerful. by realityimpaired · · Score: 1

      I have the hardware to run high end games (Radeon 6970 video card, 16GB of RAM, core i5 quad @ 4.8GHz), and I still say that most modern developers aren't at all focused on gameplay. The last AAA title I actually felt was worth the $60 they were asking for it was Civilization 5, which is a game with no story line at all, and infinite replayability. I have played other AAA titles since then, but I've never felt that they were actually worth the price that the vendor was asking for them. Of the several that I've picked up on Steam while they were on sale, the most memorable of the bunch was Saints Row the Third, which was actually enough fun that I sought out and acquired the first two in the series as well. I am seriously considering picking up Dishonored, too, but will probably wait a few months before I pick it up, because I already have a few on the go. It's probably the only game since Civ5 that I actually think will have enough replay value to be worth the price they are asking for it.

      The problem isn't that I'm afraid to try new stuff, it's that game developers have an over-inflated idea of what their game is actually worth. Multiplayer is generally annoying (I get tired of being called a "fag" by a 13-year old virgin-for-life) unless you have RL friends who play and can set up a private game, and single player storylines are either pathetically short, or non-existant to begin with. Studios are simply not willing to take the kinds of risks on games that they used to, and it's left the industry as a whole very weak.

      Enter indie games... I am actually spending more on games now than I was 5 years ago, and it's because I don't really feel gypped if I spend $10 on an indie title and only get 10 hours of gameplay out of it. Most of them are fun/entertaining, and provide good value for money. It's something that the mainstream developers have forgotten how to do.

    5. Re:PCs are too powerful. by hibiki_r · · Score: 1

      The GPU and CPU are very powerful, but it's a great era for games: Just not $50, $60 games. On PC, the indie scene beats the pants out of most big budget games. And with systems like Steam and Desura, getting those very reasonably priced games is very easy.

    6. Re:PCs are too powerful. by alostpacket · · Score: 1

      As someone who loves Android I personally prefer PC games. I like a lot of the 3D stuff out there. And I think for some titles the PC release is the best (compared to a console) due to having better resolution/textures/etc

      Just to name a few: (no particular order)

      Mass Effect 1/2/3
      Dragon Age 1/2
      Portal 1/2
      Half-Life 1/2
      Witcher 2
      Skyrim
      Crysis
      Max Payne 1/2
      Fallout 3
      Starcraft 1/2
      GTA3
      STALKER
      Torchlight 1/2
      Civ (series)
      Bioshock
      Assassin's Creed 2
      FEAR
      Metro 2033
      Singularity

      There's a lot of good stuff that would be hard to replicate on a touchscreen based game.

      --
      PocketPermissions Android Permission Guide
    7. Re:PCs are too powerful. by phantomfive · · Score: 1

      Most of the games I play nowadays are 5-10 years old, or they are Android games. I

      Woohoo! I can guess when you were growing up!

      --
      "First they came for the slanderers and i said nothing."
    8. Re:PCs are too powerful. by Anonymous Coward · · Score: 0

      Agreed, I've moved from being a programmer of Playstation games, to designing and making my own iOS games. In that arena you still have to produce some level of quality, but it's not about how many polygons you can push, and much more about how engaging the gameplay it.

      Having said that though, mobile devices are becoming more powerful very fast, and the big game corps are muscling in with their huge dev teams to port their console games. Hopefully there will remain a space for the indies though.

      It's getting very hard to compete with the big guys already though - I published a game a few days ago (called Guide The Light), and it's getting fantastic reviews, but not many downloads, because the advertising space is already crowded out by the big companies).

    9. Re:PCs are too powerful. by AnonyMouseCowWard · · Score: 1

      Random anecdote: In my last year of university, I attended an information/recruitment session by EA. It was right before the Xbox360/PS3 launched, and I asked "with the increase in power in our computers/consoles, for example the Cell processors in the PS3, what do you see yourself working on? Better physics, new gameplay?"

      The answer? "Well uhm.. yes, definitely improvements in terms of, uhm, physics. Like, we can have a lot better hair, much more realistic..."

      Guess who never applied to EA. :)

  34. wat by Anonymous Coward · · Score: 0

    Did I really just see someone claim that The Sims was fun?

  35. Re:It's not difficulty, it's creativity that matte by Jiro · · Score: 2

    It depends on how the game is designed. A game that doesn't have checkpoints can still have situations that can't be passed without using trial and error. Demon Souls has several bosses like that. It even has one situation where you need to kill a character who doesn't attack you and sits vaguely near the boss room, before the boss will die. Congratulations on figuring that out first time around except by luck. It's also quite possible to survive to a boss and then find you don't have the equipment needed to defeat it reasonably, so you have no option but to die. That is not rewarding cautious gameplay, that's screwing the player over no matter how cautious he is.

    Demon Souls also has two endings, but you're probably not going to see both of them without going to Youtube, because they depend on one decision made at the very end of the game, but since you can't save and reload your game there's no way to try again with the other decision.

  36. Minecraft is pretty cool, but... by dohzer · · Score: 1

    ... I can't wait until it is released for Arduino Diecimila.

  37. Re:It's not difficulty, it's creativity that matte by Anonymous Coward · · Score: 0

    Most players *I* know think multiplayer is dull, repetitive and full of asshats and enjoy games that offer an interesting story and setting instead. Interestingly, that's the same way I feel.

    Your experience (or mine, for that matter) is not necessarily indicative of what most gamers want. We both gravitate towards other players who share our interests, which skews our viewpoint.

  38. Re:It's not difficulty, it's creativity that matte by Impy+the+Impiuos+Imp · · Score: 1

    Many of the fun parts of online MMOs involve trying to figure out creative ways to do things.

    In modern ones, using terrain and obstacles to block line-of-sight is a standard part of battle strategy, but it wasn't always so. EverQuest used to ban people who did that -- anything other than a tank standing there getting a bloody nose was verboten. Stand on a bridge and shoot down -- EXPLOIT ZOMG. ...and EverQuest & friends are now in the also-ran category, you'll note.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  39. Also affected gamification by michaelmalak · · Score: 1

    Long before "gamification" became a buzzword half a decade ago, those developing scientific visualization or modeling & simulation software strove to make their software applications videogame-like, i.e. interactive and engaging. Now "gamification" means incorporating a Pavlovian reward system. Even "gamification" (if we take that to mean broadly the incorporation of videogame features into non-videogame software) has suffered from the declining creativity in videogames.

  40. Fun is Bullshit by dcollins · · Score: 1

    "Fun" is generally a bullshit word people use when they can't narrow down what they're really talking about.

    "The guy who invented Minecraft (Markus "Notch" Persson) didn't just create a giant virtual world in which you could make stuff, he made it challenging. When Will Wright created the Sims, he didn't just make a game about living in a virtual house. He made it difficult to live successfully. That's why both of those franchises have sold millions of copies. The fun factor..."

    Both of those examples sound more like "productive challenge" than "fun".

    http://deltasdnd.blogspot.com/2009/05/its-not-just-about-fun.html

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
  41. Re:It's not difficulty, it's creativity that matte by ch0ad · · Score: 1

    Fools idol (the boss you describe) is overcome by exploring the level and noticing the dude saying "i wont interfere i promise" who is right next to the boss. If you are impatient and go straight to the boss without exploring you are punished, but then it lets you escape the fight after the realisation that the boss is immortal so... not that unfair.

    It does have it's moments where it requires trial and error, but it overcomes them (for the most part, old hero is an exception to this) with clever level design and tons of shortcuts.

    When you complete the game you go to "new game +" and can replay the game with all your epic gear so you can easily get anything you missed the first time (like the alternate ending, and numerous "tendency events" that are hard to get in 1 play through).

    It's quite apparent, but i'll say it anyway - i am a huge DS nerd ^_^. I'll admit it's not everyone's idea of fun but for what it aspires to be, it's a very good game.

  42. Re:A really fun game... by Hatta · · Score: 1

    Where does skill come in?

    --
    Give me Classic Slashdot or give me death!
  43. Optimized Minecraft by jones_supa · · Score: 1

    I asked the same question regarding Angry Birds a while ago. If Minecraft was tuned to the max (native code binary, optimized engine), what would be lowest spec hardware you could make it run on? Pentium III?

    1. Re:Optimized Minecraft by Anonymous Coward · · Score: 0

      I have a 5 year old motherboard / running a 3 GHz CPU with 4 GB of RAM and an nVidia GeForce 450, with everything cranked up to max and running the OptiFine mod rendering at "Extreme Far" distance I get over 175 FPS connecting to a host server (not running local).

      Obviously YMMV but the point is an "average" gaming rig is perfectly capable of running Minecraft well.

  44. Re:It's not difficulty, it's creativity that matte by thereitis · · Score: 1

    Creativity itself can be challenging. For example, try and build a complex machine using redstone in minecraft.

    I often find the early gather/survive aspect of Minecraft is the most entertaining. Once you have a safe shelter and the ability to grow your own food, for me the game changes to finding more rare items (diamonds, etc.) and/or improving the looks and/or vastness of your settled property.

    Mods become more important the longer you play, IMO, to keep the game interesting. PvP arenas, mob arenas, multiplayer (which basically requires anti-griefing mods), world building tools like WorldEdit, etc..

  45. Not nostalgia by Anonymous Coward · · Score: 0

    Re: MMORPGS - when you say gameplay I think game mechanics, the many different abilites of the different classes is "fun" to master. But many MMORPGs sorely lack an engaging, fun way to level up. Its just endless grinding until the end game. And the End Game is where many MMORPGs truly fail. There's definitely a lack of fun factor R&D and innovation in MMORPGs since Everquest. Its all about venture capitalists driving R&D in figuring how to maximize F2P $$ and how to keep them addicted. This apparently & sadly means that immersive and purely fun games like Diablo, Diablo 2, Dune 2, Warcraft 3, Tribes 1&2 are relics of better days of the past. Not being nostalgic here either.

  46. Relevant Extra Credits on this subject by Anonymous Coward · · Score: 0

    I was just watching this yesterday.

    http://penny-arcade.com/patv/episode/innovation

  47. Re:A really fun game... by Black+LED · · Score: 2

    I read something about games a while back (I don't remember where) in regards to risk versus reward. As you say, there is a balance to be struck to make a game challenging but not unfair or mindless.

    Doom did this well where you would come into a pitch black room with a weapon sitting right in the middle, in the only lit section. Obviously it's a trap, but is it worth springing that trap for the weapon? Smash TV is another game that I think of as a good example, with the prizes appearing everywhere but the hordes of enemies are too.

  48. The reality is hardware advancement.. by blahplusplus · · Score: 1

    ... allowed movies to be rendered inside videogames and so the game industry now uses hollywood visuals and special fx to attract audiences not the actual gameplay, there's been a shit from playing to watching cut-scenes and what amount to in game quick time events. These are popular with people who aren't very good at videogames (most gamers) hence we've seen gameplay dumbed down and removed over the last 10 years.

    Gameplay is what you can do in a game, most modern games are just an inch away from bots playing for you. This video essentially sums up whats wrong with modern gaming.

    http://www.youtube.com/watch?v=W1ZtBCpo0eU

    1. Re:The reality is hardware advancement.. by eharvill · · Score: 1

      And now I need to find my copy of Quake and crank it up again. Ahh, the memories....

      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
  49. Re:It's not difficulty, it's creativity that matte by Anonymous Coward · · Score: 0

    > Fools idol (the boss you describe) is overcome by exploring the level and noticing the dude saying "i wont interfere i promise" who is right next to the boss.

    How do you get from hearing one guy saying "I won't interfere, I promise" to the conclusion that you must kill this guy to beat the boss. I do not see any connection between these. Or do you actually see the guy reviving/healing the boss or such? You know, some actual action/result connection.

  50. Re:It's not difficulty, it's creativity that matte by Anonymous Coward · · Score: 0

    It even has one situation where you need to kill a character who doesn't attack you and sits vaguely near the boss room, before the boss will die. Congratulations on figuring that out first time around except by luck.

    This is wrong. In Fools idol boss fight you can leave the room with the boss through the fog. This one boss fight allows it. There are also clues in form of permanent messages (appearing off line) with hints. So all you have to do is pay attention and explore, not rush the boss and die.

  51. Re:It's not difficulty, it's creativity that matte by Anonymous Coward · · Score: 0

    It's also quite possible to survive to a boss and then find you don't have the equipment needed to defeat it reasonably, so you have no option but to die. That is not rewarding cautious gameplay, that's screwing the player over no matter how cautious he is.

    Once you reach the boss you already opened couple of shortcuts through the level and the bossfight is usually short run away from spawnpoint.

    Demon Souls also has two endings, but you're probably not going to see both of them without going to Youtube, because they depend on one decision made at the very end of the game, but since you can't save and reload your game there's no way to try again with the other decision.

    Did it ever occur to you that people who like the game could play it twice? Both Dark and Demon soul has great replay value, there are many build you could try, various approaches, challenge runs.

  52. Re:A really fun game... by ifiwereasculptor · · Score: 1

    In avoiding the whole thing. It's like a bullet hell game, but the developers went one step further and, instead of having to dodge everything in the game, you must dodge the game itself! Also, learning not to buy crap like that is sort of a learned skill, isn't it? One that lots of people aren't proficient enough at.

  53. Re:It's not difficulty, it's creativity that matte by Anonymous Coward · · Score: 0

    Tekkit adds mods without the mod authors' permission.
    For a modpack by people that actually respect the individual mod authors, try the Feed The Beast pack.
    Oh, and if you think a HV Solar Array takes a lot of resources, wait until you see GregTech machines ;)

  54. Longevity by awweaver · · Score: 1

    I want games to take longer to beat. More content. Harder content even. But i would be ok with a game that took 3 months to beat. Not this beat the game in 3 hours crap.

  55. Re:A really fun game... by Anonymous Coward · · Score: 0

    To be fair, though, Smash TV never really gave back any of the money you put into it... did it?

    Arcade games could be considered to be an even worse investment than slot machines. Unless you have kids and need to have the games babysit them while you play the slots. Slot machines are the greatest gaming machines ever devised.

    How else can you get rich by having no skill at all? Just think of all the loads of cash you can win at the casinos! Your parents said you were a loser? Prove them wrong!

    Go to Las Vegas today and WIN WIN WIN!!!

  56. Re:It's not difficulty, it's creativity that matte by lgw · · Score: 2

    I would argue that a lack of checkpoints rewards cautious and skilled game play rather than "punishing failure" but that's just me. If a game gives you a checkpoint every 5 minutes there's absolutely no reason not to brute force your way through a problem by throwing corpse after corpse at it.

    I won't play an action game unless I can save anywhere, at any time. After every successful jump or shot, if need be. You can see how much tastes differ here: I have no interest in repitition.

    --
    Socialism: a lie told by totalitarians and believed by fools.
  57. Accomplishment? by bazald · · Score: 1

    Do you feel a sense of accomplishment after having finished reading a novel, or watching a movie? Not every interactive piece of entertainment has to have a sense of accomplishment associated with it. A game can be interactive in a way that's interesting and entertaining without requiring a player to pick up a whole set of skills and really master them. You've missed the parent poster's point entirely. Some people prefer skill-based games, but not everyone does.

    --
    Insert self-referential sig here.
    1. Re:Accomplishment? by Qu4Z · · Score: 1

      You're right, but as a nitpick I hardly think novels or movies count as interactive entertainment.

    2. Re:Accomplishment? by bazald · · Score: 1

      A nitpick on my writing style, perhaps. I never claimed that novels or movies were interactive.

      --
      Insert self-referential sig here.
  58. but.... by SuperDre · · Score: 1

    but what is 'fun'? to me fun means somethingelse as to another person, for instance, I don't like minecraft at all, it's boring(and not original at all). Some games just get popular for no appearant reason, and even die real quick (but fortunately for the creator put a lot of money into their account).. It's hard to really pinpoint why a games is really succesfull, as fun gameplay is all in the eye of the beholder...

  59. Agreed. by ultrasawblade · · Score: 3, Insightful

    The pinnacle of game design is the old arcade game Robotron 2084. Here's why:

    - Put in a quarter, game starts. No bullshit story, no waiting 5 minutes for the game to let me do something. Gimme gimme now.
    - Everything is constantly flashing colors. You never saw an 4-bit indexed RRRGGGBB pallette worked so hard. I love that. Fuck realism. Reality sucks.
    - Objective is simple but has an element of depth to it. Shoot anything that moves except humans.
    - This game has two joysticks, one for movement and one for fire. You have unlimited ammunition and can shoot many fast-moving missiles in any direction. Instantly. I don't have to turn around to shoot backwards. Yes.
    - The balance is that you have anywhere from 10 to 100 enemies surrounding you trying to run into you and/or shoot you. So you get to blow up a lot of things. You HAVE to blow up a lot of things.
    - So the game is HARD. The unlimited ammo does not help you as much as you think. You are constantly needing to move and keep one step ahead of everything.
    - Because there are many things attacking you, and shooting at you, you will die a lot. So you HAVE to rescue the humans to earn extra lives.
    - A multiplier is at work when you rescue humans. So the first is 1000, 2000, etc. up to 5000. Starts over when you die. Gives you a LOT of incentive to not just shoot absolutely everything that moves, but keep maneuvering through this always changing morass of robots trying to kill you and humans needing to be saved. Also, due to this, you are always forced to evaluate whether it's better to try to rescue a human or simply let them go. But you must keep an eye on your lives.

    It's really the most engaging game I've ever played. Nothing else comes close to it.
     

  60. Re:It's not difficulty, it's creativity that matte by Anonymous Coward · · Score: 0

    I agree with this so much. I too draw a distinction between being challenging and difficult, and I think its the same distinction you are drawing.

  61. Runescape by Anonymous Coward · · Score: 0

    You may find me weird for this, but I have played a lot of Runescape. For over 10 years in fact.

    This game started out pretty fun. It had crude graphics but was fun.

    The game still exists today, but over the years has evolved more and more towards the direction of Farmville on Facebook. This transition happened also while the company making the game transisioned from three brothers who loved to make a game, into a company owned by a venture capital whatever thing, with the original designers leaving to found something new.

    Clearly, the game today is designed to bring most revenue to the company not caring how the revenue gets extracted by the players, while in the past it was designed for fun.

    It is a shame to see what direction commercial gaming has taken. However, the indie market is, indeed, pretty awesome these days so that makes up for it!

    I also just started playing an old game today (already wasted 10 hours on it!), bought for only 6 bucks: Divine Divinity. Really nice game, works in Wine without problems, fast to load, etc..., extremely enjoyable and fun!

  62. Re:It's not difficulty, it's creativity that matte by imsabbel · · Score: 1

    I found it hillarious that they used Minecraft and (especially) The Sims as positive examples.

    Both are more or less gameplay free sandboxes that almost completely lack gameplay.

    They are virtual lego and virtual dollhouse, not games!

    --
    HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
  63. There are two kinds of gamers... by rmdyer · · Score: 0

    "Yes, I said it: nowadays, the CPU and GPU are too powerful, and game designers are hell-bent on 3D and other graphical gimmicks, instead of focusing on gameplay."

    There are two kinds of gamers. Those who play games, and those who don't. And then there's everyone else in between. You seem to be the 'gamer' type. That's the type who is fond of figuring things out, playing puzzles, solving quests, etc. I would guess that games like Tetris appeal to you as well. While I enjoy that occasionally, but that is NOT why I like modern graphical 'games'.

    When I buy a modern 3D game for my PC, I'm looking for a lushly graphical, photo-realistic, and impressively huge immersive environment in which to explore. I want the graphics and sound to be so good that I simply lose my mind in the environment as if I was there. Games like this don't come cheap, so I'm willing to save and spend my money on only the quality ones that matter. Too many 'me too' games are the fast food of the industry. There's a lot of games that just aren't worth the time and effort to play.

    For me, the more time and effort a company has put into the graphics and sound, and the more effort that has gone into the character of the world the better. I simply don't play games that are 'just for gaming'. I play games that simulate another environment that I can journey to after a hard days work. Modern 3D graphics games like "Skyrim" are in many ways like reading a good book, a book that becomes your story. In those simulated worlds I can go places and do things I could never do in real life, no matter how much money I had. When is the last time you could go to Hawaii and have the whole island to yourself with ancient castles to explore?

    If anything, the game Skyrim's failings were that it wasn't 'good enough' graphics for 2011. The game was dumbed down to make it fit in the console. It's great that modders for games like Crysis and Skyrim can step in and make them better, otherwise we'd be stuck in 2005 era graphics. I will say however that Skyrim, even though an ultimately boring game from the point of view of story and gameplay, pushed the envelope of what is possible.

    So the 'list' in order of what I want is:

    1. Insanely great photorealistic 3D graphics engine.
    2. Huge immersive high quality environment to explore.
    3. Story. A background mystery for me to solve.
    4. Some baddies for me to take on.
    5. Some skills to achieve. Note: NOT UNLOCKS. UNLOCKS SUCK.
    6. Gameplay. Something like the Myst series of game play was fun.

    So for me there are 'games', and then there are 'simulations'. Games are something you spend a little time on occasionally because you have nothing better to do, and you need to keep yourself occupied. Simulations are immersive 'cyber' environments that tell a story, have gaming aspects, and provide a place for me to get lost in. And they can be huge time sucks. I wouldn't mind spending over $100 USD on a photo-realistic simulation that would take over 6 months to play. Few companies care to go there however because they don't think people like me are out not out there. And they just care for the business of gaming and pushing out the me-too fast food.

    Give me real-time ray-traced graphics and a world to explore as good as the intro to Final Fantasy 13...
    http://www.youtube.com/watch?v=GIqbTw-lio8

    Notes:

    1. I think PC gamers world over recognize Crysis (the 2007 original) as the defacto standard for which all games of that era should be measured against. FarCry 2 is another. These are games in which the developers worked very hard. It was also the last generation of games that weren't dumbed down to console level. I see that CryEngine 3, and developers, are finally recognizing that we've got to move on. Being trapped in console level graphics just aren't going to get us anywhere in the future. As technology advances, we must constantly try to push the envelope of what is possible with technology. I'll put my money there.

    1. Re:There are two kinds of gamers... by blind+biker · · Score: 1

      The good news is, the gaming industry caters to your tastes. The bad news is, well, the same :/

      As mobile CPUs and GPUs improve, Android games are headed in the same direction. There already are some cheesy 3D-ized games for Android, too. Not sure about iOS.

      --
      "The agriculture ministry is not in charge of Gundam" - Japanese ministry official.
  64. Re:A really fun game... by Black+LED · · Score: 1

    Smash TV gives entertainment for quarters. Slot machines give nothing.

  65. the business side by Anonymous Coward · · Score: 0

    as large gaming companies operates more towards modern business style where the products is just the means to profit rather than the profit is the reward for a good product there are fewer and fewer large gaming companies that allow developers to recover from the creativity lost during college

  66. Re:It's not difficulty, it's creativity that matte by Jiro · · Score: 2

    It's true that once you've "killed" the boss and been told that he won't die, you can leave, but you'll have used up your resources in fighting the boss (particularly healing items, also weapon/armor damage to some extent) and you have to go back to grind for some more of them. Same effect--you need to use trial and error to win the fight, but you can't just restore from a save from before the fight to do the trial and error.

    Also, the fact that you can't save means that any sane player would be very reluctant to kill non-hostile NPCs during the process of trial and error--for all you know, killing the NPC could permanently affect your game, and you can't just think "well, I'll kill the NPC and see if it lets me defeat the boss, if not I'll restore from a save from before I killed the NPC".

  67. EVE Online rule #1 by sidyan · · Score: 1

    "Don't fly what you can't afford to lose."

    1. Re:EVE Online rule #1 by Nostromo21 · · Score: 1

      BAH! I never left high sec space & thus was never at risk. But then I saw the writing on the gankfest wall after a couple month & that I could only progress if I sunk to the lowest common denominator the game was aimed at i.e. sociopaths, narcissists and other red-headed stepchildren. :)
      Seriously, you could only get so far & continue to enjoy this 3D excel spreadsheet, without getting into a clique, or taking risks in lower sec space, which I, as a proud mmo carebear since 1995, was not going to fall for. Therefore, I win MUHAHA!!!

  68. Re:It's not difficulty, it's creativity that matte by Jiro · · Score: 1

    The problem isn't the distance to go to get to the boss, it's that if you go up against a boss and don't win, your resources are gone because of the penalty for dying (or in this one case, because even if you survived and was told the boss is immortal, you used up your items). This means that you can't keep going straight to the boss no matter how close the spawn point is. You have to waste time getting back everything you lost first. In games with saves, you could reload from a save instead.

  69. There are games that don't require electricity... by Bremic · · Score: 1

    ...and many of them are fantastic.

    From the moderately complex games like Settlers of Catan, to the simple but intensely fun game Flux; there are hundreds of games in the world that don't have system requirements.

    If you want to look at what makes a fun game, first look at non computer gaming, because a computer game can sell because of lots of things before fun even gets considered. It will sell based on marketing, graphics, studio, theme, setting, style, sequel status, etc; all long before the concept of "is it fun to play" come into the equation.

    Board and card games, tabletop role playing games, even theater of the mind games, all of these have to sell based on what the game is. Very few of these games sell at all unless the reviews are spectacular, and if you read those reviews they are based on enjoyment for all the players (both winners and losers). Many many computer/console games are based on the fun-factor of defeating other players, and in very few of them is losing rewarding or fun. There is no sense of community like there is sitting around a table with people, so you didn't share a game, you are focused purely on your own selfish goals.

    There are some amazingly fun computer/console games, but they are few and far between. It's not because the studios and developers have lost the plot, it's because they players have become too self-centered.

  70. ever wondered why flash games are doing so well..? by Anonymous Coward · · Score: 0

    well, it's because slashdot is populated with apple-loving, cock-sucking, non-geeky, thickies.

    oh and the fact that flash games are put together by people that actually like games and gameplay.

    whatever happened to html5 btw LOL

  71. Not just abandoning fun, but controlling the user. by VortexCortex · · Score: 1

    Reminds me of another article:

    "Each contingency is an arrangement of time, activity, and reward, and there are an infinite number of ways these elements can be combined to produce the pattern of activity you want from your players."

    Notice his article does not contain the words "fun" or "enjoyment." That's not his field. Instead it's "the pattern of activity you want."

    There's a much simpler way to cut all the bullshit. Just make the game that you want to play. If you think, "Ooh! Wouldn't it be cool if ____?", then do it. There's not a single successful game that didn't start out with that exact phrase (in your language of choice).

  72. Re:Not just abandoning fun, but controlling the us by VortexCortex · · Score: 1

    Also, forgive the self reply, but STOP FOCUSING ON BEING SUCCESSFUL. You don't make that shit happen, it happens on its own. Trying to ensure adoption = lame boring games.

  73. Re:It's not difficulty, it's creativity that matte by mjwx · · Score: 1

    Demon Souls also has two endings, but you're probably not going to see both of them without going to Youtube, because they depend on one decision made at the very end of the game, but since you can't save and reload your game there's no way to try again with the other decision.

    You mean I wouldn't want to replay the game?

    That's how I'd describe a game that sucked. Deus Ex had multiple endings. I replayed that game twice to get the other endings and in Deus Ex, I could have just loaded my save at the start of Area 51 to get them. The fact is I wanted to replay the game end to end... And I've replayed it more than just 3 times in the last decade.

    Same with System Shock (1 and 2), Half Life, Star Control 2, why do I keep playing these 10+ yr old games... Because they are just that awesome. I haven't re-installed Modern Warfare in over 5 years.

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
  74. Just play GW2 by Anonymous Coward · · Score: 0

    The first and only MMORPG WvW I will ever play!!

  75. Re:It's not difficulty, it's creativity that matte by aXis100 · · Score: 2

    Gee, I wonder why people play them then...

    Maybe it's because sandboxes, lego and dollshouses have emergent gameplay which can be really fun!

  76. Re:A really fun game... by Nostromo21 · · Score: 1

    That level in Doom would have been the ultimate risk vs reward scenario/dilemma , except you couldn't bypass it in order to progress, from memory. The Pavlov's dog in me had to have that new shiny weapon one way or another! :)

  77. Alternate Reality - The Game by mccabem · · Score: 1

    Sorry, but this conversation can't even happen without mentioning Alternate Reality.

    Click the link and read about it - the Technology and Gameplay sections might be particularly interesting/relevant. Dig up the disks/ROMS and play it on your old computer or an emulator if you can. (Yes you can!)

    I know of no game that set "the bar" higher, or earlier. And nothing more than an 8-bit computer was required.

    Some days I really wonder what happened to the computer industry (and gaming with it)....then I remember about Microsoft. Them and their legions of knucklehead IT manager/customers that gave them power spelled the end of the competitive computer industry (Apple, Atari, Commodore, etc) and replaced it with PC cloning. That's the last we saw of innovation. Apple is the only survivor of that era....and while theirs is the best computer available, even their computer is a PC these days.

    Sad. Hey, at least we have phat grafix cardz!

    -Matt

    1. Re:Alternate Reality - The Game by Captain.Abrecan · · Score: 1

      Well at least there is evidence that the problem is not me. I used to love games, and now I don't. They are all so simple and easy. Even games that are hard, it is only hard because they force it that way, not because the gameplay is that much more challenging (making CoD hard just changes damage stats, doesn't change the crappy mechanics). I figured that I must be getting older, and out of the target market segment for games, and that is why I don't like them anymore. But if the article is right and studios are designing the games like 'throwing spices in a soup' then no wonder they aren't fun anymore.

  78. Re:It's not difficulty, it's creativity that matte by Mantrid42 · · Score: 1

    Minecraft... [is] not "hard" in the sense that you will fail a lot

    ...what game were you playing? On several occasions I've had a surprise Creeper ruin my day. And there is nothing more frustrating than dying underground with an inventory full of ore, golden apples, and your diamond pickaxe and running back only to either die again, or find that your items are just plain gone.

  79. gameplay and replay by Anonymous Coward · · Score: 0

    Some things I find missing in most games is ways to tweak the difficulty or other factors that would allow me to enjoy playing it a second time.
    I would like more than easy/medium/hard. The problem is mostly that the easy/hard part is delivered by AI 'cheating'. Needs more bullets to the brain to kill an enemy, or the enemy gets lots more resources or ...
    Something that would make a game much more interesting is settings like this:
    FPS: number of enemies, skill of enemies, AI (enemies working together), how much stuff you can carry, ...
    RTS: handicaps and bonuses, AI difficulty, aggressiveness, the level in wich multiple AIs work together against humans or try working with humans, ...
    Being able to set these things will give different players what they want. It would also add to replay ability. (Play a round with lots of weak enemies can be fun while a round with limited but very hard enemies could be really challenging.)

    Decades ago now, Diablo 1 came out and it had random maps. Every time you play it you play different maps, random enemies and find random gear. Replaying an FPS and you know what door some enemy will jump out of, what gear you need to save up on or what ammo type you have plenty off.
    Added randomness would really keep the challenge and fun in replaying a game. Certainly when it is combined with the extended settings. I realize this is harder to do in a nice looking 3D environment than 2D, but you had a decade to do it ...

  80. For those of you that seek fair challenge by nu1x · · Score: 1

    and genuinely interesting and inventive mechanics, play Demon Souls and/or Dark Souls. They are not even that hard, they just reward your betterment as a player.
    (Certain type of player required).

    You can thank me later.

    --
    I have nothing to lose but my bindings.
  81. Re:A really fun game... by Black+LED · · Score: 1

    I wasn't referring to a single instance in Doom. Players were confronted with these choices throughout the game, whether it be weapons, health, ammo, etc.

    And I am with you. A nice, new, shiny weapon was too much of a temptation to pass up.

  82. Re:It's not difficulty, it's creativity that matte by Anonymous Coward · · Score: 0

    As someone who played the game: "Resources lost" is a very relative term. Or to put it bluntly, if you managed to exhaust EVERY resource in that fight, you're not doing good enough at being equipped in general or at evading the boss's attacks.

    And, if you're not looking around after the first or second time the boss revives to try to figure out his gimmick - including the offline messages - tough, you're failing the challenge. But seriously, Fool's Idol is only that resource-draining barrier if you've made a completely one-dimensional character (A melee character is going to have to charge recklessly here and hide to chow down on healing items; it's feasible he could run out of healing items and thus have to go 'gather more', but a spellcaster should have MP regeneration by this point, and archers who don't carry around 10-30x the number of arrows they think they need...are just silly. Arrows are cheap and light. And if you're an archer, running out is oh so painful.)

  83. In Other Words by Anonymous Coward · · Score: 0

    Learn some damn game theory before you call yourself a game designer.

  84. I get my challenges elsewhere, thanks by ZmeiGorynych · · Score: 1

    Do I hear a condescending tone there? Me, I'm with the GGP in that I like my games to be beautiful, engaging, easy interactive movies. My competitive spirit is getting all the workout it needs at work, and whatever energy I got left after that, my 1yo daughter has first claim on.

    So when I grab an hour or two to play a game, I want beautiful and fun, and yes I want guaranteed progress, as I simply have no time or energy to try over and over again.

    Not saying my way is better than yours, to each his own - it's just that people with my kind of priorities, regarded as a group, probably have a total budget for purchasing games that is at least comparable to that of people who have the time and inclination for really hard gaming challenges; thus, a lot of games lately accomodate my priorities, and I think that's a good thing.

  85. I think most studios just get lazy by Anonymous Coward · · Score: 0

    Play Darksiders one and Darksiders II for an all-around perfect game with plenty of content that fits logically together, is fun and comes with breathtaking graphics.

    A lot of recent games (Think Assassins Creed III, Mass Effect III, Halo III and Dragon Age II) just focus on one gimmick, do that one well as a sales argument and let everything else slide. It's hard work to make it all fit together, but occasionally someone manages.

  86. About "fun" by KGBear · · Score: 1

    Thank you for connecting to what's missing from almost every current art form and modern hobbies. I've suspected all along that it's not just that I'm getting old. It's that all technology has been done more by the MBAs than the engineers, more for the clueless mainstream than for the people who love it and is willing to dedicate long hours to it. Computers, the Internet, mobile connectivity, music, movies, home audio/video, are all focused on the masses because they must make billions. Therefore they are unappealing to the really dedicated enthusiasts. The only technical hobby that still has some appeal to me is photography. For some reason it's still possible to buy a decent SLR and take the time to learn and get better at it. There is, as the original poster says, still some challenge there.

  87. It is pitch black. by Anonymous Coward · · Score: 0

    You are likely to be eaten by a grue.

  88. Duke Nukem 3D by Cyfun · · Score: 0

    Does anyone else miss games like Duke Nukem 3D, DOOM, Secret of Monkey Island, Super Mario Bros 3? Free roaming environments where you'd have to wander and explore and backtrack, find keys and powerups, kill bad guys, solve puzzles. So much good gameplay, and best of all, so much replayability. That's the biggest thing I hate about modern games: once you beat them, not as fun to do it again, and considering they cost TWICE as much as they used to, pretty big rip off.

    Looking forward to the new Carmageddon coming out, I tell ya what!

    --
    In Soviet Russia, dot slashes YOU!
  89. Fun is good... but secondary... by mark-t · · Score: 1

    It's certainly not a bad thing for a game to be fun, and certainly preferable to a game that isn't fun, but the *really* important thing, even more important than being fun, is to make a game that is profitable

    Funny thing, though... is that if the game is fun enough, it will generally tend to have the longest lived profitability. So it's often possible to target profit indirectly by reaching instead for fun. The correlation between fun and net profitability is certainly pretty strong, but not ubiquitous, however. In the end, however, the only thing that matters is whether or not the revenues generated from the title will pay the salaries of the dozens or hundreds of people who worked on it, so the ultimately important factor is not so much how fun it is, as much as whether or not the game will make money.

  90. Fun any funny games by phorm · · Score: 1

    I remember the fun I used to have with a lot of old games, where the developers weren't afraid to mix it up a bit and throw in some targeted humour.
    Nowadays, most games are a bit too general, and a bit too PR. They're often stodgy and inventive.

    The "Mass Effect" series, despite some shortcomings and issues with the ending, was worth my money. The gameplay was engaging without too much grind, and the dialog was great with quips from Joker etc. It reminded me a lot of the "good ol' days" with games like Space Quest et al, but with more action.

    Other games can be nice to look at, but there's often little that makes them stand out other than the shiny factor. Games often become fronts for "item stores" or other such things.

    With ME4 upcoming and the initial trilogy story-arc ending (apparently you don't play as Sheppard), I'm hoping that the devs will find a happy medium between bringing a bit more closure to the ending of ME3 and not dragging into sequelitis.

    Remakes on very old games may come along nicely, where a new paint job but tried-and-true gameplay may win out. The trend towards 3d games may help this as model packs etc can be updated for a minimal cost.

  91. Real Gamers don't save by Safety+Cap · · Score: 1
    And they play Space Ace or Dragon's Lair:
    • - No save game
    • - Less-forgiving controls
    • - Split-second responses required
    • - Mistakes = start over
    --
    Yeah, right.
  92. define 'game' by minstrelmike · · Score: 1

    For all the posters who tink a game means one thing and nothing more, read Reality Is Broken.
    Tetris is a real computer game that cannot be won. Games are where humans put _voluntary_ impediments in their way

    The original article is essentially complaining about the difference between games people like. Chess is considered a more hifalutin game than Checkers. But Checkers is more popular. It's like how the New York Times is supposedly the 'best' newspaper in America but the National Enquirer is the most popular one.

  93. Tru story bro. by Anonymous Coward · · Score: 0

    A game designer who make games is a better game design than one who writes articles.

    No mater how bad the game.

  94. I don't want to be mean but gameplay missing is st by o0jopak0o · · Score: 1

    upid. I don't know what you are doing in a game when you are playing. Isnt that called gameplay? or am I assuming he means, unique gameplay? If that's the case then it is not true. What games are missing now is STORYLINE. From Skyrim, Borderlands, Assasins Creed, Fallout, others recently released. They prioritizes gameplay, graphics and not the story. Can you list recently released games where the game immerses you with the Story rather than the gameplay? I can only think of one, slender. This is what a perfect game needs, gameplay, story and graphics. A triangle or trifecta of some sort. Most games will go, 40% graphics, 40% gameplay, 10% story = FPS, Skyrim, fallout,etc will go 50% gameplay, 30% graphics, 20% gameplay. Which is why I miss JRPG games. JRPG games( 50% story, 30% gameplay, 20% graphics) will immerse you with the story rather than the gameplay or the graphics. The bad thing these days is that JRPG games are turning to sandbox/western-style rpg like fallout. I miss the feeling when you finish a game and a little bit disappointed because you have finished it and the story will not continue anymore. And just to be clear, I like Skyrim and similar kind of games, but I am reminiscing the PS1 days where there were a lot of variety when it comes to games. Now its all wander the lands, FPS and such.

  95. My gaming appetite has been solved with 2 games by yenic · · Score: 1

    for the past few years.. Killing Floor and League of Legends. It's all I need, but the resurgence in adventure gaming thru KS has peaked my interest in that genre again (especially the old Sierra designers).

    --
    http://www.accountkiller.com/en/delete-slashdot-account Stop visiting Slashdot.