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