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.
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.
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...
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)
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.
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.
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.