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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.'"

17 of 308 comments (clear)

  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: 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.

  3. 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 :/

  4. 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.

  5. 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.

  6. 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.

  7. 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.

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  8. 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.

  9. 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.

    --
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  10. 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.

  11. 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.

  12. 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.

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  13. 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.

    --
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  14. 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.

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  15. 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.

  16. 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.

  17. 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.