Thanks for the response, Tetsuo. I've some following thoughts and a response or two myself.
From games I seek an excellent experience; something that I can go away and muse on, appreciate and then drag away some of the concepts for use in my own designs. Some of the concepts I take away were poorly implemented in the original and I want to take the same premise and do it my way ("properly"). Some were excellent and I want to take the method and use it again for a different situation.
In that, some of the more recent themes in computer games design play towards what I'm looking for: an excellent experience. I wanted Max Payne to succeed and, by playing him through the action, I go his character that step closer to the story's resolution. Max Payne wrapped up and while there were one or two sequences I might have cut or done a little differently I appreciate the game's outlook and conclusion for making the game a worthwhile experience.
Contrarily, Pacman was a few hours of tedium for me. A short while of getting used to the controls. A little longer ramping up my reflexes to cope with the games acceleration and learn the basic patterns for avoiding the ghosts. A little longer still in search of the thing that seemed to attract people to play the game. And then, after all that searching, I was done because, for me, there was nothing to keep me playing. The "addictive" element in this game somehow passed me by, but it appears to do that in many of these (old-school?) games that others tell me are so addictive. That's only a reflection of me, clearly; I don't mean that to be disparaging of the games or people who play them, simply an indication of how little common ground I find for me in the old-school design.
Tetsuo Shima said:
an 'endless series of scrolling screens where you hold a direction and tap a button occasionally'
Mmm, true, though I'd replace "occasionally" with "rapidly in some predetermined order and tempo to allow you to succeed".
Tetsuo Shima said:
I would just say that people are individuals, and not one single game is ever going to appeal to absolutely everyone
Indeed. That will, I hope, remain a permanent truth. Unfortunately the industry at large appears to be forgetting this. Games development doesn't take risks because of the large sums of money involved, so it's better to produce a cookie-cutter shooter than something with a novel and potentially more interesting play experience.
Along those lines, I saw a BBC article on Peter Molyneux talking about the benefits of being bought out and owned by Microsoft (
article at the BBC). Broadly he says that no longer having to worry about money means he can focus on the stuff that matters in games:
Peter Molyneux said:
"The move to Microsoft obviously means we don't now have to worry about money, we can just concentrate on quality".
I'd rather if he'd said "an excellent experience" rather than "quality" but I'll settle for quality just fine.
All that said, I think we share some similar frustrations...
Tetsuo Shima said:
nothing is more frustrating than a twat spraying you at five hundred yards and bagging a headshot whilst you are perhaps far more 'skilled' as far as the game is concerned
Ya. There are times when you think "I've just put six rounds of 9mm into your chest and you're moving like it never even hit you" and I do find that frustrating. I was faster off the mark, I layed a pattern across my target with textbook accuracy, but because the game judged my shots as only taking 80% of his health where his "spray and pray" PKM got a lucky round in my face, killing me instantly. This is where we need to play the game in front of us, not the game we wish it was. If the mechanic works that the PKM is "the best" weapon then that's what we, in a game where we support a team, should take. When any weapon can realistically do you in then it's back to personal preference and situational appropriateness (Raven Shield, anyone?)
However, I can't agree with:
Tetsuo Shima said:
its a videogame, this is supposed to be a detachment from real life.
I see no reason why we can't have excellent real life simulators and find them fun. After all, the entire flight simulator genre exists on the premise "this is like flying the real thing, just without needing your own Cesna".
Maybe that could be phrased "it's a video game, it need not be realistic" or "it's a video game, and as such it should be immersive regardless of the reality it represents". I'd agree that games are wonderful things to pitch our minds into, to
be there, if only a bit and only for a while, but when I hold a virtual rifle and shoot a virtual someone in the chest I have a part of me that finds disbelief difficult to suspend when that in-game avatar just ignores it and keeps on coming. As long as I can be there, in the game, it can be as realistic, or not, as it cares to be.
For me, as always.
