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The Cargo Cult of Game Mechanics (acko.net)
202 points by baoyu on Sept 22, 2014 | hide | past | favorite | 205 comments



The author seems to have completely missed the biggest gaming sensation of recent years - Minecraft is exactly the kind of game he's talking about (so is Kerbal Space Program). That list of "classics" also seems very parochial - more like "the best games when I was growing up" than any kind of "all time greats".

Freedom and choices can be used as artistic elements. I'd cite e.g. Saya no Uta or Phantom of Inferno as the purest form of this - the interactivity of these "games" is absolutely minimal from a conventional "gaming" point of view, but it's vital to the narrative. You couldn't make these as movies, because the whole point is to make you complicit in what's happening, because the outcome is a result of your choices.

But not every story has to be about such things. Many of the best-loved gaming classics - Ocarina of Time, or even FF7 - are those cinematic games, that maybe have puzzles (almost minigames, really), but where the overarching narrative is purely linear.

If you can take a movie, or a movie-like narrative, and by sprinkling a few puzzles or quicktime events turn it into something more engaging, a better way to tell your story - why the hell not? Why is that not a perfectly valid form? Criticizing a game for being cinematic seems as pointless as criticizing a sculpture because it could have been done as a painting.


Yeah, when it started claiming that the games of yesteryear had mythical qualities that make them better because they have some lasting impact on the player, that's when I gave up on the essay.

We experience games very differently as adults than we did as children. Partly because of the child's mind, but partly because we no longer have the kind of time to completely pour ourselves into a game like we used to. I remember playing Master of Orion 2 for so long that I would hear its music in any kind of white noise.

No modern game, no matter how good, can measure up to that kind of adolescent commitment to a game.


I think he had good points about games like Thief and System Shock 2 (and Deus Ex, which wasn't mentioned). The games were more open-ended than any shooter today, but more limited than "sandbox" games. They gave you a constrained world with a large number of possible paths, so that you could comprehend the options and make meaningful choices, even replaying to try them again.

The opposite of this would be something like Skyrim, where you are plopped down in the middle and proceed to basically hop around randomly, while individual quests are quite limited, repetitive, and linear (99% of a dungeon quest is pressing forward through the tunnel towards the HUD marker) compared to the scale of the world.


For so many games of the era, that was a bug not a feature. How many hours did our generation spend lost in some poorly-rendered flat walls trying to figure out where the heck the next content was? I actually am one of the few gamers that was excited to see the move towards linear maps. I spent enough time in Doom and Hexen living in the Automap view, I'm done with that.


That seems like an excuse for laziness or not wanting to expend much thought into a game, but rather just to passively consume it. Quality level design was one of the key things that made '90s FPS so great, and is what's sorely missing in today's games.

To an extent, this might be attributed to the simplicity of engines and level editors at the time (I don't think I've seen an easier map editor to use than Build), but level design has definitely been dying over the past decade or so. Procedural generation is set to kill it off completely, but at least it can still offer non-formulaic environments. Potentially.


I'm perfectly willing to play a mentally challenging game. There are plenty of good puzzlers out there that I've enjoyed. What I wasn't willing to do was spend half my play-time staring at the map. Many "shooters" in the '90s were as much "shooter" as "cartography simulator". Not that it was wrong that a few games included this as a major element, but too many games aped Doom and Descent's labyrinthine map-designs.


Doom did it well, and that does make a big difference.

As a different example compare early Burnout with recent Burnout games. The early games gave you tracks you had to drive on. If you failed it was really quick to try again. Later Burnout gives you a city to drive around, with tracks overlayed on it. You have to be at a certain point in the map to trigger the start of each event which sucks when you're driving back to the start to restart the event.


I find it really bizarre that someone could get through a big long rant about why aren't games today like System Shock 2 without ever once mentioning Bioshock and Bioshock Infinite.


Because they're beneath mention from a design perspective?

There's no inventory management system, there's little stealth ability, there's no threat of player death, there's no backtracking, there's no maps, etc.

System Shock 2 got a lot wrong, but I don't think it's worth mentioning the "spiritual successors" from a design perspective, as they're strictly a step backwards.


I think what you're stating as fact is actually more a matter of opinion. Take the differences between Mass Effect 1 & 2. One of the big differences is the lack of an inventory system in the sequels. I happen to feel that the inventory in Mass Effect 1 was a bolted-on mess, a wart in every sense. Removing it from the sequels, in my opinion, was a step forwards, not backwards.

Basically, less stuff doesn't always mean worse design.


There are a subset of gamers that seem to think there's no such thing as a bad feature - that cramming more stuff to do into the game inexorably makes the game better. When a feature that is completely orthogonal to the best parts of the game is removed, they cry foul.


So, we're talking about the various Shock series here, not Mass Effect--I'm not commenting on them, so let's dispense with wasting our time there. Game design is also a matter of opinion, so yeah, that's where I'm coming from, although every thing I mentioned is a plain statement of fact about their design elements.

From a design standpoint, removing the inventory and skills system (and replacing it with a clunky plasmids/tonics/hat system) removed the ability to permanently change your character and evolve them, and also to easily temporarily change out your skills and abilities. Cybermodules (skillpoints) in SS2, once spent, never come back. You can't respec, and so if you decide to build a melee or stealth character, you really have to develop it.

In Bioshock, though, you can switch out components and plasmids and upgrades, and in Bioshock 2 you can do much the same--in effect, an extended inventory system like the chests in Resident Evil, and a clunky mechanism to use. The character never undergoes irreversible build changes, and you can't just drop into inventory and switch out tonics if they're not what you want, like you could in SS2.

Speaking of inventory management, there is never a point in Bioshock where hoovering up random shit off the ground is a bad idea, so why even make it an option? It might as well just be an automatic pickup ala Doom. SS2 had things that were junk or weren't useful--it was a richer, more interactive world in some ways.

In both Bioshock games, you end up with a limited number of weapons to use, wheres in SS2 you can carry around as many or as few as you'd like, depending on how you decide to allocate your inventory. Weapons in SS2 have more pronounced damage types. Melee weapons in SS2 require a dedicated character build, whereas you can bumble into an endgame-useful game-breaking wrench build very quickly in Bioshock.

The removal of text fallbacks for logs in Bioshock made it harder to rapidly review events and piece things together, and overall there were many fewer logs than in SS2.

The inability to use stealth to bypass fights and the relative surplus of ammunition meant that cinematic combat was the main workhouse of the Bioshock games, whereas SS2 played more similar to a survival horror RPG.

~

Those are just some of the things that streamlining of the design did to the games, with the end result that the Shock lineage devolved into fun and competent cinematic shooters. I'm not saying that they're bad games, I'm saying that their design has regressed so far that it is basically not worth mentioning in the same breath as their predecessors.

System Shock 1, for what it's worth, was an amazing example of design ideas that never got much love, and likely represent another evolutionary dead end. :(


The original article makes a point of contrasting Mass Effect with System Shock, which is I think why parent mentions it. I don't agree with everything you say here, but it's a lot more interesting and useful for the sort of point the author was trying to make than what the author actually wrote.


I'm not sure what you're driving at. Are you saying that Bioshock and Bioshock Infinite are like System Shock 2? Or are you saying that they're prime targets and reference examples for examining what's going wrong?


The people who made Bioshock (which, it should be noted, a lot of them also made System Shock 2) claim BioShock is like System Shock 2[1]. I don't think it's crazy to use it to either refute or reinforce the author's argument -- it's clear the games share some of the same DNA, but there are clearly changes as time and technology marches on. I do think it's kinda weird just to ignore them, though.

1) http://pc.gamespy.com/pc/bioshock/707256p1.html


That's a good point.

Perhaps the author never heard of them (in which case: I want a rock like that!), or more likely, didn't play them and did not want to speak from hearsay, or even more likely, simply didn't afford a thought to them while in the middle of their rant-typing-spree.

I'd grant them that Bioshock shares many of the elements that are praised about System Shock 2. Bioshock Infinite sounds like a great example of sequel gone wrong on the aspects the article's author dislikes.


I think Yahtzee Croshaw said it best: Bioshock was a great game, but it lacked System Shock 2's depth.


I felt Bioshock had the wrong atmosphere. Too many bullets and dark areas to make it feel like an adventure instead of a shooter.


I've been thinking about this recently. When I was young, video games were a complete mystery to me. Every game, no matter how generic, was a joy to play, because I simply didn't know what to expect at the end of every screen. Strange worlds with unknown rules unraveled before me, whether in dungeons of Prince of Persia, the labyrinths of Jill of the Jungle, or the space stations of Duke Nukem 3D.

Over time, this joy faded in the games I played. I can intuitively feel why this is the case: whenever I start playing a new game, I already know most of the rules, or at least I can figure them out from the first few levels. Floating things? Oh, just a Flying Enemy Trope. Glowing box in the corner? Health Kit Trope. Where does that door go? Nope, just a Door Decoration Trope. And don't even talk to me about the Crate Trope. What's more, you can immediately figure out how a game is going to play just by looking at the first level. It's rare nowadays that I play a shooter which doesn't solely involve moving forward, shooting bad guys, and collecting powerups. I can play the game in my mind almost from the get-go, and I get bored.

A few months ago, I started playing a Japanese indie metroidvania game called La-Mulana (HD). As a game, it's rather obtuse: you'd be very hard-pressed to complete it without a walkthrough, as many of the later levels require figuring out the answers to obscure, poorly-translated riddles. But for the first time in probably a decade, I was completely sucked in. There was a true sense of mystery to this game. None of the tropes I was familiar with made sense here. Doorways to new areas kept opening up. Every decoration on the walls could be analyzed with your hand scanner. Items with no apparent purpose were scattered all over the ruins. Every obstacle was bespoke, not a generic "find the keycard" equivalent puzzle.

For 20 hours straight, I could not get my hands off this game. It was exhilarating.

And thinking back to the games I used to play as a kid, I'm starting to think that maybe they really did have a bit more magic than games do today. Take Duke Nukem 3D. You never knew what you'd find in a given level. An inconspicuous wall could hide a joke or easter egg. A vertical vent could contain a secret weapon. A manhole could lead to a secret level. Every area had something new, be it an interactive element, monster, weapon, or setpiece. (Remember how effective the mouse and mirror scenes were in the original Prince of Persia?)

In those old games, there was always something new around the corner. You never knew what to expect, and the sense of mystery compelled you to explore until the closing credits.

While I do think that childhood ignorance and obsessiveness made games feel a lot more interesting, I also agree with the author that something is missing in modern games. I was starting to expect that I would never again be consumed by a game, and then along came this tiny indie title to blow away my expectations. And now I see games like The Witness have a whiff of that same feeling.

I'm really looking forward to getting sucked into games again.


I have a theory about why some games give players that magical feeling of infinite possibilities, and what causes players to lose that feeling over time. I think it has to do with learning a game's visual language.

When you first start playing a game, or just look at the trailers and concept art, the visuals might promise you tons of possibilities that the gameplay doesn't actually support. But as you play the game, you learn to pay attention to only those entities on the screen that are relevant to the gameplay, and filter out those that are just scenery. When your brain realizes that the beautiful mountains in the backdrop are just a painting and you'll never be able to go there, you no longer react to them emotionally.

That theory suggests several ways to improve immersion in games. You could make a conscious attempt to mix up the game's visual language until the very end, like in the old adventure games, where anything on the screen could eventually become relevant in surprising ways. You could make the graphics simpler, to avoid suggesting possibilities that are not supported by the gameplay. Or you could pay attention to which possibilities are suggested by the graphics of your game. If the mountains in the background are so beautiful that the player wants to go there - let them!


Yes, that's a great point. It's like Cypher in the Matrix: "All I see now is hallway, backdrop, arena..." And the more games you play, the quicker you're able to condense them down to their bare essentials.


Jill of the Jungle had some truly weird stuff in it. Or at least, the way I remember it. Such as this one level which had some sort of frog-enemies, that produced certain sounds as they moved back and forth and bumped into things. It wasn't part of the game mechanics of the level, but the the way they were placed produced this otherworldly mesmerizing rhythmical tune. Might have been my very first encounter with experimental techno music. Somewhat reminiscent of Autechre's track Gnit.

(I think this was the PC speaker sounds btw, on a proper soundcard it might not have sounded nearly as mysterious and weird)


I was with you until you mentioned quick time events. I will quit playing any game that thinks it's more engaging to ask me to break my keyboard/mouse/controller by rapidly mashing a button for no reason other than the game designer's laziness. Just say no to quick time.


Quick-time events are just a "Simon Says" mini-game. It is supremely lazy game-making; not a single gamer I know likes QTEs and I would venture to say that not a single copy of any game ever was sold because "Oh! This game has awesome quick-time events; I'm going to buy this game right now!".


I don't think QTE can define a game, but it can enhance it.

Years ago I played God of War and really enjoyed the QTE kill animations. It made me feel, well, like a God of War.

I wouldn't be surprised if that's the exception to the rule though. Shenmue had some terrible QTEs (my biggest criticism were that they were unpredictable). Also, too many FPS games have QTEs whenever some animal bites you. It's practically a trope now.


Isn't guitar hero (etc) basically giant QTE games?


Guitar Hero is a form of twitch-based game (https://en.wikipedia.org/wiki/Twitch_gameplay). Where a QTE would be "hit the F key as many times as you can in 5 seconds", guitar hero is "hit the F key exactly when it needs to be hit".

I'm generalizing though. Some QTEs are a form of twitch gameplay (in which they require the player to hit at the perfect time), but twitch gameplay is not a form of QTE. What does set QTEs apart is that they are not, in fact, the whole game but are a sudden change of gameplay style which is gone as fast as it arrived.


I think the idea of a quick-time event is to make a cinematic experience more visceral/engaging, so it's not necessarily lazy... I mean it is more work than just putting the cutscene in after all. Anyways, maybe it's misguided and definitely overused, but I think it's pretty extreme to call it lazy. At some point pretty much every game devolves into "press button to make thing happen".


I think they were selling-points for Shenmue and God of War. That was before most people realized they were pretty much non-gameplay.


Quick time doesn't mean "mash button", it means "press button at the correct time".


Honestly, I've never found them to make things more engaging. If I'm interested in the story, having to fumble with the controller during otherwise static periods pulls me out of the narrative (in contrast to just letting me keep playing during these events - that does seem to increase engagement).


My view is that it's theoretically possible to design interesting quicktime event system, but that it tends to mash your verb-space together. In general, you get a stronger message with a clearer relationship between the button the player pressed and the verb in the game.


It's worth noting that quick time events are old. Here is a video of Day9 and friends playing through King's Quest 6 from Sierra's days of yore. Video has about two minutes of cutscene followed by a 1 or 2 second time window needing interaction. Day9 and crew miss the critical moment the first time round. http://www.youtube.com/watch?v=fDKpm0r5MCQ&list=UUaxar6TBM-9...


There was a similar article a while ago (https://news.ycombinator.com/item?id=8128216), where I defended the cinematic approach as well. The argument mostly isn't against cinematic narrative, but against badly executed cinematic narrative. In the book "The Art of Game Design", the author explains that a game should be an experience designed for the player. And as you say, the form in which this experience is irrelevant. What matters is the quality of the experience.


> And as you say, the form in which this experience is irrelevant. What matters is the quality of the experience.

This eclipses and outweighs what I would have to say.

I think the author of the article, in those terms, was saying that the experiences created by recent games are often, and more and more, far inferior in quality; I've followed the correct sequence of buttons, I am rewarded with a scene of my character doing awesome things. If done well, I might even feel a tidbit of attachment and of feeling that this was the result of my success. But it's not the experience of being a super-spy in a high-tech facility. It's the experience of seeing a super-spy do stuff after I complete my homework, and I will have more homework to do so the super-spy can go on to do awesome things.

The problem is that these lower-quality experiences still sell better, often because they abuse certain hacks or dopamine bypasses of the human brain, without necessarily reaching all the way through to what makes an experience fun and pleasurable for the player.

Of course, to make such an argument successfully, you first have to convince people that humans do not always act optimally rationally, and then that humans do have such "hacks" and twists that control what they want and do (which in turn requires an audience to be convinced that brains control actions, not "the soul" or some other immaterial entity). Think that's a high bar? It's not even the start.


The existence of human irrationality is the easy part. The hard part is arguing that an experience involving choices is inherently higher-quality. The fact that Thief gives you plot-relevant choices doesn't make it any more the real experience of being a thief, except in the trivial sense that real life feels like it involves making choices. Likewise for all those examples. If you want to claim that the experience is lower or higher quality, you need an argument for that beyond your own subjective opinion (which is naturally biased in favour of games from your childhood).


Yes, this. It's hard to make arguments about quality of experience when every step of the way there's many uncertain variables and your best evidence comes from personal experience (that most likely wasn't shared by the person you're trying to convince).


"...Minecraft is exactly the kind of game he's talking about..."

I guess having a flexible system of optional plots is better than no plot whatsoever.


I think he used an actual picture from minecraft.


That's a screenshot from The Stanley Parable (spoiler alert?)


Ahh thanks, that makes much more sense in context.


The article advocates "building a game that's meant to be played rather than just reacted to." That sounds right, but, then, it's sufficiently general that I'm not sure who would disagree with it.

The last paragraph of the article seems to equate "a game that's meant to be played" with "real sandbox simulation, autonomous agents and language-capable AI", and that seems like a narrow idea of what "playing" means, one which equates interactivity (which is the distinguishing feature of games) with choice or nonlinearity. Providing players with lasting choices is one way in which you can use interactivity to structure an experience, but it's not the only one. There's some interesting comments on this in a review by Emily Short of the IF game "Howling Dogs": http://emshort.wordpress.com/2012/10/10/if-comp-2012-howling...

"Howling Dogs" is something of a masterclass in the different ways games can use interaction, and I'd recommend people check it out as a supplement to the vision of gaming put forward in this article.


Your analysis of the last paragraph of the article seems pretty spot on. Kudos!

But I'm nitpicky; the distinguishing feature of games isn't interactivity, otherwise every fun activity with interactivity would be a game, and I'm not sure conversations are normally included when we speak of "games" in this way. Games have rules, and often some kind of goal, and other things. The Art of Game Design (a book by Jesse Schell) kind of roughly approximates it by describing games as a kind of activity involving problem-solving and fun. If I'm not taking actions specifically chosen towards achieving a result ("problem-solving"), then I don't feel like I'm playing a game, even if there's some interactivity.

So I'd say that the key towards quality game experiences lies more in the region of providing options to the player (actions they can take) that have an effect on the game world (resulting conversation, successful quicktime scene, dead goblin, shiny new sword, whatever!) where which option is taken lands the player in a different distance from various desirable goals ("solution" being what the player did to get there).

But there's still a lot of fuzzyness, and it's still very hard to even judge what parts of what games are quality experiences for who and when, and especially why. You have it completely right that we can't just say it's "real sandbox simulation, autonomous agents and language-capable AI", and that lasting choices aren't the One True Way.


For me there are 4 properties that make a game great.

Number 1: breadth of options. Games like rollercoaster tycoon are fun because you have an incredible range of options. There is no linear progression from start to finish with only a few choice points in between that have little impact. There are choices everywhere. The opposite is a game like mario, where there are almost no choices.

Number 2: reflexes. Games like pong and mario are fun because they require actions at the right timing. Turn based games do not have that.

Number 3: collection. You collect items or upgrades or in game currency that help you later. Although I have never played it myself, an example is World of Warcraft. You collect items, money and levels. There is something satisfying about this. Game designers often exploit it to make a game addictive.

Number 4: human adversaries. Playing against AI or against some in game metric (e.g. get X amount of people in your rollercoaster park) is not very fun. Playing against human opponents is much more fun because they are unpredictable and intelligent. It's not enough to just compete, there has to be interaction. If you put 2 games of tetris next to each other where the players compete for the highest score that's not good enough. First person shooters have this point right. The decisions of the players influence each other, rather than only competing via a score. Chess & go are the epitome of this.

The games that come closest to hitting all these points are real time strategy games. You have a large amount of options. Not as much as in a sandbox game like rollercoaster tycoon, but still far more than in the average game. You need reflexes to react to threats. You collect resources, upgrades and units. Last but not least, you have human opponents who also have a large amount of options that you need to react to. Not as strategic as chess, but far more so than your average game.

Sadly rts appears to be a dying genre...


> Number 3: collection. You collect items or upgrades or in game currency that help you later.

You mean you like hoarding? That's one of the most annoying parts of many games, managing endless inventories and collecting stuff for the purpose of having more. It distracts you from whatever goal the game might have.

> Number 4: human adversaries. Playing against AI or against some in game metric (e.g. get X amount of people in your rollercoaster park) is not very fun. Playing against human opponents is much more fun because they are unpredictable and intelligent.

Really ? You have a strange conception of gaming then, because your world of gaming has basically started only with online games. There's tons of great solo games out there that require absolutely no one else but you to appreciate their depth. If you subject the definition of great gaming to human adversaries, then the issue is that you don't always find worthy opponents to play against, and the necessity to have people to play with. That's why great solo games never get old while MMORPGs and online games come and go and disappear forever.

> Sadly rts appears to be a dying genre...

Well RTS have been about micro-management for far too long, and that's just grinding when it lasts forever. There's not so much you can do about it unless you make the genre evolve, and it did not evolve much.


> Really ? You have a strange conception of gaming then, because your world of gaming has basically started only with online games.

SNES bomberman was fantastic if you played against other people, especially if you had the 4-player tap.

MicroMachines (Sega megadrive / genesis was probably best version) was similarly excellent multiplayer but not online games.

GoldenEye, SnoBow Kids, Mario Party, Mario Kart, etc were all excellent games when played multiplayer.


So what? there were not the only games out there. I enjoyed playing Civilization, Colonization, Dune, Half Life, Ultima for hours and hours without having the need to play with anyone. Human opponents are not necessary to have great games.


I'll agree you do not have to have humans to make an interesting play experience. However, the addition of human opponents creates almost infinite replayability. I probably had two, maybe three runthroughs of Half Life, with as many as two hundred hours of gameplay. It was an excellent game, superior to any other FPS I had played upto that point, and I enjoyed it greatly. However, I am not sure I would even want to calculate the amount of time I spent in the Counterstrike mod during the same period even if I could. Thousands of servers, millions of unique opponents? It was a daily ritual of my early twenties, often a few hours a night to relax after work.

Yeah, both were great games. But one was a great game that never seemed to end.


I kind of feel the opposite. Yes, with CS there are thousands of people to play against and so on, but how different are the bouts from one another really?

I much prefer linear, narrative-driven single-player games, if they're done well - on the ninth or tenth play through of HL1, Deus Ex, Vampire: Bloodlines or whatever, I still feel like I'm noticing new details; the world feels more 'alive' to me without thousands of other normal human beings getting in the way and ruining the suspension of disbelief. It's like going back to a great film or novel.

It's a matter of taste, of course, but I in no way feel MMO games and such are more 'advanced', as some people in this thread seem to think. There's a particularly grouchy film critic over here who likes to ask, "would Citizen Kane be better in 3D?" Likewise: would FF7 be better with a million 14 year olds running around telling people they got pwned?


You should try Spec Ops: the Line then. It sounds like it would be game exactly for you.


I agree with you about preferring immersive single-player to multiplayer a lot of the time. But "would Citizen Kane be better in 3D?" is such a weird question -- it's hard to recognize it as such now, as much of what it does is now commonplace, but it's such a pioneering film in how it uses technology, and there's a lot of special effects in it. Who's to say Orson Welles WOULDN'T have found a use for 3D if it had been available to him?


None of the points I mentioned are necessary. These are all factors that weigh in to a game's fun.

Edit: no need to downvote him....


"So what?" is that multiplayer games are a recent, online-only thing. They are not.


This is exactly what I mean. Bomberman is actually a dull game if you play it against the AI, but I've had way more fun playing bomberman with friends than other games just because of the multiplayer aspect.


> You mean like hoarding?

Hoarding is what you get if you take this as far as you possibly can to make a game addictive. Cookie clicker is the ultimate version of this. The fact that you get a mindless grind if you take it as far as you possibly can doesn't mean that a little bit of collection can't be fun. e.g. picking up a new weapon in a FPS.

> Really ? [...]

Compared to playing against human adversaries, I find playing against AI or in game metrics less fun. I realize it's heresy because many classic games are single player. YMMV.

> Well RTS have been about micro-management for far too long

I agree, but on the other hand most other genres are even more about micro management and less about decisions. The situation has actually improved. If you compare Starcraft with a modern RTS like Forged Alliance you have far less micro management nowadays because of UI improvements. Starcraft 2 on the other hand, even though it is a newer game than Forged Alliance, has a lot more micro management and fighting against the UI instead of against the opponent.


>You mean you like hoarding?

The best option I have seen for/against hoarding is "drop all" (Jagged Alliance 2 v1.13) on enemies. Basically every time you kill someone in the gameworld they drop ALL the items they were using/carrying.

You might try hoarding for the first 10, maybe first 50 enemies, but at ~100 it becomes unmanageable and you are forced to stop hoarding, or stop progressing in the game.


> You have a strange conception of gaming then, because your world of gaming has basically started only with online games.

Chess.

Go.

Tag.

Oh, sorry, games don't exist off the computer?


There is an idea floating around out there that boardgames are becoming more popular recently because of the social gap left behind when multi-player video games went online, removing the need to physically be in the same room as your friends.


Seems plausible, though there's no way that's the only reason.


aren't we talking about computer games here?



Online games have existed for a while. I played Worms 2 online in 1997, over dial-up. Before that, various games over LAN (Snipes!). It's absolutely true that Human vs Human adds an entirely new dimension, even for games that are otherwise pretty simple.


Those are the 4 properties that make a strategy game great, which is completely fine. But you're kind of proposing that the best games are strategy games, which is like saying that oil is the best painting medium.

Those aren't necessarily the same properties that can make a platformer, or narrative-driven adventure game great. Or a puzzle game. Or an FPS. And those games are great (Mario, Half-Life 2, the Monkey Island series).

In the end, everyone has their own set of properties that make the artistic mediums they enjoy "the greatest", and the same applies to games.


I think you have described 4 separate types of games. Any game that tried to do more than one or two of those would probably just be a mess. I'd also say that adventure, action and multiplayer are all valid genres, but #3 just works its way into games like a disease that panders to our baser desires and turns games from a fun pastime into drudgery.


I think the issue is expectation. If you let people pick up loot, why can't I steal cups and pillows? The Elder Scrolls capitalised on this. Even if there's no ingame benefit to pinching a cushion, it's certainly possible.

As long as the interaction is in line with the genre, no problem. In Mario, I don't expect there to be another route to the castle so I don't look for it. In Call of Duty I don't expect to be able to loot the corpses for money.

However, if you raise expectations to the point where your audience thinks they can do anything, then they'll attempt things you never even considered. When they don't work, they get annoyed or frustrated and your game is now tarnished to them.

Minecraft is so popular in part because the world is simple enough that you can do virtually anything, within reasonable expectation.


Actually, i don't like RTS much, because i often forget to do something important and quickly lose the game. It requires a good training in time and task management, which is a bit stressful. And the unit movement is often a micromanagement skirmish.


Turn based games do not have that.

i often forget to do something important and quickly lose the game

I liked playing the first Warhammer 40,000: Dawn of War against the AI by pausing the game, issuing orders, running it for a while, pausing again, issuing orders... The replays would last a third of the game time and they were actually quite enjoyable to watch. A lot was happening at once since I could actually match AI's speed that way.

It also made it harder to skip some important step, or forget about a unit doing nothing at the edge of the action, etc.


This I consider a positive. The skill gap between an average player and a good player is vastly higher in RTS than in other genres. A 10th percentile player usually has a basically negligible chance to win against the top player. A 20th percentile player has a negligible chance to win against a 10th percentile player, etc. I personally like the competition. If a game is not stressful that usually is just another way of saying that there is little skill involved. That is fine too, the point is to have fun after all. It's just a personal preference.


This is the worst type of "gaming" and probably exactly why the RTS genre is dying.

If people within 10% of each other means one gets thrashed then it's simply not fun for one of the players.

The RTSes you're lauding, which I do enjoy, often are little more than thinly disguised rock/paper/scissor with a big dash of "what is over powered today". Until it all gets balanced into a vanilla mush of nothingness. With the added bonus of the occasional unintended broken mechanic, tower rushes, marine rushes, zerg rushes. Anything called "rush" is usually an exploit of poorly thought out mechanic and an all or nothing of wasting 2 peoples time for ten minutes after which one or the other simply quits depending on whether the rush was spotted or not.

Most RTS games also seem to suffer from the same "let's play for 5 minutes of building and capturing exactly the same things every single game before the match actually starts"

I myself do love these games, but I have friends who hate them. It's not the pinnacle of gaming, it's simply one form of it.


> This is the worst type of "gaming" and probably exactly why the RTS genre is dying.

I don't know. I play sc2, and after a few or at most a dozen of matches I just have to quit - too much stress. But I quite like it and I return to it every few days. I don't waste as much time as I would on some no-stress rpgs or europe universalis alikes (waiting for positive reinforcement type of games). These are just different kinds of games. Starcraft fills similar niche like chess - relatively quick competive sport. I don't see people running around bashing chess for the use of clock or the fact that you will lose a lot when you play chess.

> If people within 10% of each other means one gets thrashed then it's simply not fun for one of the players.

Or maybe some players like to get trashed 50% of the time if it's in a honest game? Ladder system is there to match people with similar skill and it mostly works. Inventing chess that are less stressful (let's say you can throw a dice to see if the enemy attack worked) wouldn't make it better game.


> If people within 10% of each other means one gets thrashed then it's simply not fun for one of the players.

You just need to balance games correctly. This is why modern games use Elo or TrueSkill to track each player's performance, just as in chess. Chess too has a huge skill gap: an average player has no chance against a top player, but using Elo even games can be played.

I disagree that RTS is like Rock Paper Scissors. Starcraft maybe, but a well designed modern game no. In Rock Paper Scissors any person can have a roughly 50% win rate against any other person. The fact that an average player cannot win against a good player with any rush strategy indicates that it's not Rock Paper Scissors.

The same goes for the start of a game. A good modern RTS does not require a standard 5 minute opening.

> It's not the pinnacle of gaming

Oh, certainly. RTSes usually do very poorly on some other points (e.g. storytelling), and aren't the best even on points that they score well on (e.g. chess involves far more decision making). Whether you find those important is completely subjective.


I got turned off multiplayer RTS games way back in the C&C: Red Alert days, where every single game was "build a shitload of tanks and rush your opponent". Every time I have dipped my toe back in over the years since I have found basically the same mechanic. Plus, I don't really want to get better at a game where the primary skill is clicking around the map like a manic Jack Russel terrier on speed.


>If a game is not stressful that usually is just another way of saying that there is little skill involved.

For some definitions of "stress" and, most particularly, of "skill".

I take rather great pride in my GMing skills when playing a tabletop RPG game, but if there's any amount of "stress¹" involved in the same sense that there is stress¹ when I play RTS games, then I'm definitely doing something wrong. Of course there's "stress²", but that's the tension and uncertainty in the events of the game I run, or the uncertainty relating to my players and what their reactions are going to be.

So "skill" here can't be used as a scalar measure, and there's definitely no single one measure of "skill" across different game genres. Declaring a linear correlation between "skill" and "stress" seems rather premature and, IMO, detrimental to the discussion.


I agree that there is not a 1-to-1 relationship, but there is undeniably some correlation. If a game is easy then it is not stressful.

I disagree that there can't be a measure of skill across different games. You can just look at the probability of a top X% player winning against a top Y% player. If an average player has a low probability of winning against a top player, then there is a high degree of skill involved. If an average player has a decent probability of winning against a top player, then there is a high degree of luck involved.


> I disagree that there can't be a measure of skill across different games. You can just look at the probability of a top X% player winning against a top Y% player.

Solitaire.

You can't measure my probability of winning against you. This metric sucks.

In a more general way, while in many cases for perhaps a broad range of people stressfulness will correlate, to some nonlinear degree, with the correlation between their choice of action and their odds of achieving a goal (see what I did there, with the second-degree function and everything), the fact that this very (stress-to-skillness) correlation varies in formula from person to person leads me to believe that it's a symptom of a different variable being more meaningful.

What I'm saying isn't that stress doesn't indicate anything, but rather that it's not a very appropriate yardstick to measure things like fun and player engagement when the correlation between stress and skill-dependence varies so much from person to person.

For me, for example, time pressure and assiduousness-related pressures (remembering to always do X when Y or always do Z every time K) will far eclipse any notion of skill-dependency and impact-on-success as far as how stressful I feel is concerned. Give me a game of Chess, and I'll be rather unstressed, despite the high skill-dependency. Put a timer, and my stress level shoots up exponentially, despite skill-dependency remaining more or less unchanged (since the time limit applies to my opponent as well, and doesn't really change the ratio between my choices and my odds of victory).


> Solitaire. You can't measure my probability of winning against you.

This applies to any single player game. The discussion was about FPS and RTS.

The rest you wrote makes sense, I agree.


> This applies to any single player game. The discussion was about FPS and RTS.

Yeah, fair point.

> The rest you wrote makes sense, I agree.

Yay! Same here.


FPS can be really difficult too, but there is always some time between the challenging parts of the game. Just a moment to take a breath, which you don't have in a modern RTS. I think, FPS aren't stressful, but RTS are and FPS are still highly based on skill.

RTS have more factors, making the game more random, because a human can't control all factors well. Therefore, less advanced players have better chances to win once.


The second paragraph is not true at all. It is far more likely to get a lucky kill in a FPS than in a RTS. For example in Forged Alliance if 100 average players play against a top 10 player I'll bite my nose off if even one of them manages to win.


Sorry, i counted in matches instead of turns. Of course, there is always a luck shot. But in a usual match with at least 5 turns, its extremely difficult to win for a less advanced player.


Minecraft online also have all the properties you cite, and there are even more options, collectiond, and human interactions. Think about it: the other players can be adversary or allies, and that can change whenever you want.


I just erased a moderately long reply and am going to offer up as rebuttal a single title.

Myst.


To anyone approaching Myst for the first time, I suggest picking up Real Myst on Steam.


I made a list about the properties a game should have: http://gamedev.stackexchange.com/a/58847/32928


The tl;dr to me feels like this: The games when I were young were cooler.

He argues against it and brings good arguments for what made the games of his youth cool, it's still missing the point. Guys ten years older than him won't enjoy the 90s titles as much, considering them too fancy etc. They would have also reasonable arguments why the 80s titles were better. The same goes if you ask a currently 14 year old child about the games he plays. He probably ignores most (like we do) and can state why he enjoys the ones that are good in his eyes.

Imho you can spend all your life being sad about missing the old days and hoping someone revives them, but instead it make you more happy to learn what makes the great new games great in their own regard. They won't be great in the same way Fallout 1 was great. They will be great in other regards, and discovering these can be as entertaining for a 40 year old as it is for a 14 year old guy.


I think you're missing the point - you've leapt to a trite conclusion that enables you to dismiss what the author is saying.

The economics of AAA games have changed. A lot of money is spent on creating a cinematic experience - creating content, voice acting, level design, etc. is way, way more expensive than it used to be, because our graphical fidelity, storage capacity, etc. has increased. That in turn means that if a player plays through the game and doesn't see much of the content, the money spent may have been wasted. So designers have responded to economic pressures by creating more linear paths that force players to experience more of the expensive content, and use more scripted sequences to ensure a consistent experience. But they stop being games, to my mind, because they remove player agency.

The lack of agency - the ability of players to make choices that matter, rather than being one-way ratchets for story advancement - is something that's killing way too many games for me.


What are you saying beside that games you see today don't fulfil your standards (which is what I summarized the article to)? There are and always have been games with a very straight story line. This doesn't mean the games are bad (I think Half Life 1 here, which was awesome despite being linear). And there are loads of games with many choices. In some regards some modern games even allow you more choice than any game ever before (think GTA5, Skyrim, Minecraft).

Are you complaining about AAA games specifically, maybe? I don't know AAA games very well, because I don't like them much myself. But AAA productions (movies, books, music, games) always have some specific attributes that are unpleasant to people. That didn't change much with computer games, did it?

So yeah, you mgiht be right, that I don't get the point. But if that's the case I still didn't get it!


What are you saying beside that games you see today don't fulfil your standards (which is what I summarized the article to)

Any criticism of X can be reduced to saying that X doesn't meet one's standards. But without investigating the nature and value of those standards, you're not addressing the argument being made. And I don't think you investigated the OP's standards; in fact, I think you dismissed them as nostalgia. It was borderline ageist!


The author evaluated what made the games fun, that he enjoyed back in the day, and then goes on trying to evaluate modern games to the same standards. That is nostalgia pretty much per definition. What I suggest to do instead is evaluating new games the same we he evaluated the old games when they were new to the world and he was new to gaming. He will find that many games don't get great points according to his evaluation but still will be great games and he can enjoy them a lot. Just not the same way.

And what's bad about asking people to broaden their horizon? I don't really get that. If you accept that new games can be good in their own regards suddenly you don't have 100 good games you need to replay because no games like that are made anymore. Suddenly you have 100000 games which are fun in very different ways, and you are sure to get your share of new great games forever. Wouldn't it be great?

Btw. Just yesterday I started playing a new game from a very old genre: Text Adventures (the game is called Heroes Rise). Thanks to mobile platforms there are a lot of games nowadays that are as great as the games old people complained about when the author was the young guy playing all the games that are now awesome (-ly nostalgic) according to him.


When you can only go so far technology wise (think SNES through PS1), the resources go to improving the games go other ways. This usually involves making a very good story, solid game mechanics, and character development. After all, the blitzy super hi-Rez 3D scapes cannot be done.


I really think that the platform limitations were one of the best point of the games from this era. Where game developpers had to be more inventive with the constrains to build a sufficiently immersive world and rely a lot on the player imagination to fill the jagged pixed. I do not deny that the technological advances had made game more beautiful, but they also seems to make the defects more visible, and force the designer vision on the player's imagination.


> I really think that the platform limitations were one of the best point of the games from this era.

That's were roguelikes come in. Though they have self-imposed limits, they are often pretty innovative (eg, CDDA, or the huge breadth of available classes in TOME).


And, for that matter, the majestic complexity of Dwarf Fortress.


I'd say that the advent of 3D graphics made games look worse. Just compare StarCraft to StarCraft 2 - I honestly feel that the original, pixel-drawn game looked better. It's hard to get 3D right, it takes much more work to produce something that the brain won't find weird-looking or uncanny. SC1 had a dark tone and looked like a serious game; SC2 feels much more lightweight and comical, and I'd argue the big part of it was moving from 2D to 3D, which made all units look kind of silly.


While I have the opposite opinion about SC1-SC2 in some regards I can agree. There are also these games with 2D or pixely graphics which is a kind of beautiful that you can't achieve with 3D. That's why there are still hundreds of games developed with these graphics settings.


Yes, pixel-graphics is a different artisfic medium and I'm happy that it's not forgotten, even though hard to find outside indie and casual sector.

RE SC2, I know that the source of majority of my issues with that game is a difference in vision. Creators stated explicitly in one of the interviews that to appeal to a wider audience they wanted the game to focus less on galactic politics and explore individual characters and relationships. Which is exactly the opposite of what I wanted or expected after living through the excellent story of the first game.


I thought the article was more a complaint about how AAA gaming is turning to cinematics more and more to wow gamers, rather than gameplay.

From one point of view, gameplay is almost the entire point of gaming. But from another, it's the games with great storytelling that make up my absolute favourite games of all time (Planescape, Baldurs Gate, etc.)

I think there's a group of designers who realised that you could try and make a great story with minimal gameplay, hype it sky-high and it'll sell regardless. This seems to be the current AAA model. Just look at the steady dumbing down of the Mass Effect series from game to game, or the horrendous Dragon Age sequel. Mass Effect 2 had some amazing cinematic set pieces, great voice acting, but some of the most boring gameplay I've ever experienced. Linear cover shooter, tediously simple rock/paper/scissors mechanics, overly simple leveling system, etc.

Saying it's just nostalgia is trying to sweep all these concerns under the rug a bit too much. There are definite differences in emphasis in what designers are trying to do with the games, eg. whether it has a cinematic/storytelling focus or a gameplay focus. I think that a lot of older games got the balance right, simply because they didn't have the capability back then to make it "all style and no substance".

The issue is that the large publishers are making money by adopting the hollywood blockbuster model. But every dollar they spend on marketing a crappy cinematic game, is a dollar they could be spending on developing an actual decent game to play. If you had an actual decent game made, it would sell itself and generate enough reputation to sell all the sequels too - just look at how long the Call of Duty franchise has lasted off the back of COD4:MW.

This is why I generally avoid AAA titles nowadays, especially ones that have been advertised and hyped beyond belief (current example: Destiny). I just know that a couple of months after the launch, genuine reviews will be coming out about the game and it'll turn out to be disappointing.


I agree with the gist of your post but I think the author was making a deeper point with it.

It's not just that storytelling has taken over at the expense of gameplay, it's that we haven't even really developed our own storytelling capability.

When games tell stories they stop the action, freeze player agency, and go into full Hollywood mode. Game studios trip all over themselves to excitedly tell us about how their new technology will allow them Hollywood-like cinematic camera angles (see: Mass Effect), movie-quality camera effects. Hell, a lot of games even letterbox the screen to give it a more film-like quality.

It's one thing to take storytelling expertise and technique from cinema, it's another to clone it obsessively and completely fail to develop your own storytelling medium. Imagine if movies were invented only for "filmmakers" to simply film a book from top-down and a hand turning the pages!

One game I've been enjoying is Kentucky Route Zero - the story I find is fairly normal, but the way it's presented takes pretty clear inspiration from traditional stage plays. This is cool - even if it is still derivative, but at least it's taking another medium and adapting it appropriately to a game.


I completely agree with your point. I'm more pessimistic about AAA in general, though. AAA always tries to maximize superficials, minimize the hard stuff, and pay more money for marketing than for development. It's the same in games, novels, music and movies. And your grandma could have said the same about the AAA products of her time (music, theatre), right? It's not a surprise.

There are lots of great games below AAA and even some AAA titles have good content by surprise (for example the interactive movie "The Last of Us" was great in my eyes, not as a game but as a movie, which you can enjoy for free on Youtube).


Tastes have changed as well. An AAA title is expected to have mo-cap, cut scene, bleeding edge graphics as a baseline. Once you hit the baseline only then can you start to explore the often lacking innovations at the mechanic level.

It's frankly the main reason it is such a promising time for mid tier indie developers. Games with interesting mechanics and concepts ARE getting traction and rewarding risk taking. Modern game development studies are ripe for disruption.


> but instead it make you more happy to learn what makes the great new games great in their own regard. They won't be great in the same way Fallout 1 was great.

I think Fallout is a perfect example. When you look at Fallout 3 one can easily have that impression, that the good things from Fallout 1 and 2 are lost in modern games. But if you then go on and play Fallout: New Vegas, you see that even a modern game can still have everything good from back then, right now.

I think it's not about the time, it's about choice, about which games you play. For every call of duty there is a Deus Ex, Alpha Protocol, Spec Ops: The Line, a World of Goo or a Minecraft.

Apart from the subjectivity caused by nostalgia I think it is impossible to look at our times and the awesome games created today and to think there are no good ones. Games like Oblivion - which he cites as a negative example - are exactly the old sandboxes in which the player can act somewhat freely. And with auto-leveling of the enemies disabled via mod it was even not a bad game. But sure, the good games are not always the most successful ones, and there is crap on the market. But that is not new as well.


I'll go one further: Wasteland 2, obliquely referenced in the the article as a Kickstarter project, just came out. I haven't finished it yet, so I'm a bit close to it, but so far my personal opinion is that it's _better than Fallout 1_. Just one opinion, but I think it serves as a counter argument to the idea that none of these projects are worthwhile.


> Imho you can spend all your life being sad about missing the old days and hoping someone revives them

Oh come on. You dismiss a whole page of text to such a simple argument ? That old stuff was better than the new ? Did you even read the article ?

There are measurable ways to look at games, and it's actually very clear that while game hardware has been evolving very fast, game design and options left to the player have been decreasing exponentially with time.

Why do you think there's a retro game movement? No, it's not pure nostalgia, there are genuine reasons to prefer older games over the new ones we have in 2014. And in all media there are ups and downs, there are "golden ages" where stuff is discovered, invented, discovered, and darker ages where nothing much happens and it's just rehashing the same thing over and over again. You see this kind of things in every form of culture, why would Gaming be any different? Why do you think Games would be linearly progressing towards an ideal state ?


GTA5 has way more options than GTA1. This doesn't say anything about the general development but it should show that there are also these games where choices increased over time.

If you say that the number of choices in game design and options decreases over time, you should back that up with data. Otherwise it's just an opinion and as you've already read in my comment my opinion is different.


Well, Mass Effect 2 was just a long corridor instead of having actual levels like Mass Effect 1. The level system was way more simplified as well than in the 2nd. And Mass Effect 1 was a way more simple game than let's say, Baldur's Gate or NeverWinter Nights from the same studio years before.

We have yet to see ANY RPG being as feature full as Ultima 7, out in 1992. Real time weather changes, AI companions with personalities, open world, huge story, NPC who actually feel real (they work during the day, go back home and sleep at night). There's nothing like that still in 2014, despite numerous attempts and failed promises.

Where are the flight simulators ? They are completely extinct. The best ones were made in the 90s and the genre disappeared in the 2000s. They were complex games too.

GTA is maybe the only game that you can show as going against that trend. That does not mean the game industry as a whole is making more complex games as they go, quite the opposite.


Yes, I agree that there are more simplified games today than ever before. But the same is true for deep, detailed games. There are simply way more games AAA, Indie, and free/open-source. Ever heard of Dwarf Fortress, CataclysmDDA, or Skyrim (yes even AAA titles)? There are many games with more depth and details a single person can handle in a lifetime, look around. And if GTA doesn't offer more flight simulator than any of the 90s games, I don't know how you evaluate flight simulators. If it is the details in physics and control have a look at Kerbal Space Program (never played it, never was a fan of flight sims, sorry). If you want simulators in general have a look at Truck Simulator. There is even a harvester simulator but that might only exist in German, not sure.

I bet if you look around hard enough you might even find an open source implementation of your favourite flight simulator with better graphics. Wish you the best luck in finding one. :-)


The games when he was young WERE cooler. Why is this such a difficult idea to understand? We are not at the pinnacle of art. 2014 is not the best year for everything ever.

If someone said Hollywood was better in the 70s than today, it would be a completely uncontroversial statement. Why is it so hard to accept that games may have been better at some point in the past?


Hollywood might have been better in the 70s (quite controversial statement to me, though), but movies had good and bad examples in the 70s as much as they have today. I'm a quite avid movie watcher in German, English and sometimes even Chinese. I can tell you there are loads of good movies, even today.

And there are awesome games today. I'm currently playing and enjoying Bard's Tail and McDroid. Before I played the new X-Com which I enjoyed a lot. And I've spent so many hours in Civ5 and Crusader Kings. While I enjoyed games 15 years ago with a passion I can't have today, I would never change playing the new games for the old ones. The graphics are better, the games are more complex, but better userinterfaces make them easier to handle.


The 70s was ten years. 2014 is one year. Is it so unexpected for there to have been 10 times as many good games (or movies) in the 70s as in 2014?


I, for one, like the chutes and doors that lock behind me, reducing the search space when I inevitably get lost after missing an essential key needed to progress. Yes, there's the Internet and walk-throughs and YouTube, but that kind of defeats the purpose. It means the game complexity has exceeded the fun threshold.

And I also disagree that linear level design prevents good story building (not story telling) by the player. Good examples abound, one of them being Mass Effect, which the article criticized.


You (understandably) skipped over the point he was trying to make:

In System Shock 2 there was no need to lock anything behind you. The world you were in was built small enough and diverse enough that it remained in your mind as you traversed it. You weren't just going through anonymous tunnels, but exploring a space ship where you always had at least a rough idea of where you were.

Mass Effect 3 has a gigantic world, and has you enter, again and again, dungeons that simply start out as holes in the ground with little guidance for the player as to how they're structured, built with repetitive (though high-detail) 3d assets and textures, thus making it necessary to lock things behind you, since there cannot be a reasonable expectation for the player to keep their bearings.


This. A thousand times this.

Every bad experience with navigating a level is because of shitty level design. Every bad experience with "I don't have enough health, I don't have enough ammo" is because of shitty level design.

Go back and play Blood, or Duke Nukem, or Doom, and pay careful attention to the way that the levels are made. It's vastly, vastly different than the funhouse rides created for modern shooters.


Duke Nukem? Doom? If your standard for good level design is Duke Nukem, then the conversation is over, with the conclusion that we have different quality standards.

I played Duke Nukem as a teen, with truckloads of time on my hands. While fun, the game requires teen-levels of free time to get unstuck here and there. Nowadays I would definitely not spend the time I did.

Make a level big enough and people will get lost. Different people will get lost in different points. So, the solution is to either make smaller levels or to lock out areas. Even Fallout, a master piece for these games, closes out areas in critical puzzle points so it can reduce search space.


I feel like this article suffers a lot from multiple rant syndrome, which is what happens when you get partway through a rant and are so locked into full-on rant mode that every time you mention something that pisses you off you go off on a siderant about it. I'm only about 80% sure which of his rants is the one that embodies his main point.


I think the desire to make games "open-ended" is inherently flawed (if you also want players to enjoy themselves.) The more complex and unpredictable a game becomes, the more difficult it is to balance. A certain (probably small) number of paths will be gravitated to leaving most stories unexplored and ending up equivalent to a linear story line (with a lot more work.) One way to attempt to fix this is to create multiple balanced paths (essentially a "choose your own adventure.") This can be brute-forced by adding more and more optional story lines, but in the end it is just many linear stories which is functional equivalent to selecting from different games to play.

It is fun to think about creating a virtual world that is as rich and complex as the real one, but we already live in a reality that often sucks so hard we want to retreat into fiction. Stories with minor interactive components are a fine genre (if well done and compelling) as are puzzle and action games. The fact that they are different than reality is their primary feature, not a flaw.


I think you're restricting your thinking to a certain type of games and a certain subtype of story.

X-Com games are a common example of "open" games. The "story line" is single, of course, so if you're only talking about story they're very linear. However, how you get through is much more up to you. It doesn't force you down the right side of the bunker and require you to throw a grenade inside before you can proceed in the story; X-Com puts aliens in the world, and gives you some tools and options to fight them, and whenever something particular happens, story also happens (for a simple example: you lose all your forces and bases, the aliens take over the world! Game Over)

The desire to make games that are open is clearly not "inherently flawed"; Risk is a very open-ended game, yet I've never heard of anyone complaining that the way it divides the story into branching paths just boils it down to choosing the best two or three storylines.


Your definition of "open-ended" is very, um, open ended? If Risk is an open-ended game then so are all multiplayer games. X-Com (which are great games by the way - not criticizing) does not go too far beyond a basic turn-based strategy game which is basically chess puzzles with upgradable pieces decorated with an alien invasion theme. It has a decent random level generator, but I don't believe it is enough to qualify it what I think most people would term "open-ended."


Alright, what specific qualifications are we talking about then? If this is about branching story paths with different endings, then let's use those words, rather than put the word "open-ended" there that may or may not accidentally blur the difference between those and other things I'd call "open-ended".


That's a good question and probably critical to answer before discussion. I wonder if an open-ended world could be best described as one where the player finds enjoyment playing without an explicit win condition and/or can solve problems using many different strategies. (Preferably not "canned" solutions but ones where clever use of skills and the environment could even surprise the developers.)


Those seem like two somewhat distinct regions of definitionspace. But yes, they sound about right for what I usually mean by "open-ended". X-Com would be mostly an example of the latter, while a sandboxy game like Minecraft would primarily identify with the former.

But at this point I think it's more convenient to ditch "open-ended" and find other words to associate less confusingly with those notions. "sandboxy", above, is my first candidate. I have no good ideas for the other kind at the moment.


Just to be clear, are you referring to the original XCOM, or the new ones? There's a lot of difference.


Ah, context. I used "X-Com" in a deliberate typographical attempt to exclude "XCOM" from the conversation.


I've only played the first 2.


Good article and pretty timely with the release of Destiny, which suffers greatly from the issues mentioned here: masking addictive random-number-generator gameplay and lackluster storytelling with great visuals and promises that this is just the foundation and the game will become much better with DLC. Many things that Bungie had been famous for doing, such as great story telling and smart AI, were completely absent with this game.

And they made $500 million on the first day despite this…


> For a while, there was a really good match between the complexity of the game world and the way it was represented, and I don't think it's a coincidence that this window is where we find many beloved gaming classics.

I thought this point was very insightful, and not one that I'd considered before.


I don't think it's necessarily true, though. I think the games he lists are beloved gaming classics because they were the good games out when he was a child. The games I would list as beloved gaming classics are a few years older; others may list games older still, or newer. Every period of time had gaming classics—even now.


OT, but the root site (http://acko.net/) has some great web animation work


He is the author of some of the most beautiful presentations on mathematics and computer graphics ever created. Explore the entire site and enjoy.


And he's also the master behind the (subjectively) most beautiful winamp visualizations


My friends whiled away many an hour with his work projected onto the wall of my apartment.

I had the chance for that pleasant walk down memory lane because of your comment, so thanks!


the article page is broken in IE 11 (full screen background animation, unread-able text): http://s14.postimg.org/daqjf0utd/shit.png


I violently agree with the author.

I have something to add specific to competitive FPSs (or any other multiplayer game with a player results table) like Quake and UT. It's my personal measure of whether an online FPS is any good and there's a distinct difference and it's testable (somewhat objectively if you get many people to do this).

1. Play the game without any prior knowledge - just launch the game and play (obviously, look up the controls first).

Good FPS: you end up bottom of the table with negative points having killed almost no one and probably dying from environmental hazards. In team games your own team is likely to vote-kick you.

Bad FPS: you end up middle of the table and have managed to kill people from all over the table.

2. Play the game after putting in an hour.

Good FPS: you started contributing to the team effort and whilst still near the bottom you get in some kills. You know all the mechanics and none of the high level strategies.

Bad FPS: you finish the game at random positions of the table, even near the top. You don't know all the mechanics.

3. Play the game after putting in 10 hours.

Good FPS: you consistently finish in the middle or higher up - but the point is your position is stable. People playing for the first time pose no threat to you.

Bad FPS: you're still all over the place, sometimes at the top other times at the bottom and you sometimes get killed by people who are playing the game for the first time.

The reason it ties in to OP is that this used to be the norm in FPS games, now accessibility is king.


Some people would disagree with you.

I have played a table-top game, where one player was eliminated before her turn. It was clear overall that there were much randomness in this game, and not much skill. To me, this is boring. On the other hand, many people around me thought it was fun: there's always something unexpected.

My current guess: to each his own. Your dichotomy is between good and bad competitive first person shooters. Some people might just want something flashy and random and fun.


By this measure Cube2: Sauerbraten is a good FPS.


And why did you choose such method to measure a good FPS?


This is my attempt to try and find a common characteristic among fps games I enjoy and trying to make it testable. A good game rewards skill and has little randomness to it. A bad game lets you feel awesome regardless of your skill which means you get less pleasure from getting better. Quake vs Peggle.


I argued the same way about 10 years ago! I feel you! Nowadays I have developed different goals. Because my job and daily life offer enough opportunity to grind my skills. Therefore games that don't require me to get better for enjoying them became more interesting to me.


It's a similar argument to: I have very little time so I can't afford to read a good book and can only afford the instant gratification of twitter (or insert your favourite poison here). Also, I'm a grumpy old software engineer, I'm not you 10 years ago, I'm you in 10 years' time.


Is it really a similar argument? To some degree I really go the path you are describing. When playing a game I really choose the fast gratification on purpose. Because that's what I decided gaming is for my life. But that's not really the point I'm trying to make.

I can get better at playing the game, or I can get better at speaking English/Chinese in the same time slot. A day only has 24 hours. So I decide to prefer one over the other. It's simply that improving my coding or language skills is more important to me.


Or you could help out at a charity.

On one hand you imply that playing games is a waste of time compared to learning Chinese on the other hand you say you prefer your games shallow.

You can spend the same amount of time playing a good game or a bad game. The difference is with a good one you have to stick with the same one for longer, with the shallow ones it's a different one every week which I guess is what the publisher would've liked too.

Anyway, you like what you like - I feel somewhat stupid for arguing about preferences - wasn't my intention at the outset. I was just saying this is something that got lost along the way in the same way as in the genres the article talks about.


As long as you interpret things into my comments that I didn't say we won't get any further in that discussion.

Maybe it's because the discussion not being about different preference but about the existence of different preferences. "A good game" is a game with higher quality than others. A game can be "shallow" and good (at least according to what I assume would be your definition of shallow)! I'd argue there is even depth without the requirement for anything but basic skills. There are even people (I'm not one of them) who consider games like Counterstrike, Starcraft or LOL shallow because they _only_ focus on skill and nothing else to offer.

Btw there isn't even a discussion if you just say "I like hard games" instead of "games are bad if they don't require skill". Quality is not preference. And we are basically done.


"but they lack lasting power once you stop playing."

This sounds like a good litmus test for me. If you're still thinking about a game many months after you finish it, then it's probably something more than a mere diversion. In this sense, perhaps, the best game reviews should be retrospective, rather than reactionary on the day of release.


This is the essential difference between amusement and art for me. I may have read Fahrenheit 451 years ago but it altered the way I think. It gave me new faculties for relating to and judging new experiences and ideas.

The closest a game has come to that mind-altering experience is Go. I've heard myself relate to and judge new ideas through Go when I say, "... like in Go..." Or I generate new ideas and ways to express myself by using concepts developed while playing Go.

We might hear things like, "Life is like that grind in World of Warcraft except it ends," become common place some day... except with some more culturally-relevant analog of some future incarnation of what we call an MMO.

But video games are just so darn young as a medium of expression that I don't think we've reached that level yet.


Game developers are exploiting game mechanics and human behavior to raise funds, market, and capitalize on their investments.

Other mediums have had their brush with economy too. Painters once had to labor under the patronage of certain religious institutions in order to earn their keep and try to make their art on the side. Writers have always had to suffer in some level of Dante's hell, specially crafted for writers, in order to make bread. The poets never made any money and were free.

Can a commercial game developer produce a work of art? Perhaps. We hang those works of religious patronage in the most esteemed museums in the world today. Publishers have capitalized on literature before. Music has tried to make it into a machine. Significant works have been produced even when money has been involved.

Have video games produced a significant work of art yet? In my opinion, no. A significant work of art is a psychic program that mutates the human brain that interprets it. The less variation in the outcome of that mutation amongst a significant population of individuals the closer it is to expressing some universal truth of our condition. You can point to a work of Van Gogh, Kafka, or Mozart and explain its significance. Anyone who has experienced that art may have some personal interpretation of the experience but the significance of it remains much the same amongst a very large population of individuals. I haven't played a video game which has communicated such an idea through my interaction with it.

Many games have borrowed or stolen ideas from other media in order to express their authors' intent or idea: but that isn't novel or new to video games as a medium.

Will video games produce a movement? I think we're seeing some of that. We're seeing examples of games that show indications that we're developing a vocabulary capable of expressing ideas and emotions through interaction and interplay of strategy, choice, and value. However I don't think we've seen our Mozart or our Kafka -- yet.

Until then... grind on. We just need to keep making them and experimenting. And I don't think it's valuable to point out that a game is AAA or indie. We still consider The Last Supper to be a great work of art even though it was essentially commissioned by the church at the time. The new religion is Capitalism. In time we may view some of these games today as beautiful.

Though for now it seems like they're mere amusements.


>A significant work of art is a psychic program that mutates the human brain that interprets it. The less variation in the outcome of that mutation amongst a significant population of individuals the closer it is to expressing some universal truth of our condition. You can point to a work of Van Gogh, Kafka, or Mozart and explain its significance.

I'll make the argument that a large portion of the population experiences the same mutation because we are far removed from the original works. Society has come to agree on a set of truths a certain piece portrays. With time being the primary factor in determining the truth in a work of art, it makes sense why "classic" games get more attention than modern games. There are likely a number of significant games that have yet to be labelled and agreed upon as such.


> There are likely a number of significant games that have yet to be labelled and agreed upon as such.

Indeed, I agree! That's why, for me, the indie vs. publisher dichotomy doesn't make much sense in the long term. I wonder what the artists of the time thought of commissioned works such as Leonardo's The Last Supper. Later movements were defined by eschewing religious iconography and realism, etc. Today that painting is revered for various reasons but its significance is well understood... and perhaps time was the largest contributing factor.


I have seen a lot of paintings and listened to plenty of music, but none had a significant impact. So IMO they if games fail to qualify as art so does painting, architecture, sculpture, music, and just about everything but books, movies, as possibly TV.

However, if simply having a strong emotional response is enough then something as simple as Unreal World can be really intense. Fear, Joy, despair, angst, longing, it covers just about every base except love. http://www.unrealworld.fi/

In the end what separates video games from all other art is the experience can vary greatly. Go and see Mad Max and sure you might respond differently but you see the same movie, play in a sandbox game and our experiences can be wildly different.


>The role of game mechanics should not be the oppressive tyrant telling you to fetch and grind and be thankful for your crumbs of XP and DPS as the scenery blazes past.

That's generally not true at all. It may seem that way, but level systems are similar to a proof of work scheme. Player puts in some time and receives some fair reward for his time. Level systems are a way to facilitate this transaction without invoking pay2win overtones.


That is a pretty cynical view.

Do you think that was the idea when levels were added to classic pen and paper RPGs like D&D?

Levels are a way to give players choices about how their character develops over time. The choices they picked as their character levels up make up part of the story of their character that makes it uniquely yours.

This is why I hate easy respec mechanics that a lot of modern RPGs have. When you respec your character you destroy it's story. Your level 60 paladin is now the same as anyone elses level 60 paladin. A blank slate divorced from your personality. You have broken the illusion that even the very term Role Playing Game was intended to be about.

In the game I work on, Path of Exile, we have specifically made respec something that has a cost. The more you want to change your character the more costly it becomes. Changing your character then becomes part of the story of how it was created.


> In the game I work on, Path of Exile, we have specifically made respec something that has a cost.

My gaming group gave PoE a very serious try, and all eventually got bored, and I think this "feature" you boast of is part of the problem. To me, the good part of PoE was in evaluating different combinations, trying them out, seeing what combos work well together, etc. The gem system is fundamentally very good (except see the next graf). But locking in passive-tree choices prevents players from fully exploring the system you built (unless they're willing to invest thousands of hours). With an investment like that, any moderately-serious player will be driven to spend more time studying the wiki than playing, because a wrong choice is very expensive (though at least respecs are not impossible).

An even bigger problem, while I'm pointing out this I didn't like in PoE, is how a major factor in creating a potent build is grinding for "currency items", for dozens or hundreds of hours, to do things like reconfigure links on items. I think this sort of system is exactly the sort of thing that validates the sort of cynicism demonstrated in the parent comment. High performance is predicated on meeting a certain minimum skill level, and then investing the (many) hours.

And the latter two issues tie together, btw... because the respecs are expensive, you have to ensure that even Very Bad Choices are still viable, which is part of why there's never any meaningful challenge, except the challenge of staying awake while you grind.

Since you mention "story" and "illusion" and "role playing game", PoE's story, like nearly every other game's story, is basically total garbage. And the claim that a character is "uniquely yours" is laughable. Go look at your character creation process: choose one of 7 uninspired archetypes, listen to the dopey grimdark backstory, and sign up for the railroad characterization. You appear to want to hang your hat on writing that, in the realm of novels, would consign you to a vanity press, which baffles me.


Everyone will get bored of a single game in the long run. We still managed to hold your interest for over 23 hours of gameplay. I would call that a win.

I can't know this for sure, but if we had offered you free repecs I doubt you would have stuck around much longer anyway.

As to your comments on our story, that isn't what I was referring to at all.

When someone talks animatedly about their memory of an online RPG experience they don't talk about the game storyline. They talk about how they found this item or used this upgrade which made their character awesome. That is the story of your character and it's what forms your lasting memory of the game.


Maybe I play games differently but I always try and go for the optimal set up (the min/max)(even if it involves looking it up on the internet).

So theoretically, assuming players are somewhat rational. Then they'd always go for the optimal set up and most RPG players will end up converging onto the same optimal stats anyway.

This is where level systems shine, they can make the path to the optimal set up extremely painful, but players will still grind for it, since it's the optimal (and players like to be optimal).


Well, what is optimal? The first time I played Fallout 1 it was optimal to me to have a high barter skill, because I traded a lot and want to not lose money on that transaction. Later I found I can steal money, so I focused on theft skills instead. Years later I didn't play all too morally any more, therefore I could kill whole cities which meant weapon skills were more important than barter or theft. A few months back I played it again, and this time I found shooting people is boring, because I did that in all my playthroughs before. So I began using only melee weapons/skills on my character.

Optimal is different for different players and will change over time. A good RPG has a very high number of optimal or only slightly suboptimal paths you can choose from. I would even argue that sometimes the suboptimal paths are the more interesting ones (real roleplayers play their character in way that they might be scared of rats and run away, even if their character is able to one-shot the end boss; another example is above me deciding to only use melee weapons and make the most of it).


For any goal, there's only gone to be one (or a best a couple) optimal builds. Among players, the vast majority are going to have one or the same few goals.

In a MMO, most players are going to be chasing the most overpowered build. Which is why MMO developers change things all the time - not for supposed "balance", just to keep players on the treadmill.


I agree on the MMO part. That's why for me MMOs aren't really RPGs. My statement about good RPGs was a little different, though. A good RPG really has different optimal builds, e.g., you can't say that one of the starting characters in Diablo 2 is really better than the others. If one build overpowers the others that's really a balancing issue and a game claiming to be a good RPG has to make sure that this doesn't exist. As you say I also believe that MMOs have the goal to keep players on the treadmill and therefore prefer a changing imbalance over a constant balance.


That's one way to play a game.

But sometimes people like role playing an actual character, not just grinding to get 'best' character. As an example there are plenty of suggested SPECIAL setups for Fallout3.


Yeah, exactly. I have more fun making the character that I choose the best it can be relative to its starting state, not every other character in the game.


The first Fallouts had low-Intelligence characters. It makes most responses "Uhh?", and everyone responds accordingly.


Except the other low intelligence characters, with whom you have some extensive and enlightened conversations.

One of my favorite twists on mechanics ever.


I didn't remember that. Time to replay Fallout...


Fallout 2, chat with Tor.


Well there are multiple different personalities that we have to cater to when designing a character progression system. You are what we would call a Spike player (going from the terminology coined by the design team of Magic the Gathering).

It's okay that you act like that because following towards a goal that you think is optimal is fun for you.

However, it's our challenge as game designers to make it so that opinions will differ in the player base as to what is optimal. Once you have a diversity of player builds than you will still feel a bond to your character because you still picked between different efficient options that were presented on the internet.


Maybe I play games differently but I always try and go for the optimal set up (the min/max)(even if it involves looking it up on the internet).

I think the fact that you can min/max a game easily is a testament of bad, or at least simplistic, game design. In games like System Shock, one of the examples in the article, there is no simple optimum but multiple viable paths to victory.

Of course simplistic game design has it's place, for example in mindless shooters like left 4 dead. That one is extremely linear (on a level that really killed immersion for me), but it perhaps aids the game designers goal of completely braindead (hah) entertainment.

It's perhaps the same thing as in literature: The author asks for more Goethe but only gets Tolkien & Co. Both are fine, but Tolkien selling more copies doesn't make it good literature, "just" great entertainment.


This is why I burned out so hard on "RPGs", and why one of my favorite games to this day is Space Station 13, which is possibly the only true multiplayer roleplaying game (and please point me to more if I am wrong).

The core game mechanic is actually playing out some role, and interacting with others playing out their roles, sometimes conflicting and sometimes cooperative. The game starts, and you are given a job on the space station. The mechanics are complex, pretty punishing (permadeath lasts until server reset, or someone clones you etc), and partially irrelevant; incompetence is realistic, and expected. Dysfunction abounds. Some people might be assigned as secret agents and given tasks automatically like theft or murder. Most of the time, however, is spent playing the drunk police officer, crusty cynical mechanic, horribly unhelpful bureaucrat, or janitor who "forgets" to put up wet floor signs for amusement. The chemists and farmers trade goods, the scientists perform dangerous experiments for dubious ends, etc.

The irony for me is that the only way to restore a true feeling of "playing a role" was removing the stats, and many of the normal objectives, and building a theme where the only optimal play is, essentially, to play sub-optimally and just go for whatever is fun (excluding things that get you thrown out an airlock or tossed in jail for a few hours).

I guess I just got a different idea of what RPG meant from pen-and-paper roleplaying games, and my coding background makes me a bit allergic to games that could be "solved".


Where's the fun in what you describe?

I avoid leveling system games, I guess because I feel like they are abusing some stimulus-reward system in my mentality, but I am asking what you think there, not trying to be snide.


Well there is a payoff at the end. Let's say you were playing Runescape and you were min-maxing (building a pure). If you go PKing, you'd almost always win the fight (unless the other person was a pure). The real fun with Runescape is writing bots though.


>In the game I work on, Path of Exile, we have specifically made respec something that has a cost.

And you made it so I have no idea what I should be taking and not taking. And you made it so the game heavily punishes me for unknowingly taking the "wrong" thing and not being perfectly optimal. This is why everyone stopped playing so quickly.


I generally play games as a way to self-actualize in an alternate reality. Trying on a character and a way of (excitement filled) living like it's a jacket.

Putting in some time and getting some reward is a poor bargain. In particular, it makes replays agonizingly painful. My time is actually valuable; I'd much rather put time into learning a skill or technique that I can start using immediately in a replay.


I disagree wholeheartedly. Leveling should never be about pavlovian rewards for menial tasks. That is lazy game design that leads to pathetic and unfun games. Leveling should be about 2 things:

1. Pacing. The timing that determines when the story should move forward needs to be tuned so the player has just about exhausted the fun and interest of the current level.

2. Controlling complexity. When a game begins, only the simplest world and player abilities should be available. When it is assessed that the player has a good handle on the world and game mechanics, new abilities and areas should open up. Leveling up should always be about giving the player more options instead of giving an existing option a +1 (and then giving the corresponding challenges a +1 to stay balanced.)


Couldn't agree more. Pay to win is the worst mechanic ever and the death of many otherwise good games.


I think you're actually agreeing by framing it as a reward and especially in describing the process leading up to it as "work" rather than "play".


I think the indie crowd is actively working against these game mechanics. A great example: http://fullbright.company/gonehome/

One of the main founders of the company is an incredibly bright guy named Steve. He made an interesting wager many years ago: http://www.fullbrightdesign.com/2008/02/wager.html

Seems he's now out to prove it false, and making good progress.


Gone Home is not really a game, though. And it was not particularly well received either. Not sure what you are trying to demonstrate here.


Is Myst not really a game? Or are these people too young to remember "not a game" is not exactly an original accusation?


Myst is game all right, albeit made of a collection of silly puzzles. You have fond memories of it ?


Hah. I give up.


Ah, the perennial not a game argument. In response to an article that claims that Kickstarter and Twitter are video games.

You're welcome to that first opinion, but not the latter: http://www.metacritic.com/game/pc/gone-home


You think a 5.4 is well received?


I think an 86 is very well received.

I think hundreds of 0s and 1s in the User Scores is evidence of nothing but trolls.


I think an 86 is meaningless because of the source. We already know, 100% for certain that the majority of those reviews come from people who accept bribes. The fact that you dismiss the rating based on real people, and value the score based on bribery is pretty sad.


>We already know, 100% for certain that the majority of those reviews come from people who accept bribes

[citation needed]

I've already addressed why I dismiss the user scores (in this specific case). And instead of resorting to conspiracy theories, I can actually justify my dismissal using the publicly available content of the reviews themselves. They're trolls plain and simple.

The really hilarious part is that you want to accuse a studio composed of 3 people working out of a basement of handing out bribes.


You can use the content of the shill reviews too, the majority are done by people who didn't even play the game. Are you seriously telling me you've missed the whole GG afair that's been going on for the last month? Where it was discovered that indie game devs are being invested in by the people running indie game "competitions" who then hand them awards and schmooze "journalists" to hype their investments? You missed that whole "oops, we are really sorry about that whole integrity thing, we'll be good now" business?


> You're welcome to that first opinion, but not the latter: http://www.metacritic.com/game/pc/gone-home

I like it when people directly link something that disapprove their saying. User Score: 5.4. And yeah, I don't care about "professional game journalists" in a world where everyone can actually provide their opinion on a game, and when we know the practices of the people who are paid to do that kind of job.


I find that user scores are plagued by polarized fanboy mob action. Users will rally to flood places like Metacritic with bad reviews to punish developers that they don't like for personal (or herd) reasons.

Virtually all of the negative user reviews for Gone Home demonstrate the "Gone Home is not a game" meme. These are not reviews from people who think for themselves and engage in actual criticism. These are the reviews of people who are mad because the "gamer" milieu tells them they should be mad about Gone Home.

It's the same thing as when people ding Fez because "Phil Fish is an asshole." Or they write off Minecraft because "Notch was lucky."


Maybe, just maybe those people brought Gone Home expecting a game by the old definition and were disappointed? The condescension towards actual gamers is getting more and more irritating. It is not users fault when he does not like the product.

I found user reviews more useful the professional when deciding what to buy. Professionals tend not to tell me what I need to know to decide and tend to like games I do not.


You might not be aware of this, but (for some reason I don't fully understand) Gone Home became a target of the gamergate folk. This is definitely a case where I wouldn't trust user reviews, because there really was an army of trolls out to get the game.


Nonsense. Gone home had user score 5.4 in January[1] 5.3 in February[2] and then climbed back up to 5.4 and kept it till now. First #gamergate tweet ever happened in August 28.8.2014 [3].

So, if the gone home is target, #gamergate activity hardly budged its score.

[1] http://web.archive.org/web/20140122201259/http://www.metacri...

[2] http://web.archive.org/web/20140213065923/http://www.metacri...

[3] http://topsy.com/analytics?q1=gamergate&via=Topsy


> expecting a game … actual gamers

What's a "real game" and what is an "actual gamer" anyway?


Actual gamer is someone who plays games for pleasure e.g. the customer. I added the for pleasure so that game tester or somebody similar who do not like the games much but do it to pay food does not count as gamer.

I know that some people put more limits on the definition (minimum number of hours played, type of game etc), but I did not meant to do so for the purpose of my previous comment.

Real game for me would be something that requires more activity from player then just passively experiencing it. Either some skill based challenge or puzzle and possibility to fail or at least get week score.

Not a game is not necessary derogatory descriptor. I love reading and watching movies, but neither are games. Comics read on phone or laptop is not a game, but you click things to turn pages and occasionally have to think to put together clues. A thing can be interactive experience (e.g. not game) or whatever and still be fine.

I'm ok with the fact that there will by grey zone between games and non-games. If you say "X is somewhere between game and non-game" you still conveyed much more of useful information then as if you lump everything with pictures into large group "game".


I find that official scores are plagued by corruption and wrong incentives in place (game critics get paid by advertising from game companies... how twisted is that? If this were in any other serious business nobody would take it seriously). And don't tell me we don't have examples of that.

I think user reviews can be great. I read a lot of them before buying a game. They are often way more detailed than anything coming from actual "journalists", because a number of users can be expert a certain type of games instead of journalists playing any kind of junk out there for money.

Don't discard social media, you are on Hacker News after all.


Usually when someone says "well received" they mean professional critics. User Scores are a nice idea in theory, but rather meaningless when a game like this gets hundreds of 0s and 1s out of 10. It was easily the best game I've played in the last year.


> Usually when someone says "well received" they mean professional critics.

Says who ?


It is kind of a game, in that you can actually kind of lose. Which I did, almost.

Slight Spoilers I missed the next to last diary entry on my initial playthrough. This entirely changed what I though had happened.

If it was a game or not, Gone Home was a good experience, and worth the money.

What's sort of ironic is that I had also purchased Dear Ester at the same time, and started playing it afterwards. I was severely disappointed at the lack of interactivity (I had not read any reviews of it up to that point) in contrast to Gone Home, where there are items to pick up, and puzzles to solve.


It sold over 250k[1], which is astoundingly successful for an indie game, and was critically acclaimed[2].

[1] http://www.joystiq.com/2014/02/06/gone-home-finds-250k-sales...

[2] http://www.metacritic.com/game/pc/gone-home


Define a game? I disagree. I thought the main point of the article was that the major game mechanics are these forced scripts guiding the experience, or incentivized,reward mechanisms which provide no real story telling or exploration? I was raising the point that there are other games actively shaping what it is to be a game.. Trying to create more of a self exploratory story.


Then if gone home is a game, going to the local dump and looking through used stuff and junk is a game too. And Life is a game too. Seriously, do I have to explain why Gone Home is not really a game?


Yes. That would certainly help.

Another thing that would help is prefacing this and similar statements with "in my opinion". Should clear up any ambiguity.


I don't agree with the author's claim that "Gone Home" is 'not a game,' and especially not with his apparent belief that it's obvious that his opinion is correct. But I don't see the point of prefacing things with "in my opinion." I thought that was generally assumed wherever applicable.


In all honesty, I do not seem to share the same disdain/hatred as others are about Gone Home. However, I would maintain that Gone Home isn't a game, however it does share its heritage.

In Japan, there exists a video/picture book called Visual Novels. They run on a computer, either with video or pictures, along with sound. They also have light amount of text, as 3D landscapes aren't terribly used as of yet.

This Gone Home should be more part of a Visual Novel genre. Like I said, it does look like a game in some aspects. Admittedly, having not played it, I cannot say there aren't game elements in it.

Well, that would be a good criteria for what a game "is":

'Is there a chance of winning or losing? And if you lose, does it cost you a loss in resource (including time)?'


I've played a few visual novels, and I don't see what makes them NOT video games.


My guess that most people that disliked it had troubles with the theme (they express it in the comments using degredatory terms) or were not able to cope with the lack of jump scares. Or both.


It seems to me that if there was ever anything in the cannon of collective behaviour which didn't seem to the participants to be a game, but nonetheless actually happened to have some of the most uncannily engaging 'game mechanics' ever to grace a non-game, it is that decidedly odd phenomenon that is the cargo cult.


Making an issue

"...in a market that moves very fast, saturated with product..."

even worse

"...there has been a counterpoint: the wave of DRM-free indies..."

Look at Steam Greenlight.


Overall good article and food for thought, but the last paragraph is a non-sequiter compared to the paragraphs that came before it.


I've seen this article template rerun any number of times over the last couple of decades.

"Why don't we enjoy the video games of today as much as those we played when we were twelve years old? It's because the video games of these decadent times lack [insert whatever the particular author's imagination can come up with by way of special sauce whose secret has been lost]."

Sorry, no. It's because we're not twelve years old anymore.




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