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“We need to kill gameplay” says Ex-People Can Fly dev

rdrr gnr

Member
I like Sonic's response above. It's a healthy approach to the argument versus the extremes of this thread. The Dark Souls example continues to not work. But keep using it.
 

subversus

I've done nothing with my life except eat and fap
(Good) arcade games are the pinnacle of challenge. It is alright to admit you are not up to it.
Quarter feeding won't make you better either.

Oh yeah, that is games we are talking about. You are supposed to be good at them. Adrian wasn't talking about games, he was talking about interactive experiences. I shouln't be good in order to watch a movie or read a book. Same with interactive experiences. But I should be good enough in order to play games but that is GAMES we're talking about.

"I know it's a shop because I've seen a few shops in my time."

Yep

Are you joking around or did you actually use this as an actual argument?

oh my god

Ohmy oh my O_O
 

Risette

A Good Citizen
I'm just seeing two different ways of paying to progress, one more intelligent, rewarding and ultimately easier than the other. But possibly more expensive, depending on the game design. (such as Checkpoints vs. immediate respawn)
But the amount you pay that route depends on your skill, it's the key determining factor here. Experienced STG players can 1CC (relatively) easy new releases on their first or second try.
 
I like this Adrian fellow. I want more experiences in gaming. I'm a perfect gamer; I want games to always be trying new things and creating better experiences. I'll try any game. No game concept is stupid.
 

Tain

Member
What does Walking Dead do that's all that new for the adventure genre, out of curiosity? I haven't played it.
 

Orayn

Member
I like this Adrian fellow. I want more experiences in gaming. I'm a perfect gamer; I want games to always be trying new things and creating better experiences. I'll try any game. No game concept is stupid.

Play Frog Fractions. Right now. Drop whatever you're doing and play the best game of 2012.
 
Oh yeah, that is games we are talking about. You are supposed to be good at them. Adrian wasn't talking about games, he was talking about interactive experiences. I shouln't be good in order to watch a movie or read a book. Same with interactive experiences. But I should be good enough in order to play games but that is GAMES we're talking about.
Everything you do in video games is an interactive experience whether you are playing ninja gaiden black or bad games like journey. Stop using vague terminology.
 

benny_a

extra source of jiggaflops
What does Walking Dead do that's all that new for the adventure genre, out of curiosity? I haven't played it.
You don't just combine items until you get to the solution. The game is mostly about a lot of little (and sometimes bigger) choices that you have to make.

This creates a narrative driven game with the illusion of personalization.
 

teokrazia

Member
What emotion did you feel playing Dishonored? It was as sterile as they come in terms of story in a videogame

The lot of cause-effect generated by my actual actions.
Is how videogames should work from a 'narrative' perspective.
In this media considering "story" just as a matter of synopsis is bullshit.
 
But the amount you pay that route depends on your skill, it's the key determining factor here. Experienced STG players can 1CC (relatively) easy new releases on their first or second try.

If they finish it on their first try the difference becomes even more meaningless!

The end of the day quarter munchers are designed to munch quarters, it's like the F2P 'whale' strategy turned on its head. There might be a few experts who pay virtually nothing but the arcade survives on (or dies on the lack of) the majority of people paying money for the shortest amounts of playtime.
 
What does Walking Dead do that's all that new for the adventure genre, out of curiosity? I haven't played it.

It has very little gameplay in general and is very effective at what it does. Other than that, there's no new mechanics there. There are barely any mechanics at all, and what is there does not exist to be independently fun, but only to serve the characters, story, tone and atmosphere(with mixed success).

It comes up a lot in discussions of what constitutes a video game and in what ways a game can be 'good'. I think The Walking Dead is a pretty great game, but not because it has great, or even good, game mechanics, rather because it tells an engaging story with engaging characters and is technically a game.

I think it's a strong format and I wouldn't mind seeing more games like it.
 

ErikB

Banned
As a tabletop roleplayer, I don't think glorified choose your own adventure books are the way forwards either.

cyoa022.jpg
 
If they finish it on their first try the difference becomes even more meaningless!

The end of the day quarter munchers are designed to munch quarters, it's like the F2P 'whale' strategy turned on its head. There might be a few experts who pay virtually nothing but the arcade survives on (or dies on the lack of) people paying money for the shortest amounts of playtime.

Free to play multiplayer games rely on persistence and grinding (or paying) to get through that persistence. F2P games have nothing to do with good arcade games (everyone is on the same equal ground whenever you put in a credit). Quarter munchers imply unwinnable or cheating arcade games. There are some of those for sure - we call them bad arcade games (or at least, you should).
 
Free to play multiplayer games rely on persistence and grinding (or paying) to get through that persistence. F2P games have nothing to do with good arcade games (everyone is on the same equal ground whenever you put in a credit). Quarter munchers imply unwinnable or cheating arcade games. There are some of those for sure - we call them bad arcade games (or at least, you should).

Ah so you use 'Quarter feeding' as a term that applies to people playing 'good arcade games' wrongly, but a 'bad arcade game' is a 'Quarter muncher'. Sorry if it's taking me time to get used to the terminology.
 
Ah so you use 'Quarter feeding' as a term that applies to people playing 'good arcade games', but a 'bad arcade game' is a 'Quarter muncher'. Sorry if it's taking me time to get used to the terminology.

Quarter feeding is a term for when you continually put credits into a machine (effectively giving you infinite continues). You really don't learn anything from playing a game this way.

Good arcade games are games that you can 1CC or can play near infinitely (for infinite style games) on a credit.

Bad arcade games are the opposite of that.
 
As a tabletop roleplayer, I don't think glorified choose your own adventure books are the way forwards either.

cyoa022.jpg

I might have had that one. The Fighting Fantasy books were better and more roleplayery.

Quarter feeding is a term for when you continually put credits into a machine (effectively giving you infinite continues). You really don't learn anything from playing a game this way.

Good arcade games are games that you can 1CC or can play near infinitely (for infinite style games) on a credit.

Bad arcade games are the opposite of that.

Thanks I know where you're coming from. I'm just talking from the design side, which absolutely wants most people to put lots of money in every few minutes or the machine will struggle to be valuable to an arcade operator.
 

davepoobond

you can't put a price on sparks
Striving to feel pleasure trounces your list of noble, holy duties and most of those are best accomplished outside of videogames (which is escapism, an illusion). Why wouldn't you just read/listen to someone smart CLEARLY discuss societal standards (lol) and then think about it?

because not everyone in the world needs to sit around and listen to someone smart to get something "useful" out of an experience. there are also varying ranges of that, and it doesnt account for the interactivity that you get for games if you just sit and read something.


You calling those emotions "run of the mill" is just unapproachable, as is your attempt to bring up "lasting impact" (think for a moment of a little thing called "taste"). Here is what needs to be said though: Power, whether struggling to gain it or expressing it, provides the ultimate stimulation and this it is how we live our lives and shape our fantasies. This is what fun truly is. Whether it be sorrow (which is simply a form of frustration, feeling the lack of power) or triumph, these emotions are tools are there to stimulate us and it is that stimulation that matters.

ok, and? what kind of lessons can I learn from a fighting game other than "I suck at fighting games." that's pretty much what i've learned from them. I still have/had fun with them. But deeper it teaches you memorization skills and how to do things in order, etc. But nothing specifically that adds to my outlook on life or feel like there was an experience worth applying to any situation

Games already do this




Games are not the right medium for this type of thing.



Games already do this



Games have been doing this for years.

I'm not seeing the issue here?

its not a matter of if they "already do it" its if they will "CONTINUE" to do it and on a wider basis.

why aren't games not the right medium for questioning societal standards? Any number of RPGs out there can have questions in them (whether or not they're worth asking) that can be applied to our lives and society and ask "why" its like that. There's usually at least one main "thing" to learn from any story, and that's what makes a story, typically. Unless you're making an anti-story.
 

J.W.Crazy

Member
My opinion:

The idea of games requiring a "challenge" stems from the need to limit player interactions to the existing gameplay mechanics. Not all challenge exist for this reason just the idea that some people might require games to have one. He may enjoy playing Skyrim on God Mode but for a large group of players it will just feel like a broken game. If you remove the challenge you'll need to replace it. The best way to do that is to build a world simulator that allows for any possible interaction and has an outcome for each of those actions. That takes enormous amounts of time and effort from the developers and likely requires huge technical advances. It also ultimately eliminates authored narrative.

Another way is to guide players towards a limited number of interactions with predetermined outcomes for both success and failure so that they maintain a sense of player control while still following an authored narrative. There's some huge problems with this though. What if I'm smarter than you? What if the choices you've given me are not choices that reflect the decision I'd actually make? Then "my" decisions result in an unsatisfactory outcome that gets amplified as each new interaction betrays my true intentions. A large group of players will be put off simply because their play style isn't being reflected in the interactions and outcomes. When character's in books or movies make stupid decisions it can ruin the story, in a game you end up "punishing" the player for making a stupid decision when they didn't want to do it in the first place. Any attempt at the illusion of player control in an authored narrative will eventually fall apart. Invisible walls destroy immersion. It's possible you could try tricking players into believing that the choices you've made for them are actually their own but that would only work on some of the players. If you want to tell a structured, authored narrative without destroying immersion you need fail states. There has to be a logical reason for players to perform the actions you're requesting and the outcomes too need to be logical.

Gameplay and story should compliment each other. Gameplay alone can be fun but it can't tell a specific story, only abstract narratives. Story alone can be immersive but it can't give you the truest sense that you're actually a part of it. Game designers need to pick one or the other and build it solidly. Once you have a solid gameplay foundation find a story that is informed by the players interactions. Chess becomes a war game, Portal becomes a series of tests in a lab. If you start with a story do the opposite. Mysteries might be best suited by Point and Click or Hidden Object games, Romance might be better as RPG's or Dating Sims. There's no hard and fast rules and it's not exclusive to just these two elements but games need a foundation. If you want to tell a story and you want to do it through games you need a solid story first and then you need to pair it up with solid gameplay and mechanics that truly suit it. The fewer options you give players the less it feels like a game and as the number of options increase you're ability to maintain a structured, authored narrative (specific story) decreases. Developers need to find the point on that line that best suits the story they'd like to tell or the game they'd like to make.
 

ErikB

Banned
But the amount you pay that route depends on your skill, it's the key determining factor here. Experienced STG players can 1CC (relatively) easy new releases on their first or second try.

I do think it is worth noting that even self professed experten like yourself get pissy and start blaming the game for being crap if it differs from their expectations and is hence outside their comfort zone.
 

Risette

A Good Citizen
I do think it is worth noting that even self professed experten like yourself get pissy and start blaming the game for being crap if it differs from their expectations and is hence outside their comfort zone.
You sure are bitter about that RE6 thing. It's bad sorry.
 

subversus

I've done nothing with my life except eat and fap
lol, they discuss us on twitter with CliffyB.

Cliff, you shouldn't have give a damn about us when you had a job because we don't move copies of blockbuster games anyway.
 

Risette

A Good Citizen
The hypocrisy of lecturing people on learning how to play, and not taking the same advice (and indeed not even entertaining possibility that one should) is most irritating.
I learned to play it while the demo was still a thing. It was bad.
 

ErikB

Banned
Hey, I am just saying that you don't get to lecture people on learning to play if you are not willing to extend the same courtesy to games you don't already know how to play.
 

Risette

A Good Citizen
It's partially my fault for responding but I usually feel bad when I ignore people, even if they're wrong.

Need to resist more
 

Riposte

Member
Thanks I know where you're coming from. I'm just talking from the design side, which absolutely wants most people to put lots of money in every few minutes or the machine will struggle to be valuable to an arcade operator.

The 1CC rule exists mostly in Japan, where arcade cabinets hold their value the most. Someone who plays by 1CCs is more likely to play that game multiple times for several weeks (depending on their schedule) than someone who binges and rushes through the game in an hour or two. Moreover those who do not treat a game like a time-waster/buffet will come to appreciate the experience more and will be more likely to return for similar high quality experiences (they have been disciplined).

@davepoobond: "Lessons" lol. "Change outlook for life" lol. Just tell me again, why wouldn't you want your information presented with as much clarity as possible?

@subversus: Are/were you drunk? I never thought you were insightful, but you are giving ErikB company at the moment. Btw, where is this twitter conversation?
 
Play Frog Fractions. Right now. Drop whatever you're doing and play the best game of 2012.

What a little demented, random game. I can't believe I played through all of it,
text adventure, "presidential" emulator
and all. I admit I probably took quite a bit more time than I should have to
dive into the pool at the beginning
, although in my defense I hadn't even noticed you could
go up
.
 
One of these days, we as a gaming public will begin tar and feathering these astroturfing prostelyzers instead of letting it manipulate our purchasing decisions. Maybe then they'll go back to making games that do the talking.
 
R

Retro_

Unconfirmed Member
Oh yeah, that is games we are talking about. You are supposed to be good at them. Adrian wasn't talking about games, he was talking about interactive experiences. I shouln't be good in order to watch a movie or read a book. Same with interactive experiences. But I should be good enough in order to play games but that is GAMES we're talking about.


Well I mean Interactive Fiction is already....you know a thing

If people wanted to make something like that it's not exactly blazing new trails
 

Concept17

Member
The whole idea sounds silly. Games are interactive, the entire concept is built around them being some form of a challenge.

We should instead look to find new ways to challenge a gamer that isn't tedious, mediocre, boring, repetitive, or hand-holding. Find more depth in gameplay. Not kill it.
 
GodDuckman: "Games with cinematic elements = games is not fun!"

Your bullshit doesn't smell any better than his (People can fly ex-dev) bullshit.

Did I say that? I'm not saying a game can't have cinematic elements, as long as the gameplay comes first and foremost. A lot of games create a very good balance (Assassin's Creed, Bayonetta, Dishonored, Uncharted, GTA) between pretty graphics and fun gameplay, making them cinematic and story-driven, but still ridiculously addictive and fun to play. I'm mostly pointing at games that seem to place a cinematic style as PARAMOUNT to gameplay (MGS4, Final Fantasy, Heavy Rain), which is what this guy seems to want.

In short, step off, homeboy.
 

jman2050

Member
Basically if you want to tell a specific story with a clear an focused narrative while giving the player at least the illusion of agency to enhance the experience then just make a VN and be done with it. At least then the intent of the experience is transparent from the start. You could argue stuff like Heavy Rain actually did do this, although in that case the story and characters were a complete catastrophe which made the entire product worthless.
 
People need to realize what a game is, and that "playing" something doesn't mean it's a game.
Kids play cops and robbers, but it's not a game. Kids also play tennis or basketball, and those are games.

Both are valid activities, but they aren't the same thing. Playing The Walking Dead or Heavy Rain or Journey is more like cops and robbers, things like Go, multiplayer RTS and FPS games, fighting games, are games in the more recognized sense.

Too many video games fuck up and end up tripping and face planting when they forget which one they are trying to be, or trying to be both at once. That's why puzzles are typically the easiest thing for the art games, experience games makers to try and implement as the "gameplay" in their designs, as it minimizes player choice down to one intended solution and experience, a controlled, one path possibility disguised as player control.
 

demidar

Member
People need to realize what a game is, and that "playing" something doesn't mean it's a game.
Kids play cops and robbers, but it's not a game. Kids also play tennis or basketball, and those are games.

Both are valid activities, but they aren't the same thing. Playing The Walking Dead or Heavy Rain or Journey is more like cops and robbers, things like Go, multiplayer RTS and FPS games, fighting games, are games in the more recognized sense.

Too many video games fuck up and end up tripping and face planting when they forget which one they are trying to be, or trying to be both at once. That's why puzzles are typically the easiest thing for the art games, experience games makers to try and implement as the "gameplay" in their designs, as it minimizes player choice down to one intended solution and experience, a controlled, one path possibility disguised as player control.

I thought cops and robbers was a game?
 

patapuf

Member
People need to realize what a game is, and that "playing" something doesn't mean it's a game.
Kids play cops and robbers, but it's not a game. Kids also play tennis or basketball, and those are games.

Both are valid activities, but they aren't the same thing. Playing The Walking Dead or Heavy Rain or Journey is more like cops and robbers, things like Go, multiplayer RTS and FPS games, fighting games, are games in the more recognized sense.

Too many video games fuck up and end up tripping and face planting when they forget which one they are trying to be, or trying to be both at once. That's why puzzles are typically the easiest thing for the art games, experience games makers to try and implement as the "gameplay" in their designs, as it minimizes player choice down to one intended solution and experience, a controlled, one path possibility disguised as player control.

i'm sorry but playing something when it has a ruleset (and cops and robbers does, even if they are often invented on the spot) is most definetly a game.
 

Servbot24

Banned
Lots of "gameplay" games are deeply emotional because of their gameplay. Majora's Mask, Metroid Prime, Shadow of the Colossus and Demons/Dark Souls all spring readily to mind (the latter not merely due to difficulty, and none due to nostalgia). Each stirs up different emotions as rich and powerful as any achieved through music, film, etc, and it's achieved primarily through gameplay and rich world design. The games are fun, but they resonate on a deeper level as well.
 

Wiktor

Member
I don't have anything against "experiences"..heck...I play (or rather read) visual novels and love them.
That said, a lot of emotions can be experienced through gameplay, or at least enchanced by it. He cites BioShock as example, but he completely misses the mark here. Because the initial ride isn't what most people remember from that game. Instead it's the "would you kindly" revelation and that moment would be pointless if you wouldn't actually do all the gameplay they kindly asked you to before.
 
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