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

Infinite

Member
So? I'd rather have memorable experiences that arise from a mechanically sound game than play something that was engineered to make me feel a certain way.

The latter is just... Cheap. It's the kind of thing Red Letter Media points out in the Plinkett review of Avatar.

That's not really the point though. If the concern is creating something memorable which is the focus of the article, then he certainly made his case.
 

Riposte

Member
The problem is you are getting hung up on the game part too much. Clearly people get by with restricted or poor traditional gameplay given the vast amount of people that enjoy games like Planescape or Walking Dead.

This is why people need to stop using the word gameplay. Dialogue choices is apart of playing and it (and the consequences which follow) are all made up mechanics.
 

Codeblue

Member
He actually wasn't saying that we should remove gameplay from games. The thread title is misleading, I don't think anyone is reading the quotes, so mass of "go screw yourself" reactions isn't surprising.

I still disagree with the article though.
 

joe2187

Banned
Bad thread title causing lots of people to knee-jerk react in here.



Platinum games actually prove his point entirely if you read the quotes in the OP. Bayo and Vanquish are fun as HELL and they have top-tier gameplay, but there is exactly zero emotional resonance in those games.

In comparison to his cited example of The Walking Dead game with stunted gameplay yet extremely high emotional peaks it makes complete sense to me. They are two different ends of a spectrum but not mutually exclusive.

I get the same emotional peak from reading a book, or watching a movie, hell reading the walking dead comic was more brutal to me emotionally than playing the game.

I do not play games because I want to feel emotional, it's good for some games...I just want to have fun
 
No, that's stupid. It is impossible to not "play" an interactive story. Most interactive story games are simply role-playing games without combat systems.

I think the word game implies a possible failure state. Events can result in unfavourable outcomes but if the only endings possible are ones baked into the narrative by the designer then it's not really a failure state. For example, I wouldn't call a choose your own adventure book a game despite some books allowing you to end the story early because of bad choices.
 

Orayn

Member
That's not really the point though. If the concern is creating something memorable which is the focus of the article, then he certainly made his case.

Then I'm just going to say that it's better for a game to be considered worthwhile by those who play it rather than simply memorable.

Story needs to be the flavour and color over top the shape and feel which is gameplay.

Similarly, we need to stop putting the story cart before the gameplay horse.
 
No, that's stupid. It is impossible to not "play" an interactive story. Most interactive story games are simply role-playing games without combat systems.

I feel like interactive stories are being held back by being called games, because they have to put token gameplay like walking around with the analog stick and QTEs. IMO those are currently the worst parts of games like Heavy Rain and Walking Dead.

My statement was a little misguided. It's not that I don't think interactive stories aren't games at all in any sense, but rather that I feel that the "interactive story" genre is being tainted by traditional mechanics-driven games, and vice versa, as is the case with the "we need to kill gameplay" statement, and that both would benefit greatly by not being so closely associated with each other.
 

Riposte

Member
I get the same emotional peak from reading a book, or watching a movie, hell reading the walking dead comic was more brutal to me emotionally than playing the game.

I do not play games because I want to feel emotional, it's good for some games...I just want to have fun

"Fun" is made up of emotions.
 

PowderedToast

Junior Member
Games can be art. But you have to use the elements of the medium for it to work. Otherwise it's not a game anymore. Cutting out gameplay is an idiotic notion.

Majora's Mask was perfect in this regard, using the gameplay to bolster the story and themes presented.

yes, or any love-de-lic game

express yourself equally through mechanics as well as every other element

it's very simple, if you have a brain
 

HK-47

Oh, bitch bitch bitch.
So? I'd rather have memorable experiences that arise from a mechanically sound game than play something that was engineered to make me feel a certain way.

The latter is just... Cheap. It's the kind of thing Red Letter Media points out in the Plinkett review of Avatar.

A lot of the "greatest" movies ever use cheap tricks.
 

BlackJace

Member
He actually wasn't saying that we should remove gameplay from games. The thread title is misleading, I don't think anyone is reading the quotes, so mass of "go screw yourself" reactions isn't surprising.

I still disagree with the article though.

Er, sorry if the title is misleading, I honestly didn't intend for it to be.

I mean, he does, say this:
Adrian said:
Does it mean that if you want a deeply emotional game, you should drop regular gameplay, with all its core combat loops, gameplay mechanics and other voodoo?
Yes.

The argument is that the moment you take away any and all gameplay interaction from a game, is it really right to call it a game? Even if the devs classify it as "a deeply emotional game"?
 

injurai

Banned
Similarly, we need to stop putting the story cart before the gameplay horse.

Once you have solid gameplay worked out too, you can pretty much add whatever story you want in between. You can also have gameplay inspired by story, inspiration and experience. But I don't understand why story and gameplay have to be so separated and scripted. Looking back Uncharted 2 is a manipulation of endorphins but its game design is pretty weak outside of the puzzles.
 

HK-47

Oh, bitch bitch bitch.
Er, sorry if the title is misleading, I honestly didn't intend for it to be.

I mean, he does, say this:

The argument is that the moment you take away an sort of gameplay interaction from a game, is it really right to call it a game? Even if the devs classify it as "a deeply emotional game"?

Yes, because standard, traditional gameplay implies there is also non traditional gameplay.
 
Nier is one of the most emotional games this generation, with plenty of "gameplay" (which isn't the best ever either) and not that much cutscene time, so there you go.

After Bulletstorm though, I wasn't expecting much from the guys that were/are at PCF.
 

Levyne

Banned
No matter how hard I try I can't word this elegantly but here it goes..

the most memorable emotional responses from me is when the "fail state" is very hard to avoid. Finally seeing "Terminated" when fighting The Lost in The Last Remnant, surviving Hector's hard mode version of Cog of Destiny in FE Blazing sword, finally getting all 3 Stars on the last missions of the Spec ops mode of MW2 with my brother (I think "Snatch and Grab" comes to mind). Those are some of the most memorable moments for me.
 

Infinite

Member
Then I'm just going to say that it's better for a game to be considered worthwhile by those who play it rather than simply memorable.

Why would those things be mutually exclusive? If a game brings you nothing but positive memories and emotions can you call it worthwhile?

I think the disconnect here comes from mostly everyone interpreting the author's point as "lets make every game an adventure game".
 

PowderedToast

Junior Member
Bad thread title causing lots of people to knee-jerk react in here.



Platinum games actually prove his point entirely if you read the quotes in the OP. Bayo and Vanquish are fun as HELL and they have top-tier gameplay, but there is exactly zero emotional resonance in those games.

i was roused by how bayonetta channeled its nostalgic appreciation for old videogames

i was both mentally and visually stimulated by the lead character's post feminist design

--

this is why cage and co. are so, so far behind. art does not equal sad. art does not equal minimalism. art equals expression, stimulation, culture, attachment.

cage and other designers of his ilk will fumble in their paddle pool because there is no progress to be made in their line of thinking. it's ill-conceived, naive and just plain dumb - and i'm really tired of hearing about it
 

Codeblue

Member
Er, sorry if the title is misleading, I honestly didn't intend for it to be.

I mean, he does, say this:

The argument is that the moment you take away any and all gameplay interaction from a game, is it really right to call it a game? Even if the devs classify it as "a deeply emotional game"?

Right but he says that we need to remove gameplay if you want the player to have a deeper, emotional connection. I don't think he ever implied that we should get rid of it outright.

I mean, I don't agree with the dude either way, but people aren't reading the OP so all they're getting is that this guy wants to turn games into movies.

Edit: Apologies BlackJace, your thread title was actually spot on. I didn't know that it was essentially the same as what he had actually titled his article.
 

G-Fex

Member
Didn't see anything on this. It's my second thread ever, wooo.


NOVEMBER 8, 2012

The Astronauts developer Adrian Chmielarz, former dev of People Can Fly, explains why developers should “kill gameplay” in order to create a more memorable experience in videogames.









Source: http://beefjack.com/news/we-need-to-kill-gamepay-says-ex-people-can-fly-dev/
Primary Source:http://www.theastronauts.com/2012/11/why-we-need-to-kill-gameplay-to-make-better-games/

What do you think, GAF?

Super Metroid says Shut the fuck up Adrian.
 
Yet another dev that wants games to be movies and works of art, eliminating fun because it's not an intelligent emotion. Sony would love this guy.

GodDuckman: "Games with cinematic elements = games is not fun!"

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

Riposte

Member
I feel like interactive stories are being held back by being called games, because they have to put token gameplay like walking around with the analog stick and QTEs. IMO those are currently the worst parts of games like Heavy Rain and Walking Dead.

My statement was a little misguided. It's not that I don't think interactive stories aren't games at all in any sense, but rather that I feel that the "interactive story" genre is being tainted by traditional mechanics-driven games, and vice versa, as is the case with the "we need to kill gameplay" statement, and that both would benefit greatly by not being so closely associated with each other.

We should not forgive any media for being worse, despite their oh-so-noble intentions. What you are proposing here, is an escape of criticism (an escape from ranking, comparison). I made a brief comment on this recently:

Every game is a piece of interactive fiction. If you mean games in which you interact/change the storyline, those are called role-playing games (in a sane world). I don't see the dependency on games which operate primarily on simplified mechanics (QTEs). The stigma these games hold is a healthy reaction to lesser material, not that they shouldn't exist. Fear not though, values are bound to reverse, at least in some circles.

Apparently this confused a few people, but I'm not sure how. We have games which do what Walking Dead do but are not shallow, skeletons of interactivity. Walking Dead's "exceptional" quality is that it has writers writing in a form they are comfortable with and doing a good job at it (at least to the point of it being noted). I'm reluctant to call this "exceptional" because it has actually been going on for decades with visual novels and pseudo-adventure games which predate Heavy Rain (it has more buzz though).
 
His conclusion notes that if players are to experience a game that wants to be a “deeply emotional” experience, gameplay must be cut
Might as well just make a movie then.

The platforming in Mario Galaxy is more worthy of being considered art than any of those shallow 'deep experiences' like Heavy Rain and Flower.
 

BlackJace

Member
If a mod can change the title, to "We need to kill gameplay in order to create more memorable moments in deeply emotional games" or something, that'd be cool.
 
Once you have solid gameplay worked out too, you can pretty much add whatever story you want in between. You can also have gameplay inspired by story, inspiration and experience. But I don't understand why story and gameplay have to be so separated and scripted. Looking back Uncharted 2 is a manipulation of endorphins but its game design is pretty weak outside of the puzzles.

That's not really true. A good video game story should compliment it's gameplay in a way that makes sense and one doesn't contradict the other. It's a thing that most people don't really think about. To use uncharted as an example, the story of that game is about a roguish adventure exploring and finding treasure. The gameplay of uncharted is about an acrobatic serial man following a path killing tonnes of dudes until he finds a puzzle that he must figure out so he can get back on the path and kill more dudes.

Portal is a great example of narrative story and the gameplay story completely complimenting each other. If you were to strip away everything about the prescribed narrative portal, have a player play through it and then ask them what they think the story was, I bet it wouldn't be too far off from what it actually is. There's not many games where you can actually do that.

I feel like a lot of people over think their story in games and try to make it something comparable to other mediums out there. If a game has simple mechanics, the story should be simple and a lot of narrative devices such as plot twists only work if it can be supported mechanically.
 
Bullshit.

dark-souls-1.jpg
 

Kai Dracon

Writing a dinosaur space opera symphony
i was roused by how bayonetta channeled its nostalgic appreciation for old videogames

i was both mentally and visually stimulated by the lead character's post feminist design

--

this is why cage and co. are so, so far behind. art does not equal sad. art does not equal minimalism. art equals expression, stimulation, culture, attachment.

cage and other designers of his ilk will fumble in their paddle pool because there is no progress to be made in their line of thinking. it's ill-conceived, naive and just plain dumb - and i'm really tired of hearing about it

I'm not so sure about entirely dismissing everything designers like that have done, but the bolded part is most important IMO.

Western-bred and influenced creators seem lost in the cultural memetic that Art Is Srs Bizness. And that serious business is solemn, sad. That introspection only comes from sitting alone in an uncomfortable chair in an empty room, gazing out the window into a battering rainstorm.

This is a knowing stereotype, but an image conjured up by western "interpretive dance" would be a pale, gaunt man in a leotard tip-toeing around a stage in silence, while Phillip Glass plays. Interpretive dance in many other cultures would in comparison be a cacophony of sound and color, often exuberant, even carnival-like. Intense, a display of emotion, energy, involvement, even danger.

So many designers express near contempt for video games for being too "fun". For being "shallow" and "saying nothing". Video games have a hell of a lot to say. A lot of people haven't been listening, because of a bias that everyone should be speaking one language.

It has been said before, but what many miss about the 'art' of games is that they are closer to performance art than anything else. The art only properly exists when the game is being played; the involvement of the player is what creates it. Evo Moment 37 is art. Watching someone perform an incredible speed run that stretches, and breaks, the limits of how a game is designed, is art. Witnessing Bayonetta being played to maximum potential is art. Even better, due to the accessibility of the medium, you don't have to be just an observer. It's easy for anyone to pick up a controller and take part and become a part of the art.

That said, there is a place for experiences like The Walking Dead. There's little to be gained by putting other forms of games down in order to elevate something like that experience.

It could be true that we're in need of an interactive fiction genre label. To draw upon the Star Trek holodeck analogy, in that fictional setting interactive programs were not called "games" but "holonovels" with the understanding that they were not passive. They were interactive and depended on "player" participation.

We don't have a holodeck yet, but perhaps a different kind of label is needed.
 

RM8

Member
Is this another "having fun is bad/wrong/dumb" artsy emo developer of games that are barely games?
 

jambo

Member
I prefer Carmack's view

"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."
 

Risette

A Good Citizen
It's not like the feelings of fear, triumph, mystery, or discovery in Dark Souls were reflected by anything you did in-game! They were all non-interacti- Oh.
Why bother with all that when you can just make things sad (sad is the only emotion) and be like movies, then it is an verified Art because art movies are sad and are movies which are art. Yeah?

Also, I'd like to take the opportunity in this thread to tell everyone to please stop using the word gameplay. It's bad.
 

pvpness

Member
Separating this shit is pointless. I've slayed kids in Battlefield like an artist painting a landscape of fear and desperation. I've moved Mario so fluidly that he glides like a bird. One of my favorite parts of videogames is that the player decides how artistic the experience will be, regardless of genre.

I've seen some fuckers that were artists at Tetris. That shit is magic.
 
This is probably the dumbest thing I've heard in a while.

At least it explains why most of the games that people champion as art have shit gameplay.
 

Orayn

Member
Also, I'd like to take the opportunity in this thread to tell everyone to please stop using the word gameplay. It's bad.

Can I talk about "mechanics?" 'Cause the common, sarcastic comments about "moviewatch," "bookread," and "songlisten" ignore the fact that games have interactive elements that need to feel good and work well.
 
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