Cowboy Moment
Arcane
- Joined
- Feb 8, 2011
- Messages
- 4,407
tl;dr at the end.
I've always embraced the position that games are about gameplay, artfags and Ken Levine can go fuck themselves, and praise mondblut, our savior. Not that I didn't enjoy a good narrative, but always thought of it as an extra of sorts. However, some recent "indie" releases and a bunch of game-design related blogs have gotten me thinking about what the capabilities of the medium really are.
Let us start with Amnesia: The Dark Descent. I've been a fan of Frictional Games ever since Penumbra: Overture; the sequel to that - Black Plague - I still consider their best creation, and one of the few games ever to actually scare me. Amnesia didn't really do that. However, I did appreciate the design of the game in general, and still thought Frictional understood horror quite well - I myself was too jaded and saw through the mechanics of the scares easily, but it did legitimately scare a whole lot of people, and sold extremely well for a product of less than 10 dudes working from their homes with no publisher backing.
In any case, I did not find Amnesia that scary, but I did find the reaction videos and LPs of it really amusing for a period of time. They were also educational, in the sense that they explicitly showed how various people experienced all these attempts to frighten them, and the effectiveness of different tricks from the horror-game toolbox. Now, the project manager from Frictional has a blog where he mostly discusses game design, which I've read a bit of, and I didn't like it much. Even though he's articulate and analyses various game design tropes well, he would keep talking about having no competitive mechanics and no death in games, which seemed like a roundabout way of saying he wants to make movies instead.
However, after watching a bunch of those videos, I couldn't help but notice he's right about a lot of things in the context of Amnesia at least. For example: I noticed that the people who had gotten most immersed (and scared, consequently) were the ones who were most successful at dealing with the game mechanics. As in, the ones who never failed any chase sequences; who always hid from monsters effectively and never got found; who never died in the water level, and so forth. On the other hand, this guy was almost completely desensitized to the game's tricks later in his playthrough.
So, it appears to me, that Mr. Decline from Frictional is indeed correct in his assessment that challenge and death take away from the atmosphere of his game (you can also watch his lecture from the GDC; he's kind of awkward and clearly not used to speaking publically in English, but it's pretty decent nonetheless). More interestingly, he argues that a similar thing is true for Limbo - that failing a puzzle or a sequence multiple times (moreso if the failure is a result of missing some key element rather than bad execution) takes the player out of "the experience", ruins the atmosphere.
So, I ask you, hivemind: Is this kind of thinking legitimate, can it lead to anything good? If we forget the notion of a game as a system that the player needs to learn and master in order to succeed, and instead begin with "the experience" that we want to create for the player, and design our gameplay to support that as best as we can - what would that achieve? Note that this doesn't necessarily mean lack of challenge or death though - Pathologic is probably the best example of this kind of design, and it has tons and tons of potential failure in store for the player. I have seen Ico and Shadow of the Colossus mentioned along similar lines, but I haven't played them, so maybe some consolefag can elaborate.
Now, to clear up some inevitable misconceptions:
1. "That's just wanting to make movies instead of games, go play Mass Effect 2 faggot" - it's actually the other way around. Amnesia and Limbo have practically no cutscenes, they achieve everything through some kind of interaction.
2. "This is more of that games as art bullshit, isn't it?" - somewhat, but not entirely. It might sort of seem like that because so few of these kinds of games are made, so they stand out. However, Amnesia isn't a particularly artfag game. Limbo is, but it's not awfully pretentious. And Pathologic, I don't really know.
Anyway, TL;DR: It seems like it's worthwhile to sacrifice the challenge posed by gameplay mechanics in order to preserve the game's atmosphere and the player's immersion. Could this lead to something good if done right, and not by Bioware? Examples included in wall-of-text.
I've always embraced the position that games are about gameplay, artfags and Ken Levine can go fuck themselves, and praise mondblut, our savior. Not that I didn't enjoy a good narrative, but always thought of it as an extra of sorts. However, some recent "indie" releases and a bunch of game-design related blogs have gotten me thinking about what the capabilities of the medium really are.
Let us start with Amnesia: The Dark Descent. I've been a fan of Frictional Games ever since Penumbra: Overture; the sequel to that - Black Plague - I still consider their best creation, and one of the few games ever to actually scare me. Amnesia didn't really do that. However, I did appreciate the design of the game in general, and still thought Frictional understood horror quite well - I myself was too jaded and saw through the mechanics of the scares easily, but it did legitimately scare a whole lot of people, and sold extremely well for a product of less than 10 dudes working from their homes with no publisher backing.
In any case, I did not find Amnesia that scary, but I did find the reaction videos and LPs of it really amusing for a period of time. They were also educational, in the sense that they explicitly showed how various people experienced all these attempts to frighten them, and the effectiveness of different tricks from the horror-game toolbox. Now, the project manager from Frictional has a blog where he mostly discusses game design, which I've read a bit of, and I didn't like it much. Even though he's articulate and analyses various game design tropes well, he would keep talking about having no competitive mechanics and no death in games, which seemed like a roundabout way of saying he wants to make movies instead.
However, after watching a bunch of those videos, I couldn't help but notice he's right about a lot of things in the context of Amnesia at least. For example: I noticed that the people who had gotten most immersed (and scared, consequently) were the ones who were most successful at dealing with the game mechanics. As in, the ones who never failed any chase sequences; who always hid from monsters effectively and never got found; who never died in the water level, and so forth. On the other hand, this guy was almost completely desensitized to the game's tricks later in his playthrough.
So, it appears to me, that Mr. Decline from Frictional is indeed correct in his assessment that challenge and death take away from the atmosphere of his game (you can also watch his lecture from the GDC; he's kind of awkward and clearly not used to speaking publically in English, but it's pretty decent nonetheless). More interestingly, he argues that a similar thing is true for Limbo - that failing a puzzle or a sequence multiple times (moreso if the failure is a result of missing some key element rather than bad execution) takes the player out of "the experience", ruins the atmosphere.
So, I ask you, hivemind: Is this kind of thinking legitimate, can it lead to anything good? If we forget the notion of a game as a system that the player needs to learn and master in order to succeed, and instead begin with "the experience" that we want to create for the player, and design our gameplay to support that as best as we can - what would that achieve? Note that this doesn't necessarily mean lack of challenge or death though - Pathologic is probably the best example of this kind of design, and it has tons and tons of potential failure in store for the player. I have seen Ico and Shadow of the Colossus mentioned along similar lines, but I haven't played them, so maybe some consolefag can elaborate.
Now, to clear up some inevitable misconceptions:
1. "That's just wanting to make movies instead of games, go play Mass Effect 2 faggot" - it's actually the other way around. Amnesia and Limbo have practically no cutscenes, they achieve everything through some kind of interaction.
2. "This is more of that games as art bullshit, isn't it?" - somewhat, but not entirely. It might sort of seem like that because so few of these kinds of games are made, so they stand out. However, Amnesia isn't a particularly artfag game. Limbo is, but it's not awfully pretentious. And Pathologic, I don't really know.
Anyway, TL;DR: It seems like it's worthwhile to sacrifice the challenge posed by gameplay mechanics in order to preserve the game's atmosphere and the player's immersion. Could this lead to something good if done right, and not by Bioware? Examples included in wall-of-text.