Captain Shrek
Guest
Oh boy. Either this thread will be retardoed or assaulted by an army of idiots into oblivion, neither of which is highly satisfactory. But nonetheless, I must write this because I am boiling with ideas and FUCK YOU CODEX.
So. Let us establish what we are talking about.
Video games are a comparatively Nascent form of expression. I decline to use the word ART for a very clear reason: Art is something that we place above the mundane expression, though this is not where the term should be debated. If you do, you are a retard. Period. Unlike some forms of expression and like most other forms of expression, Video games have a function in their fundamental construction: Entertainment. To whom? To those who wish to be entertained. Of course it can be argued that Video games are used to train personnel. The counter is, that those are NOT video games; they are simulators! And that is so by definition I am making for the sake of this article. The discourse (albeit short) here is about Video games with the sole purpose of entertainment. This clearly implies the one necessary outcome of playing video games. They MUST be fun to SOMEONE. If they fail at that, then they are fundamentally flawed. But beyond doing only that, i.e. just being fun, there are things that make better games. The article is about those things...
Before we progress further into the topic, I would like to distinguish two facets of 'goodness' or 'quality' of expressions, particularly important for Video games: One is functionality and the other is creativity. Although these are not necessarily mutually exclusive, they form two distinct criteria of judging video games. Functionality decides the proper implementation of the expression to suit the design plans of the creator/s, creativity decides the yet unseen elements introduced by the creator/s into the design itself. Please understand that these two terms are synthetic,that is, they are presented here by the author to flourish his own views and need not be operated with semantic scalpels. I will soon come to points, where I will explain why they are important later in the article. It is however necessary to point out right here, that they are.
Now lets move on to the real issue at hand. Which is, what should be the design principles of a GREAT Video game.
A good video game is the one that succeeds in its basic function first and foremost: It is fun to play. Mario, Bomberman and Contra being some examples. These seem a bit basic in their design but still deliver quite a punch when indulged in. This is however not the criterion of a GREAT video game. This is not saying that the above mentioned are not GREAT video games, it is to contrast it with the idea of a good game. A GREAT game NOT ONLY succeeds at being a good game (being fun), but also has characteristics in its implementation that partake in QUALITY of its contents, namely having features that serve a design purpose and possibly create new paradigms for future games to follow.
Consider the first and to my opinion the more important part: The functionality.
Functional Design involves a LOT of aspects: It could be Quest design, Level design, Graphic design (details), Art design, Combat design, Encounter design, Character advancement design to name a few. The idea is to implement some or all of them immaculately enough to improve the experience of gaming itself. To instantiate that, consider Consider questline in Fallout 3 (without the expletives). New vegas improves upon the quest design by making subtle yet highly rewarding changes that are reflected in the ease of gameplay. The refinement of design leads to an experience that satisfies the fundamental criterion (being fun) and ON TOP OF THAT provides an overall deeper actualization of the same experience. The purpose of this facet is to provide a structured model to design the game, so that it can be fun without being annoying to use. The clever amongst you can already see that functionality is definable and can be cleanly described and 'easy' to implement once described. It is, simply put, the difference between' making you visit the other end of the map for the main quest only to be handed a piece of crap to be brought to the quest giver' (read fedex) and making the quest-line much more viable by placing such events in close vicinity so as to prevent you from unnecessarily roaming around.
The second aspect, as mentioned earlier is Creativity.
A new game that introduces revolutionary ideas in the game is called Creative in the article. The previously mentioned criterion of functionality is a restrictive (taken in the positive sense of the word) principle; as opposed to that creativity is an expansive concept. It allows entry of new ideas while placing an enhanced onus on the Functionality aspect to integrate them in the game. A good example is Half Life. Half Life improves the typical 'Enemies see you and rush you till dead', design to the 'Enemies hide and strategize' design of encounters. Now, I am not a gaming historian, so HL may not be the first to have done that. But I am hoping you are getting the point.
These two principles define the critical ideas behind a great game. Do not let the examples misguide you. I am sure you know the examples better than I do. The message here is to distinguish between them and see what a game really does to improve the experience of gaming.
There are people who play games for the story alone. That has little place in the discussion at hand, because Narrative belongs to another form of expression entirely; namely WHICH IS NOT GAMES. The narrative DOES add to the game, but only qualitatively (and quantitatively) contributes to games by integrating with the mechanics of the gameplay (Deus Ex) or Quest design (Open World games) etc.
So. Now kindly discuss.
So. Let us establish what we are talking about.
Video games are a comparatively Nascent form of expression. I decline to use the word ART for a very clear reason: Art is something that we place above the mundane expression, though this is not where the term should be debated. If you do, you are a retard. Period. Unlike some forms of expression and like most other forms of expression, Video games have a function in their fundamental construction: Entertainment. To whom? To those who wish to be entertained. Of course it can be argued that Video games are used to train personnel. The counter is, that those are NOT video games; they are simulators! And that is so by definition I am making for the sake of this article. The discourse (albeit short) here is about Video games with the sole purpose of entertainment. This clearly implies the one necessary outcome of playing video games. They MUST be fun to SOMEONE. If they fail at that, then they are fundamentally flawed. But beyond doing only that, i.e. just being fun, there are things that make better games. The article is about those things...
Before we progress further into the topic, I would like to distinguish two facets of 'goodness' or 'quality' of expressions, particularly important for Video games: One is functionality and the other is creativity. Although these are not necessarily mutually exclusive, they form two distinct criteria of judging video games. Functionality decides the proper implementation of the expression to suit the design plans of the creator/s, creativity decides the yet unseen elements introduced by the creator/s into the design itself. Please understand that these two terms are synthetic,that is, they are presented here by the author to flourish his own views and need not be operated with semantic scalpels. I will soon come to points, where I will explain why they are important later in the article. It is however necessary to point out right here, that they are.
Now lets move on to the real issue at hand. Which is, what should be the design principles of a GREAT Video game.
A good video game is the one that succeeds in its basic function first and foremost: It is fun to play. Mario, Bomberman and Contra being some examples. These seem a bit basic in their design but still deliver quite a punch when indulged in. This is however not the criterion of a GREAT video game. This is not saying that the above mentioned are not GREAT video games, it is to contrast it with the idea of a good game. A GREAT game NOT ONLY succeeds at being a good game (being fun), but also has characteristics in its implementation that partake in QUALITY of its contents, namely having features that serve a design purpose and possibly create new paradigms for future games to follow.
Consider the first and to my opinion the more important part: The functionality.
Functional Design involves a LOT of aspects: It could be Quest design, Level design, Graphic design (details), Art design, Combat design, Encounter design, Character advancement design to name a few. The idea is to implement some or all of them immaculately enough to improve the experience of gaming itself. To instantiate that, consider Consider questline in Fallout 3 (without the expletives). New vegas improves upon the quest design by making subtle yet highly rewarding changes that are reflected in the ease of gameplay. The refinement of design leads to an experience that satisfies the fundamental criterion (being fun) and ON TOP OF THAT provides an overall deeper actualization of the same experience. The purpose of this facet is to provide a structured model to design the game, so that it can be fun without being annoying to use. The clever amongst you can already see that functionality is definable and can be cleanly described and 'easy' to implement once described. It is, simply put, the difference between' making you visit the other end of the map for the main quest only to be handed a piece of crap to be brought to the quest giver' (read fedex) and making the quest-line much more viable by placing such events in close vicinity so as to prevent you from unnecessarily roaming around.
The second aspect, as mentioned earlier is Creativity.
A new game that introduces revolutionary ideas in the game is called Creative in the article. The previously mentioned criterion of functionality is a restrictive (taken in the positive sense of the word) principle; as opposed to that creativity is an expansive concept. It allows entry of new ideas while placing an enhanced onus on the Functionality aspect to integrate them in the game. A good example is Half Life. Half Life improves the typical 'Enemies see you and rush you till dead', design to the 'Enemies hide and strategize' design of encounters. Now, I am not a gaming historian, so HL may not be the first to have done that. But I am hoping you are getting the point.
These two principles define the critical ideas behind a great game. Do not let the examples misguide you. I am sure you know the examples better than I do. The message here is to distinguish between them and see what a game really does to improve the experience of gaming.
There are people who play games for the story alone. That has little place in the discussion at hand, because Narrative belongs to another form of expression entirely; namely WHICH IS NOT GAMES. The narrative DOES add to the game, but only qualitatively (and quantitatively) contributes to games by integrating with the mechanics of the gameplay (Deus Ex) or Quest design (Open World games) etc.
So. Now kindly discuss.