Less Preaching, More Practicing

In response to: John Rose, Fewer Mechanics, Better Game
Posted: April 19, 2008

While I have not heard much from others concerning their ideal game, I attribute that to there never having been an ideal game. It can not and will not happen, so it is best to remove that thought from the entire argument.

Every player is looking for something different in a game; whether that is the game play, the story, or even the visual stimulus. Because of these differing expectations, a game’s aesthetic will be weighed by each BioshockBig Daddy from Bioshock.in a dissimilar way. Aesthetics are subjective, emotional responses, and while strong ones may be apparent to more individuals in certain situations, generalizations are not applicable.

Giving the player extreme freedom to do as they please will not absolutely destroy a video game without question. Allowing the player’s character access to multiple abilities for which to play through the game with will reach out to more people. For example, most adventure role playing games, like Oblivion, Bioshock, and Mass Effect, give the player three base means of play: a physical, a magical, and a passive set of mechanics. From these options, the player can choose to dabble in multiple areas or specialize in one. This customization will appeal to more prospective players, and can generate a more tailored play per individual without being overwhelming.

Even though every gamer does not have the time to play through each title multiple times, having the additional mechanics available to do so adds replay ability. However with a well-developed title that does exhibit a variety of mechanics, someone who only has time or interest in one play through will still experience the game to its fullest extent. For the players who have time to invest, they will be given a relativelyPsychonautsPsychonauts offered a variety of challenges, but came up a bit short in play time. different experience if they choose to use a different mechanic when playing through again.

Replay ability is extremely important to the gaming industry. Not only does it excite gamers who were fans of certain titles, but it gives purchasers more reason to buy rather than rent. I am not against renting video games, but without purchases there are no revenues; so no matter how universally aesthetically pleasing a game might be, if there is not enough substance to warrant a purchase, no one will. Then you can count out ever seeing a sequel. For example, Ico generated countless positive reactions; however, there were a low number of purchases. Psychonauts experienced the same unfortunate fate despite its widespread appeal. Only now is Double Fine Productions releasing a new title, and it certainly is SporeUp and coming sim game, Spore, due to arrive September, 2008.not a sequel. Both of these games, among others, were missing more interaction, more obstacles, and more mechanics.

It does appear that a growing issue within the game development industry is that games are too short, have poorly written stories, or lack in enjoyable mechanics. Any three of these can cause a game to be unsuccessful. Even if the perfect mechanics are in place, if the game only lasts for an hour it will probably fair poorly; the same holds true if the story does not come together. There are too many elements that are present to claim only one as the end-all, be-all component. A video game is a collection of components that all need to work together cohesively in order to produce an enjoyable product.

Creating a truly innovative game is difficult, but obviously obtainable as seen throughout gaming history. Sticking to what is known and limiting mechanics to a basic known set is not the route to take. Game developers who push the limits beyond middle-road mediocrity are taking the risks to explore what will be challenging, unique, and fun all at the same time. What new mechanics can be created, not just rehashed from other games? How many, or how few, can be implemented and still leave the player utterly satisfied? Either extreme takes honest and real talent to successfully pull off. What may come off as discouraging, or make multiple mechanics appear to be destructive, are those developers who try and fail. Of course, not every game will be a success, but it is necessary if they and others are to press forward and try again. EvenDevil May CryThe first Devil May Cry game added a fresh spin on the action genre. unsuccessful games become a learning experience that later assist in putting forth an even greater design.  Dedication is key.

Innovative game design is not for every company, but by no means should be discouraged. Ever. Claiming that there are places and elements that designers should avoid will prevent true creativity from being fully utilized. To limit anyone in what they do will hinder the product outcome; game design is no exception. Developers are free to implement whatever they desire, and the results will reflect true passion, time and effort if they are present during production. What developers reap is what they will sow.

But what do I know? I am not game designer. Right?