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About
Hey everyone! I am a gamer living just outside of Chicago. I play almost everything; you'd be hard pressed to find someone who plays a more diverse selection of games, on such a wide variety of systems that I have than I do. I also have a thriving Youtube channel, where I post videos of Let's Plays, Gameplay commentaries, me playing random games, vlogs, and just things I'm doing with my friends. Almost always in HD (unless the game doesn't support it). I urge you to check it out at Youtube.com/MoreThanLuck. I also play the drums, and love technology. I have a NES SNES N64 Playstation 2, Xbox, Xbox 360, PS3, HP Envy 17 computer, Gamecube, etc.
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Let me preface this blog with a few items. First of all, this is my first legitimate blog post here and really anywhere. So I apologize in advance for errors or other random occurrences that go along with it.

Now it would be helpful if I gave you guys a little background. I'm 17. My first gaming console I ever owned was a Nintendo 64 that I got out of the blue in first grade.

My first console.
Then I got a Playstation 2 a few years later. I loved that system. I had around 20-25 games for it, and absolutely loved it. Now I have all the major systems and think I am able to represent a fairly non-biased view of gaming in general (I have a full list on my profile, if you're interested). So if it seems as if I am bashing Playstation, or am a fanboy to a different company, you're mistaken.

Obviously, it's the most wondrous time of the year: E3. It's the middle of E3, halfway through day 2. Nintendo has just had their press conference, and we've already seen Microsoft's, Ubisoft's, EA's and Sony's and I've noticed an upsetting trend with a lot of the more recent games. Especially with some of the most recent and upcoming iterations with Sony's key franchises; they all seem to have less and less gameplay.

Take a look at some of the biggest Sony franchises, starting with Uncharted.

You all know this guy, right?
I LOVED Uncharted 1 and 2. More so than I can say via the internet in the text of this blog. And Uncharted 2 I feel really hit a perfect balance between gameplay and story elements (Note: I use the term "story elements to refer to anything that's not gameplay. For example, cutscenes, story, quicktime events, etc...). it had a great story - phenomenal, you might say - one of the best I have ever experienced in a game. And it did something all game should do. It used it's power as a game, not fighting against it. Most games now a days just try to replicate other media forms, like books in story heavy games (RPGs, fantasies, etc...), or TV shows in short, episodic mission based games (Left 4 Dead, Half Life (PARANTHENCEPTION: Valve seems to like this a lot.)), or as everyone knows, the ever popular summer blockbuster movie (Most FPS games, some racers, etc...). But gaming is different. Gaming is SPECIAL. With a videogame you have other options not available to other media forms. It's what makes gaming great. And that is: You get player interaction. The player is there as part of the game, not just an observer to it. They can make decisions for themselves and affect the outcome. The player is able to choose what they want to happen and make it happen. Look at games where you can have a different experience than someone else (Mass effect is a great example!). This is what we call GAMEPLAY. It is the core to any gaming experience, and by far the most important element of gaming. It defines you as a player; it defines games as a medium. And back to Uncharted 2, it had great gameplay. It made me want to play the game, not only to see the story's ending and the character's problems be resolved, but also because I was having fun doing it. I wanted Nathan Drake to succeed and find Shambala and shoot Lazarevic in his stupid face. And I enjoyed doing it.

But more recently, games seem to be lacking in this. Not all games, mind you, but more than there should be. You don't have to look far to find an offender; look no further than Uncharted 3. The game was hyped massively after the commercial success and critical acclaim of the previous game, and people all over the world wanted to play it and see where Nathan Drake's next adventure would take the players. But this game was different. Don't get me wrong, it was still a good game, but it seemed to be missing something. The story was was still there and possibly even better than Uncharted 2. What it was missing was gameplay. The gunplay felt slower and less responsive, puzzles were very dumbed down, platforming overall wasn't as open-ended and satisfying as the last game was. The controls felt weird and a little wonky, and somehow a little indescribably off.

After having such a good mix of story and gameplay last game, this game seemed to practically play itself. And by later levels, I realized I wasn't playing because it was so compelling and fun, I was playing for the story. I had become a hostage for the game, dragged along for the ride just to see the conclusion to the story and see the characters through their problems. And at that point, the game became no better than a movie. It was doing nothing more that I couldn't get from sitting in a theater and sitting back. It didn't use anything that make games games or innovative.

And it's not just Uncharted. Look at the critically acclaimed God of War series.

Kratos is PISSED.
God of War one was released in 2005 out of nowhere. The game came out of left field to say the least. No one had ever played a game that was so brutal, so violent, and so fun. And it was fun to play. The story was great too. You shared Kratos' rage. He was pissed, and so were you. You hated Ares and the other gods, and wanted them dead for their treachery. You felt his pain. You knew as a player it was brutal work, but wanted Kratos to get forgiveness for his crimes and be able to rest after all they had put him through. And it was fun.

You fought against difficult waves of enemies, struggling to do the impossible. After all, you were a mere mortal man attempting to defy a God. It was supposed to be hard. They through everything they had at you, and you struggled to keep up but you did. And it never managed to feel boring.

The same can't be said for God of War 3. It really hadn't changed much, but now the gameplay felt so repetitive. You fought some enemies (that really were far to resilient), and then did some platforming. The puzzles this time were very linear, and never had me stumped for more than a minute or two. The boss battles (and miniboss battles, for that matter) became condensed to mashing on some exposed body part, and then doing a quick time event to finish them off.

Yeah. So satisfying. NOT.
Why does that constitute gameplay? If you want it to be easy for a player, just do it for them. Show me it in a cutscene. If you want the player to be actively participating and involved in the game, make them play it. Look at the boss battles for a game like Zelda. Now that's a boss battle. It hearkens back to the purpose of a boss battle. It's like a test for the players. They're supposed to allow the player to demonstrate what they've learned from the level or dungeon or area or whatever. It has them show that they've grown as a player, and now know something better that they didn't have before. Not mash a few buttons and go to the next place. What does that show a player? How does that help them to grow and advance?

Quicktime events are a cancer upon gaming. One of the games recently unveiled which has generated a lot of hype is Quantic Dream's new IP, Beyond. Quantic Dream is a developer notorious for making mostly "interactive movie" type games, and this certainly shows true here. Like their previous game, Heavy Rain, it's a graphics and story intensive game. They talked more about Ellen Page being in the game and the methods of face capturing than the actual game. That doesn't make me want to play it. I don't understand the excitement behind Beyond. It looked ok... but there's no gameplay. Heavy Rain was little besides an interactive CGI movie. It was a pretty good looking interactive CGI movie, but that's that. If they show some gameplay that looks fun, then cool. But some random video with Ellen Page (Where she sits in a chair and blinks, mind you) will not sell me a copy.

Still to this day many of the old-school games are held close to many player's hearts. The reason older games were and still are so revered is because they provide phenomenal gameplay, which is all that they had back then. You didn't have spectacular graphics when confined to 16 bits. You had what made your game fun, and gave people reasons to play it: The gameplay. That's all that should matter in games, and why most arguments regarding why one game is better as a result of it's better graphics are bullshit. If graphics can help to add to the immersion, then great, but that's a different story. Graphics don't make a great game. Even story doesn't make a great game. Gameplay does. Those other things can add to a game, but they don't make it.

Look at the original Donkey Kong arcade cabinet. You didn't know much of the story. You are a carpenter named Jumpman, who pissed off a gorilla, so in return the gorilla stole your girlfriend.

Yep. That's it.
That's the whole story. But people didn't dismiss it because it had average graphics, or because the story made sense. Actually they did the opposite. They loved this game. Because it was fun. It was fun to play, and still is today. Graphics get outdated. Especially now, games look dated almost immediately because of their graphics. But gameplay doesn't change. Someone can play a game 40 years from now and it'll still play the same. It'll still be fun.

Well, that's basically the end. I feel like I've been ranting and off topic for quite a bit, but you guys hopefully get my message. Games should be about gameplay. Work on making games more fun to play. People like to hate on Nintendo a lot because it has a few first party franchises that it pushes heavily and continues to release sequels to. But those games are great. They're fun. They play like they're supposed to and that's what matters. Maybe Nintendo is behind a generation technology wise, but they continue to lead sales because they make fun games that focus of the gameplay.

I hope I don't sound too much like a curmudgeon. I'm actually really excited for most of the games revealed, and will be picking up even some games I mentioned as offenders like God of War Ascension, despite their faults. Games should be fun. Games should be games. Work to the strengths of the media, and not to the strengths of other formats. Gaming is arguably the best and most popular art form today, and people should come to realize that.

PS. I didn't even hit all the points I wanted to because of the length of the post already. I could have mentioned point and click adventure games I hold so dearly, or so many other specific games and series. I really wanted to expand my thoughts with regards to Zelda. Oh well. Another day. Anyways, please PLEASE leave your thoughts in the comments below and let me know how I did!
Also, I'd love to write more in the future. I'll have plenty of time being jobless and on summer vacation from school. Maybe I'll try responding to some of the bloggers wanted posts. Maybe I'll do a review. Ok, I'm done now, I swear.

I lied. If you enjoyed this please give me a thumbs up.



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Before there was even Nintendo (yes, well before), gaming has attempted to give purpose and narrative to the games despite the claim, foolishly, by many a gamer. And yes, before anyone says "Derp, Nintendo was around over a hundred years, asshole," I am talking 3100B.C. Senet is among the worlds first KNOWN board games and even features the first known instances of dice, which were flattened sticks with marks on one side and unmarked on the other. Players would drop a set of sticks to "roll" so it could be said this was a d2. The game itself was a race exploring the purpose of life and the afterlife. Featured throughout the board were locations where one would encounter the gods and it was held in such high esteem among Egyptian society, it was often found in the tombs with other objects necessary for the journey into the afterlife. Many other games, throughout human history, had an abstraction of some story which, through time, we often neglect. Chess had a rich narrative theme, as did MANY of the native american games. Suttaku was a push your luck game that tried to teach players to be patient with what they have for greed will cost them everything. This tradition holds true in modern gaming with the advent and continued popularity of tabletop role playing games.

I mention all of this because, as gamers hate to do, they cannot imagine listening to a man tell you a 5 minute description of a cavern you're going to move small tokens through. In the minds eye, this place is dark, fearful, and loaded with dangers that may descend upon the party from the infinite darkness. In reality, it's a filled in space of giant grid paper.

Current video gamers have this notion that anything which does not directly involve the gameplay, is unnecessary and as such, useless. It's a cute notion and, while complaining about how things were much different in the old days, they really weren't. Technology has progressed and so those cut-scenes in Ninja Gaiden we ALL used to nut over have become more and more elaborate and, dare I say, better. If gameplay was king and held no purpose over narrative, then I couldn't mention "The lights are out, beware of the Grue" and have three fellow nerds laugh. That would have been a completely lost reference.

Now the problem you seem to be having is in titles like the Quick Time Event. This, I don't even understand. Games, as a medium, have gotten too complex for people who are not into them. We can debate this issue all you like but look at what Wii did. It said "fuck gamers and your overly complex annoying prattling bullshit" and was successful just because of that. Consider a game like God of War, as you have above. Without the QTE sequences, the game would be reduced to simple health bar reduction with no satisfying climax, ala Too Human. With the cinematic kills, it gives us an ending to an "epic" battle and creates a sequence of events that, should they be fully interactive, would be such a specialized set of commands, no one would bother to attempt it. This is also why fighting games became excessively niche, by the way. By claiming it should be something we simply watch, well then you fall into the other trap of it not being a part of the game and as such, should be fast forwared or skipped after the first couple times you do it. It's a slippery slope and one gamers claim to hate but QTEs engage the player while giving them a sequence of glorious awesome than only people 100% devoted to the game over years could actually experience. You claim it's less interactive and that may be fair, but it's a damn sight more satisfying than swiping a sword and watching something flash red.

As for being disappointed about something being on a linear path (Uncharted 3), this is yet another issue. Let's say I want to play Poker, but I don't like how I can't claim a players discard. Then I don't REALLY want to play Poker, instead, I want Rummy. It's not Pokers fault that it's not Rummy and as such, I shouldn't hold it against Poker. Instead, I should simply acknowledge that what I want from the game is NOT what it's designed for. You're young, consider this possibility. Uncharted 1 and 2 seemed less linear because you simply weren't good enough at games yet. I mention this because ALL Uncharted games I played were critical path adventures with overly obvious puzzles. This isn't a downfall in the third, it's a franchise thing.

All in all, I think gamers struggle with this concept of what they consider to be worthwhile gameplay versus what others want. Sony is, in essence, pursuing what their market wants. But it's not all they are doing as Sound Shapes and the new Sly Cooper both extole thevirtues you want. When you focus on one hand, you tend to miss the amazing shit the other is doing.
Well, like I said earlier, not all of the non gameplay elements are bad. Just not as important as gameplay itself. It's not that they have no purpose, just it shouldn't be the main focus, as it doesn't make a game.

The point you make about God of War not having enough substance without the quick time events I find a little irrelevant. I pointed to other games that have satisfying, full filling boss battles like Zelda does. QTE's don't really add much complexity or actual meat to the gameplay, just really kind of drag it out. Like my previous example of Zelda, what if there were specific places you had to attack with specific weapons to defeat bosses? They don't have to be just spamming some giant's toe until qte to win. What if, as an example you used Hade's weapon to grapple up an enemy before attacking a weak spot with the Cestus or something like that?

I'm looking for something with a little more challenge and something that provides good satisfaction for the player after they beat it. I've never beaten a boss in God of War with a QTE and thought to myself, "Wow, that was difficult and rewarding! I'm proud of my problem solving and new found abilities!" like I do after beating a boss in Zelda, or Megaman, ore something like that (But maybe in a little less dorky way).

With your points about Uncharted, I feel that the argument I presented in my editorial was more so aimed at making the game fun to play, not trying to have it previde something that it isn't. I know this strategy works, because I've seen it successfully put into action in Uncharted 2. Not just that it wasn't as linear, but more so that the gameplay elements were more fun. In terms of the linearity I mentioned, I don't mean doing something completely different, I just mean solving problems in different ways. Like climbing over different obstacles, or taking out enemies in different ways.

And yeah, it's not the only thing Sony's doing, and it's not limited to just Sony, I just used them as the example for this article. And I know about Sly Cooper, I'm a huge fan! I did a let's play of Sly 1 and of Sly 2 in HD on my youtube channel, and probably will do one of Sly 3 and 4 in the future.

Thanks for commenting! Oh, and would you give me a thumbs up please? Thanks.
"Games should be about gameplay" - yup, I agree with you there. I think that the problem is that so many people like different types of gameplay. Personally I hate games like Donkey Kong (which I only played in arcades) because I find it so repetitious - but other people thrive on the challenge. I too dislike Heavy Rain, which was ok... but more of an interactive movie than a game - but I can also see that many people would enjoy the slower pace and actually appreciate that it is an interactive movie.

I love online shooter games... yet many other gamers deride these as "all the same" when there are just as many different forms of shooters as there are platformers. Same goes for RPG's... I adore open world western games like Skyrim but others point to the lack of a decent story... personally I don't like JRPG's because they are so very story driven and mostly I don't "get" the stories involved (never having been a young boy!) LOL!

Anyway... I'm rambling, but gameplay means something different to everyone and I guess all we can do is celebrate that there are so many options out there nowadays - something for everyone, including each of us if we look around a bit!

... and welcome to Dtoid!
I'm not saying someone should try to make a wonder game that appeases everyone, rather that games in general should focus on their gameplay over other elements, whatever that may be. I understand how you feel with Heavy Rain and other games like it.

Totally get your point about FPS. Most non-FPS players group all FPSs as the same, where we know no Halo plays like any CoD. And hahahaha! I was a young boy once, and even I don't get most of the stories lol.

Yep! And thanks.
Actually, I find most Zelda bosses fairly unexciting. I know, I know, weird. But I'm reminded when I was about your age, poor, and my new Step brother and friends were stuck on a boss in Link to the Past. As a Genesis player (did I mention I was poor and fuck $75 average game price?), my Zelda exposure was limited to NES. But having played a bunch of other RPGs including Landstalker and Wonder Boy in Monster World, I asked the simple question. "What item did you get in this dungeon?" When they answered the Hammer, my response was using the Hammer. They scoffed, laughed, and tried it. Sure enough, The Hammer was the answer. The item you get in that dungeon is ALWAYS the answer. It's not challenging or even difficult to figure out the solution as it is ALWAYS whatever item you found in that dungeon. Afterwards, you simply keep dodging until you can get your blow in, lather, rinse, repeat. This is the problem with a lot of Zelda games as they aren't so much of a puzzle, but rather brute forcing a solution. Only the Water Temple was remotely a puzzle and everyone bitched about that one for being "too hard" then we wonder why Zelda games nowadays have to explain shit to you 700 times.

I understand the fun and appeal of Zelda as I still dabble from time to time, but the complaint you have about the giants toe all ring true for me with Zelda bosses. Visually impressive, cinematic, yet not very hard to figure out the solution. In GoW, it's simply cycling the stagger combo and in Zelda it's wielding whatever magical mcguffin some dumbass monster leaves lying about.
Welcome and great job! I agree with you for the most part; especially in regards to the shift from Uncharted 2 to 3 and with Quick Time Events being pretty lame. Although, I must admit that I enjoyed Heavy Rain. I think it got away with QTE's because the whole game was designed around them. The thing that bothers me is action games that just suddenly throw QTE's at you out of nowhere. God of War, Tomb Raider and Resident Evil come to mind. I hate it when I'm immersed in a cut scene and then suddenly my character dies due to an unexpected quick time event.
I guess I'm one of the few remaining gamers that actually likes QTEs. After trudging thru Skyward Sword, I thought the Zelda formula should look to God of War And Uncharted for some inspiration. Boss battles need to evolve past "attack here 3-7 times" while the action in the levels felt static. Unpopular thoughts I'm sure.
Nice post.

I like you suggestions, but you hit the other extreme. Quick time event aren't bad in my opinion. They can enrich the game if they are placed right. God of War simply overdone it in this point. The game starts event during a battle and this is the wrong step. in this moment the player has already a plan what he will use and how he will fight and they are making a cut through his whole planing. They throw him out of his play. Give me a quick time event but only at the end of the battle where i can give the last blows to my enemy. Why should i battle through i cutscene if the oponen isn't defeated? I like awesome moments, i like cutscenes but in the right place.

And my next point goes to sheppy. Yes in Zelda it is simple to find out what tool you have to use to defeat a boss. But when and how exactly do you use it and are you able to use it under pressure? It is not only about figuring it out. It is about actually doing the thing you figuered out. In Ocarina of Time i managed to clear the water temple in one run without problems. And then i came to the boss I knew how to defeat him but after the battle started I realized it wouldn't be as simple as I though. After managing to play ping pong with boss as the ball against the wall using perfect timed hits I could defeat him. The challenge isn't finding the solution but to improve your skills and your timing in this battle.

And my last point goes to Elsa. You're right JRPGs are story driven. But they are also challenges. Try to defeat a weapon in FF or even a simple boss in Dragon Quest. OMG they beat the shit out of you in seconds. You need a perfect plan to defeat them. The right decision in the right place. Afterwards you get you next step in the story. The point is: You manage to reach the highest level and to get the best weapons ans skills but there is always an enemy you can't defeat using this tools randomly. Where are such enemies in western RPGs? For example Skyrim. After reaching the highes level and getting the best weapons I defeated the stronges enemy without sweat or any tactic. Just randomly spaming shouts and hits. Yeah I needed to find out what shout is the best in which situation. But finding out the solution was the only challange I had and this wasn't even a challange.

Give the player more than one step of challenge. First he needs to find the right tools. Second he need to find out how he have to use this tools and finally he need to use it. Don't stop after one of the steps and reward him afterward with a cool cutscene or even a quick time event. Because now every quick time event will enrich the situation. After managing so many challenges the player can finish his work with an awesome move. I guarantee you, nearly every player would like it, even in a slow pace game. I was one of the developers behing Anno 1404 and Anno 2070. It is an another genre but the structure is the same. We gave the player more and more challenges. Every challange should be harder than the one before that. We nearly managed that. And at the end he got the biggest challenge of all. Build a monument. He had to plan everything to reach this goal because he was under pressure. Ressources were consumed by the population and he needed them to build the moument. After he managed to build complex production chains, to fullfill the needs of his population and to pay the upkeep through taxes we gave him the last challange. Now build this big and awesome building. Try to build it having the whole economy, which was build up by yourself, in your backhead. After the player managed this final step he got the best reward he could get: HIS city, HIS work presented. He could look at his city, and notice the life in it. And he could say: This was done by me. I overcame so many obstacles and here i am, look how awesome it is. :-)
Welcome to Dtoid! Great first post :)

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