are we not to blame for this in some way? Due to our continual consumption of these mindless bay-like games? we support them with are money so therefore the people dictate in a way what they want to play.
Then again it is what sells, like sex it will always continue to sell. I think i have a point...My head hurts
You're equating fun with emotions, but fun isn't an emotion. Fun is the pleasurable/positive feedback I get from my actions in a game, that makes me want to keep performing those actions. If a game isn't giving me 'fun', I have no desire to keep slogging through it just to get to some artistic revelation.
A perfect example is that gothy little red riding hood game that came out awhile back. It was visually interesting, and I got the feeling there was some possible insightful ideas trying to creep out, but the sheer tedium of slow-walking through the forest trying to find these ideas was annoying to point where I had no desire to continue.
I'm trying to think of a game which I didn't like and was not fun to play, but which I just had to finish because I had developed a certain akward relationship with it. That game was Silent Hill 2. I'm sure people will agree with me on this one
I understand what you're saying -- I hated The Path as well -- but games can be considered "good," even without feeling "fun." As StevePharma said, Silent Hill 2 is a good game, but it is absolutely not enjoyable. Same with Passage, or even parts of Fable II and MGS4.
Enjoying something, or being pleased/made happy by it, doesn't have to be a requirement for considering a game effective.
Even if it's something that works fine and is even completely optional to completely finishing the game we'll still complain about it. I've seen people complain about the fact that there's perfectly working functional and optional wiimote and nunchuck controls for punch out because they shouldn't be an option in the first place.
You release a sequel. You're not being original.
You release a new IP. What happened to the last series?
You change the story. The old one was fine.
You keep the story the same. You're rehashing it.
You release a diffent type of game. The old one was better.
You give everyone what they want.... YOU'RE DOING IT WRONG!
I think that's probably the reason Nintendo doesn't listen to us anymore. Mircosoft and Sony haven't been aroung long enough to realise our advice leads to monumental fuck-ups *COUGH*GAMECUBE!*COUGH* but they'll probably learn soon enough.
It's sad too because if we could get our heads out of our asses and stop whining when something changes and starts actually complaining when it's nessesary we might actualy do something. (Besides getting entire companies to hate our very existance and pretend we don't exist. We do that fine right now...)
Never really thought about it that way to be honest. Kinda scary that you have the same mentality as my best friend. He would say something like that.
This got me thinking. hmmm...time to do some research on these kind of games.
I wish all my lectures could have video game footage in the background.
Pardon me for this example, but Persona 3's story really hit home with me. And I can't say going through day after day of talking to people, following a guide to max social links, etc is as fun as blowing crap up in Halo or killing people in Mad World, but it was definitely an entertaining and memorable experience. I kind of think games that aren't "fun" do exist, but are only made by a select few developers.
I think we're just having "growing pains"; this is a young industry, and we have lots of growing and maturing to do. We have to go through the painful indie games, because once we figure out that sweet spot, we'll learn that art and emotional games can be fun at the same time.
As of right now, I think we're still in our childhood. Until we grow, there's not much hope for that "Citizen Kane".
I think Far Cry 2 can do this to. Not make you cry or anything extreme, but it can make you think whether something you're doing is moral or right, even if it is out of necessity to survive, or complete your mission. But only if you want to look at this this way. (I actually got Far Cry 2 because of your earlier rant concerning it, so thanks alot for that Anthony)
For better or ill, lately it seems like the lines between film and games as a medium are blurring more and more. We see more games going to the big screen and lately it feels like we see more thoughtless action games coming to the small screen.
What remains to be seen is if it works in a way that would be desirable. If people started going to their local art theaters in droves, would we see publishers be more willing to take a risk on something outside the mold when we can't even get Shenmue 3 as it is now?
Or will we see the continued dis-intermediation of publishers as a result of digital distribution allow gaming's "Citizen Kane" come to the forefront with a project funded by players as was suggested by Valve a week ago or so?
It is very hard from my experience to make a game that isn't just about killing and still keep the player's interest. The only game that comes to mind that explores the human condition is Heavy Rain, and we don't even know if that is a relevant example yet. I played Flower, and I found it very fun, very pretty, and very calming. But that's it, I didn't find it enlightening at all. Then you have the indie games that try to make the player think, but they all come off as pretentious. It's like the games are trying to say "hey, look at me, I'm different and edgy and I WILL change your life." I think if we are to make gaming a serious medium, we need to take baby steps. As gamers, it's our nature to shun games that are too unfamiliar. If we make the virtual version of the intellectual movie you would make too many people feel alienated or bored.
I think the natural place to start is to make a game similar to Natural Born Killers. The movie, confrontational and logic defying in nature, made the argument that killing is as pure as any other part of nature and that humanity has dirtied and twisted the idea of murder into the most vile of acts. While you think "this is sick, how can I be hearing this," your mind begins to wander. Animals, run by nothing but instinct, kill everyday be it for hunger, anger, protection, etc. Is killing a person really so bad? I mean, we are animals after all. The film challenges the very nature of humanity and what society deems as right and acceptable, but it's presented in an acid trip of an action movie that is incredibly fun to watch. Even if you don't accept or decide to completely reject the message of the film, it is still a good movie and id incredibly enjoyable.
[size=8]I am not a murderer, just to make that clear. You don't have to follow the message of a movie to admit that it's an interesting one.[/8]
I agree with the fact that games need to be more intellectually interesting. We can't fault them for not trying, because games actually do try to speak of some higher topics from time to time. The problem is in the delivery - games decided that a lapse in gameplay was needed (via cutscenes) to elaborate on this. As a result, you're left with two different method of interection, sometimes which don't mesh all that well. Niko in GTA4, for example, is often shown as compassionate and regretful for his past actions...and then the player gets control and decides to fuck with the cops and massacre half the city for a while. Devleopers simply can't trust the player to get the message - because in that case, games are too free-form, and there will always be players willing to break the system.
Maybe if developers realized that not everyone has to get the message, like in other mediums; and those those who don't may not care of feel unfulfilled with a game, and may try again, as an "actor". But in a medium which requires use to interact with controllers, you can't exactly fault the developers too much for being in a controlling mindset!
Games are learning though, slowly, to actually use the medium through gameplay. CoD4, SOTC and the like have shown the abillity to use the medium to elaborate on themes. But there is always that unevenness, like CoD4's death scene, despite the fact you can die in normal gameplay, read a quote and come back to life. That part of the problem lies sqaurely on gamers shoulders, because we have become conditioned over the years to gameplay trends that aren't productive to actually reaching out.
Games concepts are all over the place. You have shooters, court simulators, film noir detectives, racing games, life simulators, and things totally out there, like Katamari. But you make it out to be like all games are the same shit.
I'm not sure if there's any reason to "play" games that aren't fun in any way. All movies are books are fun to read, but not always in the same way. There are books that leave you with this "woah" feeling afterwards. They can be emotional and shocking, but never are they truly un-fun to read, or they'd lose their appeal.
Games have this too, but to a lesser extend. In survival horror games, for example, you wouldn't usually catch yourself thinking "Oh, I'm having so much fun right now!", but at the same time is the game never genuinely not fun to play.
The reason games games have lesser focus on "not quite fun" than movies and books is because it's one thing to see a main character go through a psychological conflict in a movie. But experiencing that conflict yourself in a game adds an extra layer of realism to it, which makes the whole experiences genuinely unpleasant far more easily.
President's for instance. Andrew Jackson great president unlike any other since him, but majority are just tools and a rehash of the last guy.
Fallout 1 and 2, Dues Ex, or Indigo Prophecy for instance, are engaging games that make you think about the consequences and you start to think about what your going to do and what xp is spent or what this might do later in the game, instead of just taking piss breaks before a boss,
BUT these things will come and go and be forgotten and replaced by those not worthy to hold there successors title (ala Deus Ex 2, Fallout 3) .
One thing you neglect to mention are the becons of light. Though a majority of some games have shooting people. What about when these things happened to me.
I'd laughed when I heard that I was the "Free Man, yet I'm being thrust against my will by someone I don't know for reasons I don't know, yet people are telling me I'm a leader and a savior"
I set all my physical stats to 9 and left intelligence and charisma by the way side and now talk to people using grunts and nodding because I'm to stupid to talk.( Fallout 1/2) Thus totally changing the way I have to go about playing the game, let alone my decision making. Most people just don't even speak to you and children run away from you. (Don't ever compare those games to F3)
There are many exceptions to the rule and games have come out that though majority of your actions are simple kill this person or not, the emotion I felt seeing Eli die, my heart sank.
I hate to sound like a fatalist but I feel it's more of reality and again it's upto the community to rally around those games that do show purpose and thought. But as long as madden 2099, rock star 23, exist it's gonna be a hard battle to suggest to big companies to support the dissenting ideas since there goal is money not making the audience think.
Last example. Bill Hicks went unknown for 16 years but became widely popular after he died of pancreatic cancer.
Dennis Leary became widely popular after Hicks died stealing his material, and has/had a hit show on FX because there is no cure for cancer.
Good video. Hopefully this video will change the opinions of at least a few gamers.
We can all hope and do our small part by finding different ways to "gamble" with the more mainstream titles and actually chumming up and donating money to these great indie developers. That sad thing is we are a very small minority and although I don't think we can take down "the man" I think we can all cause a minor shift in the market and allow these better games to flourish in their own way.
On this topic: If development-surroundings become more accessible, the threshold for game-production comes down and we will see more creative shit, that doesn't have the economical burden of a million-dollar budget.
It's already starting and the business models are already there, like Steam, the AppStore and so on, where you do not need a big distributor - we're just starting and the next decade will see a lot of interesting shit. I would place bets on that, because it's the logical path. (If we don't manage to create another – this time – *really* big money-bubble to explode over our asses...)
Can anyone remember the name of that?

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