Opinion: Games as Toys or Art …

This is my final post for Full Sail University’s Game History class. Enjoy!

Prompt: From the TED videos from this week we see two great designers (Dave Perry and Will Wright) discussing games and toys. Do you agree or disagree with their views on games and why? Can you see alternate views on design from their discussions?

Coming from the perspective that games are art, I fully agree with Dave Perry’s assertion that games should create emotion in the future. While Perry was only talking about the visual aesthetic that will come in the future for games, the student video he played talked about varying parts of games as art. I do think that, if video games need to have a legitimate view, games should be produced with the same depth and feeling as art. However, I do disagree with the theme of the student’s movie, which is trying to create a feeling that soon all interaction will be in the digital space. Theorizing that we will all be bytes in a world scares me a bit. This will create a feeling of sterility and alienation between the player and the real world.

Watching Will Wright’s talk, which was more like a 20 minute presentation of Spore, I can agree that gameplay can be considered to allow games to be more like “toys”, where each aspect of gameplay is like a separate toy that has a specific function. However, looking at games from this perspective fails to allow for innovation with the emotion making elements in video games. Ultimately, the innovation will be in the direction of technology, which can only be improved until it is no longer possible to improve it. Basically, this way of thinking will ultimately be the downfall of the industry, where we will have more games like Spore that will have no true value to video games other than the technology it employs.

As I said earlier in my post, I think that if games strive to become more like art, then we will have more games that push the boundaries, creating a form of video game renaissance where the only the visceral emotion is created in the player. Right now, since technology that drives video games (hardware and software) are now mature enough to drive innovation with how we perceive the world, we should use it to express our feelings about that same world, while giving players the tools to do the same thing. It is a hard mix to maintain, but it can be done.

Posted by Duane on December 19th, 2009 9:11 am | Tags: game designer analysis, game history, game renaissance, gameplay analysis, opinion
Posted in Game Design | No Comments »

Opinion: PC Gaming vs. Consoles

Again, my post for my Game History class for Full Sail University.

Prompt: Personal Computers also became a contender for the gaming market during this time. What made PCs a popular choice for gamers over the typical consoles?

As a primarily PC gamer, I can easily say the reasons for PC being a choice is because of three factors: One, the low cost entry for hardware; two, the upgradability; and three, the amount of software available. In the beginnings of PC gaming, PCs did have a higher cost associated with it, however, the machine life would more than make up for it. When consoles were being constantly upgraded every two or three years, the PC form factor would stay the same and not change much. This even led it to being a choice for businesses to purchase them. Once businesses took advantage of the PC, the cost would be dramatically reduced, which led to more people being able to purchase them for gaming.

My second reason, upgradability, comes after the PC was purchased. When a new processor (CPU) or chipset was released, one would only have to purchase a one hundred dollar upgrade, while still being able to use the same amount of memory (RAM), same peripherals, and case. The upgradability made PC gaming a more lucrative experience, as the gamer would get more for their money. Also, since they were able to sell the old parts to companies who were on the older form factors, a better investment. Once a console life was over, there was no option but to either junk it, or keep it for hopes that you could use it again.

Third and more important, would be the software availability. Since most of the console manufacturers would have rules in place for the content of games on their systems, you had to deal with an imposed form of censorship by the console manufacturers. PC gamers didn’t (and still don’t) have to deal with this. While you still have censorship at the level of the Publisher/Distributor, a Game Developer can create a game with any sort of content and release it by themselves (either a diskette on a corkboard at a local game store, a CD via mail, or the internet). The famous shareware model, that iD Software used, is a perfect example. The content of Wolfenstein 3D and Doom made it so that the game had to be released by iD, but became one of the foremost first person shooters. Consoles would never have a game like that until Game Publishers proved the sales were there.

Posted by Duane on December 13th, 2009 11:28 am | Tags: censorship, game history, PC Gaming, theory
Posted in Game Design | No Comments »

Opinion: What killed the Game Industry in the 1980s?

Again, this is for my Game History class at Full Sail University. Enjoy!

The Prompt was: There was a time when people had thought the video game industry had died. Why do you think the industry fell into this slump?

Trying to surmise why the game industry failed in the early 80’s is very difficult because there are so many variables that I can explore. One specific reason would be the over use of video game licenses. Many of the manufacturers felt that the only games that could be made and marketed to gamers was “established” arcade hits. Since the market was flooded with the many versions of titles out there, and the lack of quality that games being produced offered, people just decided against buying. However, it may be true that the several consoles that were produced offered a better experience, many of the game buying public couldn’t “see” the difference.

Additionally, the lack of “arcade” quality games for the home also contributed to the game industry’s demise in the 80’s. Most of the game hardware couldn’t produce the same quality graphics, or substantial gameplay, which caused the buying public to hold off on purchasing the systems. A great example to look at would be Atari’s version of PacMan for the Atari 2600. The arcade version had vivid colors and well defined pixels for the main character (PacMan) and the enemies, as well as the maze and the “food” PacMan would consume in the game. The Atari 2600 version of the game had horrible graphics (instead of balls, PacMan would consume lines), two-tone colors, and the maze was more rectangular than square (The game’s maze would be stretched to all corners of a screen instead of having a black outline around it).

When companies did try to innovate (and not “upgrade” games), they did miserably at it. The first movie tie-in game, E.T., was also the first game to have many returns and bomb. The design was rushed and the game was put together in such a haphazard manner, that it became Atari’s final nail in their coffin. Had they waited for the game to be complete, and better, then they could have made more money and wouldn’t have needed to close up shop. Ultimately, the creation of shoddy games and no innovation killed the industry in the 80’s.

Posted by Duane on December 5th, 2009 8:59 pm | Tags: 1980, Atari, E.T., game analysis, game history, opinion
Posted in Game Design | No Comments »

Game Industry Past Failures and Current Innovations

So, this is my post for my Game History class, in which I had to answer the following prompt:

What failures do you believe were the most important during the beginning of the industry? What changes do you see now in the industry and its games from these failures?

Enjoy!

In my opinion, the failures I have seen in video gaming’s past were the lack of innovation and more copying from the innovators. Technically, it started during the pinball years by having other manufacturers pilfer ideas used in other machines, but they generally had different layouts and themes for their games. For this article’s purpose, it started with Nolan Bushnell’s use of Spacewar as an arcade cabinet instead of innovating a new idea. While he was creating a cabinet for mass consumption for the public, due to Spacewar still needing a really expensive computer to play the game at the time, it was still very much a stolen idea. This need to innovate finally hit Bushnell after the release of Pong. Pong, which in itself was not a new idea to the video game market, did have innovations in it, but for the sake of the argument, it was also a copied game.

Innovation, in this case, can be a reuse of an idea repackaged as a different way to play the game. For example, Breakout (Atari) was basically Single Player Pong, without Artificial Intelligence, against a destructible wall. This was still an innovation, yet it still borrowed ideas. We can see this in today’s games, as well as games before now. They all borrowed aspects of gameplay, story, controls, etc. to drive their game. Even games of today borrow ideas from games of the past. The recently released game Batman: Arkham Asylum is basically a fighter game with adventure game elements, and even some hide-and-seek puzzles thrown in for good measure. What makes it truly different than the rest of the games is how the game uses the ideas for play. Even games of the past can be broken down and analyzed as to where they got the basis of design. For example, Sonic The Hedgehog is a speedier version of Super Mario Bros., in which Super Mario Bros. is a slower and more in-depth version of Defender.

Innovation actually helps the industry, while straight up cloning would kill it. The reason for this, as was the reason why Pong copiers didn’t see much profit in the end, is that no gamer wants to play another inferior version of a game. My best example for this would be when Pac-Man was released for the Atari 2600. No one wanted to play a blockier, possibly haphazard version of Pac-Man than what they could play in the arcade version with higher-resolution graphics.

Posted by Duane on December 1st, 2009 8:49 pm | Tags: game analysis, game history, industry failures
Posted in Game Design | No Comments »