First post, by Kreshna Aryaguna Nurzaman
- Rank
- l33t
Frankly, it was much to my dismay when this kind of topic popped again. Seriously, it seems such kind of debate will have no end. There are always people who get bored with safe (generic) formula of newer games. On the other hand, one can always be a gaming industry apologist; zealously defending newer games at all cost. Thus, the debate will never end. It seems to be more constructive to discuss what we want, and what we don't want, on a game. Well, here's my list. I'm not intending to pretend to be a gaming design guru or something; those are merely based on my experience as gamer:
What I don't want from a game:
(1) Linear levels. Enough of that. The original Prince of Persia has linear levels, but its engrossing gameplay (at least for the era) was more than make up for the linearity. Doom 1 and 2 has linear levels, but it was probably the hottest thing at its era (because 3D shooters were something new). Today, the majority of games have linear levels, and frankly, it gets boring.
(2) First-person perspective. We live in the era where 3D graphics are something taken for granted, so why are we still confined in first-person perspective? Expendable and Dungeon Siege are probably not much, but at least it is still refreshing to see the game characters roaming the world and duking it out with the enemies, instead of looking through their eyes. Today, first-person perspective has become so generic; no wonder people gets bored.
What I want from a game:
(1) Calling your own shots. Even the most refined action sequences (with realistic physics, whatever) will eventually get boring when you do it over and over again because the level tells you so.
On the other hand, the meele part of Sword of the Samurai is simple, 2D, and graphically primitive. Yet it is exciting because you play the meele action (kidnapping your rival's family member, assassinating your own master, etc) as the result of your decision, and as a part of your strategy in reaching your long-term goals.
(2) More 'Microprose Mindset'. Many of old Microprose games seems to be based on the same basic concept of doing the action sequences as a part of the strategy, instead of simply advancing to the next levels. Yet Covert Action, Pirates!, Sword of the Samurai, and ATAC: War on Drugs have sufficiently different basics of gameplay to keep them from being generic. For instance, I can still fully enjoy Covert Action after finishing Pirates!, because I know I won't be doing the ship-to-ship combat again in Covert Action. On the other hand, I really don't have the incentives to play Far Cry after finishing F.E.A.R, because no matter how refined the former is, it still have the same basic of gameplay of shooting things around through first-person perspective.
I could not read the minds of the great people at Microprose, but after playing so many of their games, it seems they started from themes instead of genres. For example, betraying your master and take his position won't be part of your strategy in Pirates!, because that's not what a pirate captain does! Likewise, you won't be doing ship-to-ship combat in Covert Action because that's not what a spy does. So both in the strategic levels and the action levels, the basics of gameplay are already different.
This is not the same with various first-person shooters with different themes, because no matter what the theme is, you still have the same basics of gameplay of shooting things around from 3D perspective. Okay, maybe a game requires you to crawl and hide, while some others do not, but still the same basics of gameplay of shooting things around.
(3) Fully dynamic world to interact. Freespace is probably an excellent example of this, while the first Privateer is probably a rudimentary attempt (although still 'feels right').
(4) Memorable worlds, storylines, and characters. To be fair, not all games need to be dynamic to be good. IMO, linear games are fine as long as they have those thing. Anyone remembers Iolo, or the Dynarri?
(5) More gameplay variety. I love flightsims, but if most games out there are flightsims, then even I will get bored no matter how refined they are. Some first-person shooters are cool, but if most games out there are first-person shooters and shooters again, then you'll see the problem, no matter how refined they are. Same goes with RTS.
How about an action-adventure-strategy game in fantasy setting, with 'floating' isometric view (because it's full 3D) and fully dynamic world to interact? How about an action-adventure cop game with mafia theme, where you can choose to be a fat & corrupt commisioner or the next Elliot Ness? How about a soccer game where you are not playing a team, but playing an aspiring soccer star, with teammates who might hate you and stab your back during the play?
Never thought this thread would be that long, but now, for something different.....
Kreshna Aryaguna Nurzaman.