The medium that is gaming is growing. In one of my earlier articles, I talked about how the big developers and publishers roll out more and more generic games. Everything is becoming bigger, more spectacular, but not necessarily better. In part, this is due to gaming’s ever growing audience. Games used to be viewed as childish and nerdy — I remember girls in high school used to shoot my friends and me these looks of utter disgust whenever we talked about it. It almost became like a private matter. Playing games was bad.
Nowadays, everyone generally accepts games. I won’t say we’re all the way there, but we’ve come a long way. Now there are games for you, your parents and even your grandparents. Games have become an incredibly potent opportunity for profit. And this is a problem. Why make games for a sub-culture, when you can make games for everyone? The moment games became generally accepted, big dollar signs started glistening in the publishers’ eyes. Don’t get me wrong; making games that everyone can play isn’t a bad thing. What makes it bad is that people do it to make more money. Now that gaming has transcended the hardcore gamers, it has entered the big bad world, where almost everything is about money.
An often-used example of how games are adjusted to a bigger audience is the decreasing difficulty. Remember when games used to be really hard? When you would spend hours and many in-game lives on that one level? When Quick-save didn’t exist and Game Over meant Game-the fuck-Over? It’s a valid observation. Most games are easier today.
A while ago, I was at a conference called Gamelab. Present were two gentlemen from Vlambeer, a Dutch indie developer responsible for Super Crate Box. They started their presentation by saying what I had observed myself: “Games are becoming generic.” But instead of adding some nuance, they proceeded by saying that big developers are all copying each other and that the indie scene is forcing innovation. That inherently reveals that they believe themselves to be above all that. No humility here. Not only that: they also said that developers shouldn’t look to other media, at all. They urged developers to work on gameplay, and only gameplay. No story, no artsy visuals. Pure gameplay. “Games should be games again!”
Oh, isn’t that a lovely, simple, quotable one-liner? Isn’t that something you can put on the cover of a magazine? Too bad it’s grossly oversimplified! Now let me add: what they probably mean to say is correct: that we shouldn’t try to imitate other media. But every time they say stuff like this, they push it to the extreme. Of course games shouldn’t imitate other media, but we shouldn’t ignore them either. Progress is only possible when we evaluate past efforts. Furthermore, it is my belief that great things are possible when you let yourself be inspired by things outside of the genre.
I have recently become addicted to the shows on URealms.com. Roleplay, Super Minecraft, but specifically: Two Player. In this hilarious show, two guys play oldskool games like Super Mario World and Donkey Kong: Country. The games everyone played. The games everyone loved. The games we shouldn’t be trying to recreate. Fanboys, avert your eyes to the following statements: your memories of how fun these games were have been heavily distorted over time. You forgot the bad parts and remembered only the good parts. I watched Rob and Roamin play through the entirety of Super Mario World, and I was surprised by all the crappy design that I didn’t remember. Mario has the overpowered feather, cheap dead-ends and impossible jumps. And Donkey Kong is even worse, with its horrible camera zooming/panning. Today, gamers and game makers would consider this bad game design. Fact.
Now before you send a load of hate mail my way: it’s not fair to compare these games to the games of today, I agree. But I’m doing it to illustrate a point: we don’t want to go back. A lot of things that made these games hard were based on simple frustration, coming from bad design. They were awesome, but not perfect. We learned from their flaws. We balanced our game experience between fun and frustration.
Vlambeer’s Super Crate Box is an ode to the games of yore. Like oldskool games, it offers up frustration and randomness as a way to make things more difficult. And like the oldskool games, it’s quick, simple fun. And that would be fine, if it were not pretending to be something else. If it were not pretending to be a step forward. I played Super Crate Box. I liked it. It’s something new, and it took my mind of things for about 10 minutes. But that’s all it did. As soon as I clicked Exit, my mind was elsewhere.
They shoot down things like storytelling so easily. Leave it to the movies — who needs emotional depth when you have gameplay? Here’s the kicker: like the big developers, who dumb down games to reach a bigger audience, people like Vlambeer dumb down games by spewing (and basing their games on) simple statements. It’s fun, but it does nothing for me. Games like Mass Effect 2, Half-Life 2, and Bioshock might not have innovative gameplay, but unlike Super Crate Box, they get me to think about stuff, long after I click Exit. Well, I guess Super Crate Box did trigger me to write this article… But that’s cheating.
It seems like most of my articles are turning out as cries for balance. In this case, I call for balanced statements and balanced gamedesign. Just because games are reaching a bigger audience, doesn’t mean we should dumb the games down to make them more accessible. And just because that is exactly what’s happening, doesn’t mean we should go back to how things were in the time of Super Mario. We shouldn’t ignore the past, we shouldn’t ignore other media. We must blend. Blend our experience and knowledge from the past, with our ideas for the present and the future. We need games that are emotionally satisfying, as well as games that are just fun. Game that are epic, games that are simple. We need games for everyone, without trying to satisfy everyone with one game.
Oh, and we need less simplified statements.
- Press to Play © 2010




9 comments
Nick says:
May 2, 2011
I myself am a big fan of Super Mario World & Donkey Kong Country, to me, whilst I agree they’re not perfect games, they’re a hell of a lot better as videogames than some of the excuses coming out to this day can ever hope to be.
one day, completely out of the blue, I’ll break out the Snes or the Megadrive and play games on them all day, variety is important to me in gaming, I can’t just sit on one genre like a lot of people seem to do (specifically with FPS games in recent years) old school games hold a special place in my gaming heart, having started with a Snes when I was 3 years of age.
games need to be made harder, maybe not to the extent of the frustration that came with certain Snes/Megadrive games, but to such an extent that it would weed out the people who really love games from the people who just play them to fit in with their friends or just for the acheivements/trophies etc, but I’ll leave that aspect for another possible post for you
Veliremus says:
May 2, 2011
Hey Nick, thanks for reading and commenting! I agree with you: I don’t mean to say those games are bad(!). I even think they are much better than a lot of crap we say today. What I mean to say is: while they might be good still, we shouldn’t jump back into that way of designing games. We shouldn’t ignore the flaws they had, just because we don’t like today’s games.
And what you say about weeding out, well, that is another subject, indeed. But to quickly address it: you’ll always have people like that. What I think is important is not to adjust your game, just to keep these people out.
snakkles says:
May 3, 2011
On one hand – Half Like 2, on the other – Super Meat Boy. Both great games, and both get you thinking about it after you have walked away, but one has a cinematic, immersive story and the other has a hunk of meat, a mad professor and a really steep leaning curve
Veliremus says:
May 3, 2011
Not really familiar with that one, but did it pretend to be anything more than that?
snakkles says:
May 4, 2011
No, it’s a platform puzzler that is very addictive. Maybe games are easier these days because they have a story? Who wants good storytelling if you can’t get to the end?
Veliremus says:
May 4, 2011
That’s a good point, I hadn’t actually thought of it that way.
I guess the ideal compromise would then be something like in Assassin’s Creed: Brotherhood. You complete the mission objectives to get ahead in the story, but to reach Full Synchronization, you need to complete additional (read: harder) objectives. This caters to both people that play for the story as well as people that play for the challenge, I suppose
.
Rob says:
May 20, 2011
It’s funny to read how people think all games today are bad. That’s because for the most part, we only remember the good games. 20 Years from now will will talk about the golden days of games like World of Warcraft, Halo, or when Nintendo made Super Mario games that didn’t involve a nose spray. For every good game there was when I was a kid, there were 20 shitty ones that would make me go back to the Blockbusters and pretend as if the game was broken so I could rent something else to play over the weekend.
The media has grown and we now see an assortment of games. To say they are being dumbed down isn’t exactly fair, because the media is so big you get a wider range of games. I mean when I look at a game like Eve Online it’s really hard to pretend like it could be any harder to grasp right away.
People have fond memories of there childhood games regardless if they are good or bad. In fact some of what decides what is good/bad now is determined by that generations childhood. I think a good game should be able to stand the test of time regardless of how the media changes.
Veliremus says:
May 20, 2011
Hey Rob,
What a surprise, thanks for reading!
I don’t think all games today are bad. We’ve got stuff like Portal 2, people like Tim Schafer and Gabe Newell, and a whole lot of fascinating intricate indie-games! And that’s a good thing too, because I would have been a pretty damn cynical game designer otherwise. But I do think we’re dumbing down a lot of games, not because we have a wider range of games, but to cater to more people at once. I’m also not saying everyone is doing this (thankfully), but a lot of developers (or, more likely, publishers) are. And it has me worried, to be honest. I hear BioWare delayed Mass Effect 3 to “make it more accessible.” Maybe it’s me being cynical, but that kind of statement has me worried. It tells me they want to make their games simpler to accomodate a bigger audience. Eve Online isn’t really dumbed down much, I agree. As a matter of fact, it’s a good example. Despite its number of players, it’s a very niche game (you really have to like that sort of thing). And it doesn’t try to simply its game mechanics to accomodate more players.
I guess it’s all in the definition of “dumbing down”. For this article, I defined “dumbing down” as removing complexity (and often therefore uniqueness) so that a bigger audience can play it. And as an important addition: not to widen the range of games, but to make more money.
I definitely agree with you on your last statement. And time will prove a very good test of a game’s uniqueness (playing Grim Fandango again, for instance, which has some things we would consider bad design today, but is still a fantastic game!). Which is why I honestly believe that, when we look back, games like Call of Duty: Black Ops will have all been blended together. Time will tell, I guess. Lastly, I’m a firm believer of the idea that everything moves in waves. Life, the ecomony, games, etc. Ups and downs. So I believe we’ll eventually find a sweet spot. Then we’ll overshoot again, and self-correct until it happens again. I guess this article, then, is an observation of the current state of affairs. How I perceive them, anyway
. So, not all games today are bad, but *definitely* not all games of our childhood were good — we shouldn’t be “going back” to anything. We learn from the past, and improve the future. I know I sound kinda hippy and repetitive when I say this, but: it’s all about balance.
Woops, guess that’s a pretty long reply… Thanks again for reading and replying, I really appreciate it
.
Veliremus says:
May 20, 2011
*Accommodate, Economy. (Sorry, I shouldn’t type replies when just waking up
.)