E3, trailers and previews mostly sell games based on potential experience. Look at the haunting graphics of Journey or listen to a podcast about the epic scope of Skyrim, and the promise of experience is there. Come into our worlds, they say, they are thaumatic.
Sometimes they are, however those worlds which are successfully so are based on more than just experiences. Experient design’s goal may be to take the player on an emotional journey, but it’s the games that pay attention to what happens in between emotional events that truly are magical. Experiential highs are just one tool in the making of games, not what they are.
Duke Ellington’s point was simple: Across all genres and eras, music needs to swing. It’s a creative constant. I make a similar point about fun, arguing that it too is a creative constant and a game is not a game if it lacks the joy of winning while mastering fair game dynamics.
But some kinds of fun are more appealing than others. Some are innately fascinating and inspire the play brain to play, where others just don’t. I call it the law of fascination.
Perhaps the greatest lament of all is the one about why the adventure game died. Once hugely popular, adventure games started to fall out of favour in the mid 90s and by the turn of the millennium were essentially dead. However they did not die because of a grand conspiracy on the part of publishers to kill them (as is often asserted).
Adventure games contributed hugely to the development of the video game as an art form, but there’s a basic reason why they went away: They were bad games.
You might call it challenge, difficulty or a scenario, but a universal trait of great games is that they test players in some way. Games have a learning value (as Raph Koster so memorably chronicled) and a huge part of their fun comes from mastering them. From the simplex crossword to the massive complexity of Battlefield 3, games push the player to be better in some way. Even creative games like the Sims are test driven.
Yet it is a major fallacy to conclude that all types of test consequently make for good games. They don’t, and there are good reasons as to why. The psychology of play and boredom gets in the way, the lack of clarity in some kinds of test makes them frustrating and the overall opacity of their results leave players nonplussed.
This is an essay about optimality, the play brain and why successful games need to be far more abstract than they might appear.
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