quote:
Original post by cowsarenotevil
How is it a game, though?
-~-The Cow of Darkness-~-
With the new "modify the NPC to look like your boss, ex, mean brother, etc." I could see it selling well.
But you touch on a subtler, more shall we say, salient point. How is it a game?
I had a recent shock the other day at a sports bar while trying to hit on the bartendress. An ESPN special was playing on the Stanley Cup. The cup was on display, and selected hard core hockey fans (lest we forget, sportgames are still games) got to actually view, be in the same room as, and marvel at the magnificent trophy.
And marvel they did. The various looks of awe, wonderment and outright worship on the faces of these fans of not only the trophy but the residual footprint of influence this simple sport had in the minds of these fans of the game willing to spend a hundred times a year more on their game that they love than any computer gamer would. This game influences their dress and display: they paint their faces, drive with team flags proudly waving off of their cars as if it were the 3rd army in a hummer outside Bhagdad.
No fans in our end of the game business do that. Even with the biggest games with a hundred times the preparation and thoughfulness and design values.
This simple game reaches so far into the pocketbook and the mind that it made me realize there are two very important points all computer game designers ought to remember.
One, that these games, will millions of fans and incredible incomes, simply need to remember that the bar (or barrier to entry in the marketing vernacular) in the game world is so low that all a player need do is be able to score, have more points that the other guy (and that is not even necessary in all designs) and win. So be sure to pack a paleolithic caveman club in with your next space adventure, in order to increase sales and have your players wearing Tyrannosaurus prints into the mall on their way to Gamespot.
Two, maybe we are setting the bar too high in our designs. Perhaps three layers of shift and control hot keys to access mechanical or feature functions has complexified what is usually simple and a great moneymaker in lots of other cases into a marginal market performer somebody overdesigned for.
Though I think the days of making something as simple as checkers and as profitable as pong are over, simply because too many people with too many approaches have worked perhaps the last fun tetris or tile clone out of the realm of unique and original captivating and fun game design, and, the fans, the people who spend the money, think and make purchase decisions on the level of the guy with the paint on his face, the hudred dollar team jersey on his back, the posters and team flags in his bedroom and the limited edition plates of the trophy, the team and the coach in his hutch, the team name license plate bracket on his harley, truck and wife's car and kid's lunch pail he takes to school.
How many Halo T-shirts really sold? Was there even a coffee mug? Has anybody ever done some market research to determine how many season ticket holders to a major sports franchise team also own the video game of the team?
What lessons are we missing in our end of the games business that prevents us from enjoying this kind of income and poplarity, nay, instituional reverece?
Some suggestions: There's no stanley cup of computer games, and, uuh, lookit, it's big, silver and pretty and I want it in our arena (real or virtual).
So maybe if he designed into the torture game gaining different kinds of torture tools as a benefit or gaining expertice and experience points, and also added a scoring mechanism that added bones coins tossed from the crowd for a good, gory show if the player is able to, a, make the screams the loudest, longest and most anguishing, b, keep the 'torturee' conscious or alive the longest, d, best combinations of torture for overall 'agony rating', and e, a big shiney torture trophy cutscene between levels hawked by MC torture, and his uberhottie sidekick, Torturella. Mmmm or ermmm?
Comments welcome.
[edited by - adventuredesign on May 10, 2003 11:57:45 PM]