Games == relationships.
You have a relationship with a game, and it is the game's responsibility to keep things fresh by taking you to new restaurants, wearing a sexy bra ;), asking how your day was, and generally providing all round stimulation and novelty.
Quit the foreplay, just go watch some porn. We all know which "feature" most players would be playing for anyway.
What get rid of the NPCs and get to the action (ie. combat/puzzle solving)?
BTW, this is meant sort of tongue in cheek metaphor for the enjoyment curve of a game. Butt, what I am suggesting is that games try to keep things interesting by changing things round and introducing new aspects so that things stay fresh and new.
(How about a game that adds extra-levels of depth on the second / third playthroughs?)
BTW, this is meant sort of tongue in cheek metaphor for the enjoyment curve of a game. Butt, what I am suggesting is that games try to keep things interesting by changing things round and introducing new aspects so that things stay fresh and new.
(How about a game that adds extra-levels of depth on the second / third playthroughs?)
Quote:
Original post by Ketchaval
You have a relationship with a game, and it is the game's responsibility to keep things fresh by taking you to new restaurants, wearing a sexy bra ;), asking how your day was, and generally providing all round stimulation and novelty.
Dude, you BETTER NOT be making this kind of game. [lol]
I mean, geez, we geeks have a hard enough time with our reputation as it is!!!
Quote:
BTW, this is meant sort of tongue in cheek metaphor for the enjoyment curve of a game. Butt*, what I am suggesting is that games try to keep things interesting by changing things round and introducing new aspects so that things stay fresh and new.
One challenge you will have by constantly trying to keep things new is in generating the content & QAing it. I like Spore's approach of having other players generate the content. That might work.
Okay, that's my attempt at salvaging this thread...
can't resist this though: * = Fruedian slip there, pal? [wink]
--------------------Just waiting for the mothership...
Quote:
Original post by Wavinator Quote:
Original post by Ketchaval
You have a relationship with a game, and it is the game's responsibility to keep things fresh by taking you to new restaurants, wearing a sexy bra ;), asking how your day was, and generally providing all round stimulation and novelty.
Dude, you BETTER NOT be making this kind of game. [lol]
I mean, geez, we geeks have a hard enough time with our reputation as it is!!!Quote:
BTW, this is meant sort of tongue in cheek metaphor for the enjoyment curve of a game. Butt*, what I am suggesting is that games try to keep things interesting by changing things round and introducing new aspects so that things stay fresh and new.
One challenge you will have by constantly trying to keep things new is in generating the content & QAing it. I like Spore's approach of having other players generate the content. That might work.
Okay, that's my attempt at salvaging this thread...
can't resist this though: * = Fruedian slip there, pal? [wink]
Well the girlfriend thing has already been tried in GTA: SA...
Anything posted is personal opinion which does not in anyway reflect or represent my employer. Any code and opinion is expressed “as is” and used at your own risk – it does not constitute a legal relationship of any kind.
Quote:
Original post by paulecoyote
Well the girlfriend thing has already been tried in GTA: SA...
Never got a chance to play that. Did it work? [grin]
--------------------Just waiting for the mothership...
Quote:
Original post by Wavinator
can't resist this though: * = Fruedian slip there, pal? [wink]
LOL, well spotted :)!
Yes, it is a problem to keep things new in games. I'm trying to think up some tacky metaphor involving ,first, second and third "base".
Foreplay is not just for the 30 minutes before love, but in the right hands can involve dropping hints that get people's imaginations going and imagining what they are going to do that evening. Maybe games could use 'real-time' calendars t(like Animal Crossing) so that the player knows that if they turn it on ;) tomorrow then they will see the Summer Harvest festival.
Likewise, as in dating first impressions count so the first few minutes of the game count and need to grab the player.
Likewise, taking you to a sushi restaurant = asking you if you want to go to the planet of Stone Monsters and fight the gargoyle hordes.
[Edited by - Ketchaval on July 7, 2005 11:29:47 AM]
I dunno, I think there must, in some game design course in some college somewhere, be people who are all for comparing the phases of intimate relationships to video games... but I'm afraid it ain't here.
And don't let Senator Lieberman catch you comparing sex and intimacy to violent video games... or you'll find yourself with an invite to testify before Congress. [wink]
And don't let Senator Lieberman catch you comparing sex and intimacy to violent video games... or you'll find yourself with an invite to testify before Congress. [wink]
--------------------Just waiting for the mothership...
Quote:This is an interesting (and humorous!) way to describe what boils down to maintaining the gamer's interest. Ketchval is on to something here...
Original post by Ketchaval
You have a relationship with a game, and it is the game's responsibility to keep things fresh by taking you to new restaurants, wearing a sexy bra ;), asking how your day was, and generally providing all round stimulation and novelty.
Quote:Hehe, yeah. Unfortunately, just like shallow people in relationships, "looks" are all that matter. (akin to graphics in games.)
by visage
We all know which "feature" most players would be playing for anyway.
-Razorguts
AB HarrisEngineer, RG Studios
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