Quote:Original post by kru I might have misunderstood the original question, but it seems like you're attacking your own definition here. You're defining "hardcore" games with a very narrow view, then attacking the games that fit within that narrow view.
You dismiss the entire category of games that thwart your definition with the world "casual," as though they don't exist. I don't think you can dismiss those games and still ask why the palette of situations in video games is narrow, because is isn't.
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I see what you mean. A distinction I see really should have made very clear relates directly to
why I exclude casual games, and I'm sorry to not have made it originally.
What I'm really inquiring after are games which I
perceive to have depth. Obviously that's highly subjective, but you might get what I mean if you compare Diner Dash to Civilization. I arbitrarily exclude casual games because of the level of complexity presented. So for these more complex games I'm asking why the situations presented so often only encompass combat or management.
Quote: At the heart of the issue, it seems as if you wonder why games that feature combat or management are popular. My opinion is that combat and management are simple and intuitive.
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Combat I'll grant you (because it's so visceral), but I wonder if that actually holds true for management. It's not something we see depicted all that often or that we're exposed to, is it? If not, why is it automatically so intuitive?
Quote: I'd even say we've mastered the art of shooters and strategy game pattern designs. That makes them easy to make, and more profitable.
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That's an interesting thought. Whether or not they're innately easier to develop I don't know, but I think you're right. We've iterated over them so much that it's not as hairy and scary a territory as trying to make gameplay out of dramatic social situations.
Maybe I'd also go as far to say that we've mastered a level of spatial strategy, which you could say holds true for any activity involving physicality, from timing a jump in a platformer to setting up a kill sack in an RTS.
In comparison, a game built around backstabbing and political intrigue, for instance, or thieves pulling off a heist and double crossing one another is mostly terra incognita.
Quote: I also tend to think a little bit negatively about the people who buy games. I don't think the majority of game players want to read or think too much about a story.
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Heh, I find it way too easy to be pessimistic about the hardcore audience. But I'm always surprised. The amount of time people can devote to mastering spell combos or management screens in a builder game gives me hope for the attention span of the average gamer (some anyway).
Quote: The game with the most dialogue and least combat had the weakest sales, even though it was critically acclaimed. |
Yes, I take your point, but I can't help but wonder whether or not the critically acclaimed game is doing it's job. I can be pretty cerebral about a wide array of subjects but I don't want to play a game that's dreadfully dull-- I need drama and tension, the discovery of the unknown and a slew of interesting decisions to make. I don't think the average gamer is much different, and any game that comes out of left field content-wise is going to need to offer some hint that it's got this.