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What is a game? (ancient secret Revealed)

Started by May 26, 2015 02:20 AM
11 comments, last by jbadams 9 years, 8 months ago

What is a videogame? Well it is just that, a video game.

What is a game? It is a sport, a play. Neither need rules or win loss conditions, though structure is usually encouraged.

People waste time reading long books on the mechanics (male mode) when the game design is actually suited towards females (social mode.) Game programming = masculine Game Making = feminine

This is the first half of the secret.

What is game?

Baby don't hurt me, don't hurt me, no more.
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Gender characteristics are in our DNA permanently, so video games are going to reflect that. Art imitates life and life imitates art.

It is a good point to bring that there is a huge untapped potential in female / feminine marketed games. It just so happens that mostly boys are excited about video games compared to girls. Some of it is the availability of games but much of it is the nature of boys. Oh, sure - some of it is learned conditioning, but experiments with boys and girls has shown that there are strong genetic tendencies. I would still encourage girls to be open to playing video games that they like.

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

by Clinton, 3Ddreamer

The second secret is thus. Listen closely...

Game making is about games. Not simulations.

We don't play video-simulations.

A game is a game, not a mirror of reality. If it is a mirror, it is usually bent, and that is the novelty of it.

A game does not revolve around realism or realistic graphics. Does the physics model have to be 100%?

Physics model should be smooth.

Framerate should be smooth.

Graphics, should be pleasant and emotionally fulfilling.

Games are an emotional excersize, chimps at play, nothing more.

HD remakes are crappy because they don't understand that video-games are games, not simulations.

Making "HD" graphics worse the original novelty of the lo-fi graphics in most cases. Upping the ante always leaves "HD remakes" biting off more than can chew, never catching the originals charm and essance. This is because the "developers" fail to observe it as a "game", but rather treat it as a "simulation." This is partly because most game developers are in the masculine, male mode, treating gaming as truth, simulation, rather than social communication.

Imagine if the developers of board games said "this game is not realistic enough! We shall "upgrade" the graphics of Monopoly to "HD" and put in real life fotographs of planet earth, rather than focusing on the game's stylistic essence!" Ridiculous.

Therefore the formula of failed HD remakes (and general decline of the game industry since 2000, the day of Dubstep) = Bit off more than you can chew.

Chiptunes are basic and the composers had to compensate by making the songs more elaborate. This is why modern videogame music has much less gems, and midi and chiptunes are overflowing with gems, because midi and chip require less reliance on instrument sounds, and more focus on musical personality. It is also a case of = higher complexity instruments = more tedium adjusting micro parameters = too many choices = bit off more than you can chew.

Ever since the day of 2000, the day the music died, the day of Dubstep, art has detoriated. The modernists have deemed random colors on a wall to be "art", and real art is scorned. The day of Dubstep, had been prophecied.

The chimpanzees have a strange fascination with simulating reality. It entertains them to accomplish things they don't do in real life.

This causes some to make the incorrect correlation that fun games=realistic games.

However if you look at actual data it shows that humans do not actually crave realism. Gaming, is a social mechanism. At the very heart of gaming, there is a positive correlation to dopamine levels in the brain.

Any game that increases dopamine levels in the brain, is usually regarded as "fun."

This is why soundtracks and overall artistic identity is the most important part of a game. Ie. it is the binding force that holds it together, makes it "fun". Otherwise it is just a set of mechanics and rules.

Observe this simple fact.

Noone would play Monopoly if the graphics were monochromatic doodles. They wouldn't cross the "investment" ratio.

People get hooked to games of TICTACTOE despite the graphics being doodles. This is because the game is simple, and theres not much time to invest.

But a three hour saga of Monopoly requires a certain level of fantasy, how deep and willing is the mind to go? Once the person crosses the "investment ratio" the mind fills in the gaps, creates it own fantasy, narrative. The graphics need not be realistic, in fact this would create even more of a jar, and less amount of fantasy narrative. Thus fancy and crisp pretty vivid colors are a good way to attract a player to invest. Gaming is like a meal.

The essence of a game, is a play, animal base play. The color scheme is very similar to digesting a meal. Games with color schemes that reflect things like feces, gray, etc. do not attract as much attention or investment.

Well we explained the fun factor of a game, simply chimpanzee playing behavoirs.

But what about selling a game?

It's all about cover art. People will try to downplay this, with the saying "do not judge a book by it's cover."

But this only applies to books. Books, generally, do not try to show personalities in their cover.

But font is a powerful tool. It is a major personality of a game. The wrong font can ruin a game. Without a font, artistic personality and or soundtrack, and or narrative, the game is a set of rules, mechanisms. Real life board games fill in this gap with competitive play and "fill in your own narrative".

A cover art tells a million words. A soundtrack tells a thousand stories. 99% of the time I can judge a game by it's cover and be absolutely right.

But selling? A game need not be good to sell.

In fact, Flappy Bird had 9 million plays, because it was a bad game. COD is a piece of crap but sells because it fits in with the global social dynamics of what is popular. Halo is rigid but people feel a loyality to bungie and the omnigomous Master Chief.

It's not what you sell, but how you sell it. It does help if your game is actually fun to play. Remember the chimpanzee playing behavoirs.

I wish more female input was available in the game development process....But I guess this uncharted area would forever remain untouched... At least for the time being.

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What happened in 2000?

What happened in 2000?

The fateful day of Dubstep, the day the music died.

I wish more female input was available in the game development process....But I guess this uncharted area would forever remain untouched... At least for the time being.

Females would excel in this field, it's litterally chaos, and a mix of luck and special sense.

For example, it was pure luck and social dynamics that got Flappy Birds to the top. Ancient masters of the art (who actually make games like OOT) are likened to "magicians", who perform trix so smoothly yet are so hard to reproduce. All imitators believe they can do it but fall flat, resorting to simple exploiting of chimp psychology (ie. rather than using creativity, exploit chimps violent, social and hoarding mentalities.)

What happened in 2000?

The fateful day of Dubstep, the day the music died.

The day the music died was February 3, 1959.

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