Rosh
Erudite
- Joined
- Oct 22, 2002
- Messages
- 1,775
I'm not going to reply to the whole article, but I'll reply to several of these Shiny Jewels of Stupidity™ (not to be confused with the Glittering Gems of Hatred™ that represent those with standards).
I guess that is what happens when you dumb down your audience, eh?
They stop being able to think for themselves while having the publisher's PR and gaming rags think for them as they sheep along.
Then you end up designing games for these kind of people because no matter how stupid they are, they represent income for the game publisher. The developer just has to do barely enough work to fool most of the other people, mainly the ignorant mainstream gaming press (who are ALSO a bunch of fast food rejects and "journalists" unable to work in a decent paying field) so their readers will flock along.
And therefore, the opinion of an idiot is put on the same level as someone who can map themselves - which is also something players do in any basic D&D game, unless the GM just throws their map at the players from the start nowadays.
Of course, it helps to have the locations and areas memorable, so they might not need mapping. Too bad most CRPG locations and areas are not memorable in any way aside from the player wanting to erase them from their memory (see: Fallout 3, Ass Effect, etc.).
If today's gamers can't understand click'n'move, click on an enemy to attack, and to use a menu, then it's perhaps time for the X-Box to support some other controls than just have a chimp mash a button.
I can also understand the confusion by morons being unable to see what two buttons of a mouse do in context to a game engine. Just TWO buttons! Of course, this might explain why they only trusted Mac users with one button for so long...
No wonder Adventure games are considered to be dead. Players have been taught to dry-hump the scenery while mashing the X button a la Final Fantasy VII and other titles, to find the "hidden" items. So getting them to understand environment and object manipulation is a tall order.
When you make games that involve the least amount of thinking, you get players used to not thinking as they mash a button through a romance plot for their digital persona to get laid. Puerile appeal != mature, JE. Mature = able to think about complex issues and details. I also have to call you a liar in part about books and films. Yes, the Lowest Common Denominator might adore a Wil Ferrell movie, but that doesn't mean there isn't an audience for thought-provoking titles like The City of Lost Children, Brazil, A Scanner Darkly, and similar writing from the past. I'm sure Philip K. Dick, Asimov, Madeline L'Engle, and other science fiction greats just roll in their graves at these excuses of yours.
Thanks for giving excuses for publishers and developers to no longer try anymore, and then be comparatively crap to what was already written long before this "audience" of yours was born. Is the human race regressing down to chimps? Your argument supports that.
YAY! We don't have to do anything but get the chimps to mash buttons! We don't have to try anymore!
JE Sawyer said:The threshold of simplicity that a hardcore gamer will accept is a lot lower than the threshold of difficulty that a mainstream gamer will accept.
I guess that is what happens when you dumb down your audience, eh?
They stop being able to think for themselves while having the publisher's PR and gaming rags think for them as they sheep along.
Then you end up designing games for these kind of people because no matter how stupid they are, they represent income for the game publisher. The developer just has to do barely enough work to fool most of the other people, mainly the ignorant mainstream gaming press (who are ALSO a bunch of fast food rejects and "journalists" unable to work in a decent paying field) so their readers will flock along.
A hardcore gamer may accept an automapping tool but scoff that in "the old days", he or she had to write things out on graph paper. A mainstream gamer will probably not accept the absence of an automapping tool. He or she will stop playing the game and tell everyone they know that it is terrible.
And therefore, the opinion of an idiot is put on the same level as someone who can map themselves - which is also something players do in any basic D&D game, unless the GM just throws their map at the players from the start nowadays.
Of course, it helps to have the locations and areas memorable, so they might not need mapping. Too bad most CRPG locations and areas are not memorable in any way aside from the player wanting to erase them from their memory (see: Fallout 3, Ass Effect, etc.).
I guess it depends on how similar they need to be. In terms of mechanics, I think a lot of gamers wouldn't accept the controls or conventions of those old games. In terms of content, I believe it's still possible to do, but it's harder now.
If today's gamers can't understand click'n'move, click on an enemy to attack, and to use a menu, then it's perhaps time for the X-Box to support some other controls than just have a chimp mash a button.
I can also understand the confusion by morons being unable to see what two buttons of a mouse do in context to a game engine. Just TWO buttons! Of course, this might explain why they only trusted Mac users with one button for so long...
No wonder Adventure games are considered to be dead. Players have been taught to dry-hump the scenery while mashing the X button a la Final Fantasy VII and other titles, to find the "hidden" items. So getting them to understand environment and object manipulation is a tall order.
The current gaming market doesn't typically support big budget games that deal with intellectually mature issues. Mature content is equated with sex and violence. Video games have not often been used as a theme-based or didactic medium, but that's not entirely the publisher's or developer's fault. As with films and books, most gaming audiences simply don't care as much about issues and themes as they do about visceral feedback.
When you make games that involve the least amount of thinking, you get players used to not thinking as they mash a button through a romance plot for their digital persona to get laid. Puerile appeal != mature, JE. Mature = able to think about complex issues and details. I also have to call you a liar in part about books and films. Yes, the Lowest Common Denominator might adore a Wil Ferrell movie, but that doesn't mean there isn't an audience for thought-provoking titles like The City of Lost Children, Brazil, A Scanner Darkly, and similar writing from the past. I'm sure Philip K. Dick, Asimov, Madeline L'Engle, and other science fiction greats just roll in their graves at these excuses of yours.
Thanks for giving excuses for publishers and developers to no longer try anymore, and then be comparatively crap to what was already written long before this "audience" of yours was born. Is the human race regressing down to chimps? Your argument supports that.
I only did a bit of design work on the Dark Alliance games, but I think it was good for Interplay and Black Isle to work with Snowblind on those projects. Black Isle consisted almost entirely of PC RPG developers and it gave us a narrow focus. I think working on console titles helped open up some of the developers (myself included) to look at other input systems and gameplay styles.
YAY! We don't have to do anything but get the chimps to mash buttons! We don't have to try anymore!