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Made a new Gamasutra article: The danger of letting the gaming industry curate its own history

Tigranes

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Nice piece and very good insight.
A little sad of a read too.

At the end of the day, though, it's a reality we have to accept.
The world rushes onward. Movies DO get outdated too.
And you don't see people attending to ancient Greek plays either.
It's the way it is: good (and less good) things shape whatever comes after, sometimes directly, sometimes indirectly.
Sometimes authors are conscious of the true origins of their concepts, sometimes even they are not.

With games the process is just faster.
I can't get guys 10 years younger than me to play Torment.
And hell, try to play an old game. More often than not you'll miss a driver, or your modern multi-monitor set-up will mess the old GUI, or whatever.

Let's be thankful we get the little gems that we get while they last, and let's be thankful for the real passionate "historians" who manage to extend the life of said gems for as long as possible, before reality insists on going on with its cycle :)

Tell that to Shakespeare. In fact, tell that to Greek myths, and even a lot of Greek plays. Oh, and Greek storytellers!

Sorry, but your idea that things "inevitably" move on and it's "natural" is is entirely wrong. First, it's based on incorrect evidence, as I've indicated above. Second, the idea that 'new things are better than old things' and the world keeps making superior things is an idea that is only two or three hundred years old. Believing that things in general 'naturally' get better over time in all areas of life feels natural to us - just like it felt natural for many premoderns to believe history goes in giant cycles, karmic or otherwise.

By the way, this 'natural' idea that things get better is also manufactured in specific industries. Someone mentioned furniture before. Well, the current fashion where you get new fashion for furniture, you get seasonal variations in furniture, and we get this idea that you can/should change your furniture every few years - that only came about during the 20th century when the industry realised selling really strongly built, exquisitely made furniture to last 50 years doesn't make enough money. There was a purposeful move to make furniture more susceptible to fashion - by, guess what? Telling people that your furniture becomes outdated!

After all, our own world is full of contradictions to that 'natural rule'. Apparently some movies get outdated, but at the same time, some movies are timeless. (As felipepe said - usually the latter happens when it's about to be resold as a remake/reissue!) Apparently fashion gets outdated, but it also comes back! You know why? The easiest way to keep selling something new is to sell something old again. You don't buy gloves then keep them for 30 years, and you don't buy a new design of gloves every year. Instead, you buy gloves, you buy a new design, then you buy the old design AGAIN because it's 'timeless'...

Again, that's stuff that is just bread and butter common sense in such industries, and you can find actual histories, academic or otherwise, that show how it happened. It's not just conjecture. That's what you understand when you look at real evidence: in every industry or art or genre, the idea of what is "new" is manufactured for you, and it's made in a way to encourage you to stop using the shit you have and buy some extra shit.

Well, the Codex is all about saying, fuck you, I'm going to use the shit I loved last time, because it didn't magically go bad in the few years it took you to make Fallout 3. And fuck you, I'm also going to buy some more shit, but maybe I don't need it to be whatever you call it is 'new'. I just want it to be good.
 
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Dexter

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Yes Dexter , they are exactly the same game:

UbhnoPF.png


I'm sure that exploring based on rumours is also the same as following a huge quest marker. As well as all other differences like various types of attacks mapped to mouse movement, the ability to create spells, being able to fly, dual-wield, create your own classes, etc... are all just minor details that no decent game designer would waste his time looking into it. Too busy playing the latest AAA popamole game!
Maybe my general disdain and apathy for the series is speaking, but I always hated the lexical info-dump approach, it was one of the main reasons why I couldn't bother with Morrowind more than a few dozen hours: http://www.rpgcodex.net/forums/inde...-to-the-new-thread.75947/page-87#post-2280408 and whether the compass that was available from the first game has a current quest indicator or not (which can be disabled via mods anyway) is kind of a very small superficial change. You usually end up stumbling around the world looking for points of interest anyway.

Elder Scrolls for me was always about running around a bland inorganic world filled with soulless characters and bad level design (afaik they didn't even employ any specific level designers to try and touch up large parts of the world and relied mostly on randomization till Skyrim: https://archive.today/ztjb6 ) trying to look past the numerous broken systems and game mechanics to get some enjoyment out of it before being bored to tears by all repetition (like uncaring text-dumps, repeating random looking dungeons, boring characters, "Oblivion"-gates or stupid dragons), and yes aside from smaller details and specific systems that they changed over the years they are rather similar. If you take just the right part of the dialog above it's just a matter of UI.

You say it yourself when some of the biggest differences between titles 4-6 years apart you can think of off the top of your head are "but with the ability to create spells" or "but now with dual-wield!". There's probably more basic design changes from one Civilization to another than in the entire Elder Scrolls series. I think one of the greatest changes is the verticality they added to the world at some point.
 

felipepepe

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Dexter , at the very least you have to ask yourself: if the core gameplay is the same, what changed from this formula that made Skyrim the biggest-selling RPG of all time? Why people's interest go only as far as Morrowind? That alone is reason enough for a designer to at least TRY Daggerfall and Arena.

Publishing this article in Gamasutra is more futile than trying to convince Young Earth Creationists they are wrong.
It became a Featured Post, so at least someone seem to have liked it.
 

MRY

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MRY , is not that the 1001 book didn't include King's Quest I. They didn't include ANY King's Quest game, not even V or VI. As well as no Space Quest, Wizardry, Might & Magic or Gold Box game.
I would not include any KQ game in the Vault. But, as I said, I don't think anyone could plausibly say that the list shows an anti-past bias. At a glance, it appears that around 15% of the list is from before 1990. That compares favorably to the percentage of games on the Codex's list of top RPGs from before 1990. And I trust we agree that the Codex is biased in favor of the past.

Nor could you say there's a bias against old adventure games. We've got Zack McKraken on the list, after all! (Not to mention Planetfall, The Hobbit, etc., etc.,)

Whoever wrote the list plainly didn't like Sierra games, but that's an issue totally tangential to the gist of your article. As for the RPG omissions, again that seems a matter of taste, not historical ignorance. After all, Eamon is on the list. So is Dungeon Master, The Bard's Tale, Ultima I, NetHack, etc.

What the list reveals is not a bias against the past so much as particular preferences: Lucas over Sierra, Ultimas over Gold Boxes, etc. It is hard to avoid those creeping in. (Compare NeoGAF's RPG list to the Codex's, for example.)

Second, I speak about films with some knowledge in this area. I've been a video editor for the past 10 years and worked with various professionals and directors, with background in advertisement, TV and movies. And I did a 80 hours course on movie criticism & history a few years ago. These people are walking encyclopedias, they actively research their medium, hunt for obscure references, watch movies you never heard about and read thick books on film-making and director's biographies. You don't have gaming's "I grew up playing SNES, play ever since and that's it" journalists rampaging through - maybe on blogs, but not on serious, formal outlets.
This is not an apples-to-apples comparison. Writers on gaming sites are not equivalent to industry professionals. And film studies students very different from people in video game development courses: the latter field, at least in the United States, is a vocational / non-academic field. The apples-to-apples comparison would be the familiarity that successful industry veterans have with older games; it may still be less, but that's largely attributable to the commitment it takes to play a game vs. watch a movie.

Yes, games take longer to play, but we used to have specialists. CGW had a journalist for each genre, and they were experts of their trade. Ever since blogs replaces magazines, we went backwards a lot in this sense.
If you say so, I believe you. I never read game magazines as a kid, but the ones that are quoted on CRPG Addict compare unfavorably, in my opinion, to the average mid-to-high-end site today.

Outside of quotes on that blog, my only exposure to Scorpia (who I assume is one of the experts you're referencing) was when I read her reaction to an article I wrote in The Escapist eight years ago. To the extent she is a paragon of the old RPG journalism, I'm underwhelmed, though obviously I have my biases. If nothing else, she seems to have misunderstood even very basic sentences (for example, reading "the player should never be expected to save except on quitting" to mean "permitted to save"). The only "single save slot" game she seems aware of is Diablo 2. She appears totally unaware of rogue-like games. Her design preferences are for "heroic" RPGs where you never have stat penalties. Etc.

Third, I mention the book mostly because of how they ignore Sierra but the same journos who worked on the book began to write articles in praise of Roberta as soon as the reboot was announced.
Without checking each author's bibliography, I'll have to take your word for it. But why would someone write an article about her absent the reboot? The reboot made KQ relevant, KQ made her relevant, and that prompted gushing articles. Otherwise, there have already been lots of excellent articles written about her, and I don't see any reason why more should have to be written. I'd read them if they were, but the failure to have an annual Roberta Williams festschrift is hardly something to get agitated about.

They did a decent job on their research of older titles, but too many old classics are missing in favour of listing Mario Kart 5 times or all having individual entries for each GTA IV DLC.
I have no idea what the standards for the list are. Maybe that DLC is really awesome. (I've never played the GTA games. I too am an agent of cultural illiteracy.) I agree that the later stuff on the list seems pretty stupid. But then, so does the older stuff. Surely Zack McKraken should not be on it, as much as I love the game.

Fourth, GOG removed a lot of barriers, and every day more and more old games get release on Steam. I can understand that casual players still don't want to mess with bad controls & interface, but I think it's unacceptable for someone working in the field to excuse themselves this way. Especially when they just handwave them, away saying they are "outdated" or "just not fun to play anymore".
We'll just have to disagree. I don't think a moral or practical prerequisite for "working in the field" is fiddling with awkward old games simply because they have a measure of historical importance. Even games that aren't awkward or hard to control take more time than people reasonably have. Moreover, I'm deeply skeptical that if you were able to slave-chip game developers and require them to spend all of their time consuming media (rather than, say, spending time with their kids, posting on message boards, grabbing a beer with friends, going for a jog), the best media to direct them to would be old games. As I wrote in another Escapist article, I think one of the big problems is actually game development becoming too inwardly focused -- trying to recapture or improve upon existing games, when those games' greatness often came from exogenous influences like books, film, P&P games, board games, real-life adventuring (not LARPing, I mean like, actually going for a hike).

What next, book critic won't read Hamlet because the language is archaic and the play format is unused today?
To begin with, few book critics if any read Hamlet in the original spelling, and often not only spelling but words are changed. Moreover, no one is proposing that the Hamlet of video games should be neglected because it is hard to set up; what I am proposing is (1) none of the games you've mentioned is even semi-plausibly the Hamlet of video games; they'd be extremely lucky to be counted the Cymbeline of video games; and (2) it is quite likely that the Hamlet of video games will be one without a crappy interface because part of the genius of Hamlet is how easily it manages to speak to us even across a divide of more than four centuries. Finally, I don't think that reading Hamlet is a prerequisite to being a book critic (to be pedantic, Shakespeare didn't write it to be read as a book, in any event), nor do I think that reading Hamlet is a prerequisite to being a writer. I say that as someone who loves Hamlet and alluded to it several times in Primordia.

My very own book on CRPGs only list 300 of the more than 2000 CRPGs made in the past 40 years.
I think I've been unclear. The idea that someone should be familiar with 15% of the works in a particular genre to consider himself literate within that genre seems insane to me. No one applies that standard to films, books, or anything else. There are so many games (books, plays, movies) that it's not viable.
The reference to film is simply that in film, there is considerable winnowing that has gone on before something is called a classic. When you say, "It's unreasonable not to know City Lights" or "It's unreasonable not to know Hamlet," you're drawing up the fact that out of millions of works, a very small number have become "canonical." By contrast, you're expecting game developers to know a much greater percentage of games, even though games are much more time consuming to play and on balance probably worse, and even though the historical significance of the games at issue is at best debatable.

However, I will maintain that I find disturbing for Elder Srcolls fans to never go after the first two games in a series of mere five titles.
I agree that's a humiliating moment for the students. That said, it has as much to do with the misuse of the term of "fan" or "Elder Scrolls" as it has to do with cultural illiteracy. Probably they interpreted the question to mean, "Did you enjoy the Elder Scrolls game you've played?"

It's hard to be a serious fan. There are authors whom I adore, and I haven't read all of their writing, not even close, and there aren't even that many books at issue. There are foods of which I consider myself a great devotee, but once I look on Chowhound or Yelp, I realize I'm barely initiated.

There's nothing wrong with being proud of your depth of knowledge. You should be proud! I'm proud to even be talking with someone so knowledgeable! But it is a dangerous kind of humility to say, "My depth of knowledge is the bare minimum that a person must have to participate in the conversation." It was Harold Bloom's "Western Canon" that drove this point home to me. Check this out. It is impossible that anyone other than Harold Bloom would satisfy his test for cultural literacy.

In a way, this discussion reminds me of the old "what makes an RPG" debates. Just as the definition of RPG shouldn't be tailored to include only games we like, we shouldn't expect others to play every game that matters to us.

And that's my main point in this article: the gaming industry doesn't encourage gamers to learn about it's history, it does the exact opposite.
I guess I'm not persuaded. It seems to me that the industry is in a fever of re-releasing old games, making sequels to old games and bundling them with the originals, Kickstarting deliberatey retro games, throwing around retrophilic terms like "NES hard," etc.

I would rather the world were filled with people of your erudition, but of the things today that make me hopeless, a fondness for XCOM over X-Com is not one of them.
 

MRY

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The funny thing is when the gaming industry practices what it preaches: http://en.wikipedia.org/wiki/Civilization:_Beyond_Earth#Development

In designing the tech web, the Beyond Earth team began by going to the Wikipedia article on Alpha Centauri

Can't actually play it I guess, it's too outdated
This is pretty misleading. Here's what they actually did (or said they did): "That's where the reading list came in. The first thing we did was go on Wikipedia to the Alpha Centauri webpage, and it has the books that Brian Reynolds and his team read, so we read those, and that was our starting point. And we read a lot more, and got a survey of all the weird things we could do and the weird places we could go, and the tech web really reflects that." In other words, they didn't go to Wikipedia in lieu of playing Alpha Centauri, they went there to get at the game's "Appendix N." That is entirely the right approach: you don't imitate a derivative work, you go to the font and drink deeply.

That said, it is a pretty hilarious quote when snipped. :)
 
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Xu Fugui

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Dexter, you might be our resident expert on misogyny and misandry, but you come across as quite the retard with your posts in this thread. The design differences between the first two games and Skyrim is so radical they are pretty much in different genres. The inclusion of a quest compass and free teleport fast travel made a world of difference and had many very noticable effects. Shiiieet, if I had the time I could probably write a very long article about how the series changed with each iteration and an analysis of what came of those changes. You'd be surprised how different they are, even if you didn't like any of them.

MRY, it's really weird to see someone who owe most of their success to ripping off the old Lucasarts school of design wholesale be sceptical towards the value of developers playing old games and learning from them.
 

MRY

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I think it's universally acknowledged that Primordia ripped off BASS and PST, neither of which is a Lucas Arts game. :)
 

Tigranes

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MRY I'm only going to engage your last point only: how could we claim game industry encourages amnesia and a fetishisation with novelty when remakes and re-releases are the current fad?

The problem here is that we can't treat every process in the game industry as the same, or all audiences as the same, etc. Firstly, the big driver of the industry has always been AAA-games (though mobile may well change that over the next decade)... and AAA-games are defined by newest graphics, newest technology, newest trends. You don't have anyone calling Pillars of Eternity AAA, because it's a catch-22 situation; nobody will grant AAA funding for something that isn't 'new' enough, so we'll never really find out if Wasteland 2, with an extra billion dollars and production values through the roof, would have been 'AAA'. So even when you have mobile games, casual games, re-releases, Kickstarter, etc, the dominant trend, the rule rather than the exception, is that "the best is the latest is the best".

Secondly, re-releases doesn't necessarily mean game industry encourages gamers to learn about and delve into history because: (a) who is doing the re-releases? Some of the remakes are done by the original developers, developers who have a niche group of fans who love them for being old school. These people have always served a more history-conscious niche, and even then, they are always having to fight sections of their own fanbase who start thinking to themselves, "shouldn't my favourite game, which I loved more than any other game, become more modern?" (b) which history are they encouraging you to learn? To use your example, what does it mean when someone makes a new AAA game and says they want it to be 'NES Hard'? You find that these people are then in a position to dictate to the public which aspects of old games were awesome things to bring back, and which aspects were just outdated shit limited by technology. And a lot of the time, they make awful decisions. That's why you hear them not just saying "NES Hard", but "yes, we want it to be hard again, but maybe not quite as hard, or at least we won't make it frustrating like NES games were..." they're constantly apologising for the old games. So why are they even bothering to say "NES Hard", you ask? Because it's a way to draw in both people who care about new games and people who care about old games. So yes, they DO want gamers to delve into history - but not the real history, they want gamers to play 'modernised' remakes or just the next 'new game', but they want you to spend your nostalgia money on it too.

In true Codex tradition, let's make a possibly tangential leap to an example from another media industry. Everyone knows about k-pop in the Psy or scantily-clad-girls vein. South Korea is notoriously fad-conscious in every aspect: have a hit TV show, and you literally notice hundreds of women sporting the same hairstyle as the heroine in Seoul subways after a week. It was the same in music, where songs just 1 year old would be denounced by the artists themselves as old hat. Well, starting around 2010-2011, Korean TV stations, music shows, etc. suddenly started bringing back good old stars from the 90's and 80's, lamenting how people had forgotten all this great music, and arguing that we are all better off for having a sense of history. All good, right? NES Hard? Well, what actually happened was (1) the old songs were frequently remixed and covered by the newest artists in the newest styles, right down to R&B hip hop versions of folk ballads and other things where they might as well have written entirely new songs; (2) the appreciation of older songs and artists always came simultaneously with apologies and qualifiers - "oh, so you know, the production quality is horrible, they dressed hilariously, man, we can laugh about it now, some things were horrible back then, but anyway, the melody is timeless, right?"

If you pick out one thing that people are doing (re-releases) and then interpret it as a move reflecting the game industry as a whole, then all of these nuances become water under the bridge. Now, certainly, this does not mean that all these remakes and re-releases do nothing for the appreciation of bygone games. They are better than nothing, and in some cases, especially KS games, they really are as good a revival of old design and old styles as you can hope for. But the mainstream game industry and its big players continue to push 'new is best is new', and this is not, on the whole, contradicted by what you say.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Nice work felipepepe
Though I can see how it would be difficult to try out past games when the existing games are so fucking many, and the 'journalist' is expected to educate the readers on the value-for-money of the games out right now.
As it stands, I don't think the game critique industry allows for researched, informed pieces.
 

felipepepe

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Damn MRY, you argument and write way better than me, you should be the one writing articles. :P

Since you did write one, I read it and partially agree with you. Perhaps the biggest example is the anime industry, that began with artists being inspired by their daily lives, just like Miyamoto and Crowther, yet down-spired into a self-absorbed, self-revering industry. It's "by otaku, for otaku", meta-stories that people from outside can't even relate to anymore.

But that's an extreme, and far from what I'm proposing. Having game designers that only know about the most recent release vastly reduce their repertoire of approaches that can be taken in games - i.e., that RPGs are either Bethesda-like or BioWare-like, that these are the best and only way to make a modern RPG. Sure, open-minded devs can come up with a completely new approach, but knowing their past allow them to do things like Legend of Grimrock or Divinity: Original Sin, two games built upon evolutionary paths considered "dead" - Dungeon Master and Ultima VII.

Besides, you don't need to finish 100% of the game to understand it, but at least boot it up and try for like 2 hours, just like a movie. That's not asking too much, is it? My shock isn't that the students didn't explore all of Daggerfall's dungeons, but that they didn't have the curiosity to download a free 5 Mb game and try it for 10 minutes! They are convinced that it's a futile waste of their time, that there's nothing those games can offer them! Similarly, Nu XCOM should serve as a gateway to X-COM, not a replacement.

Maybe not all book critics will read Hamlet, or all movie critics will watch City Lights, but they know that they should try it sometime, that it could be interesting. There's an unspoken pressure to know the classics. And that is healthy, pursue of knowledge should definitely be promoted. Harold Bloom setting a minimum knowledge level is extremely arrogant, but so it's for kids who "grew up playing video-games" to consider that they already know everything.

Also, a respectful "fuck you" - King's Quest VI is awesome.;)
 

tuluse

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To be fair, I don't think they missed all that much and it's kind of a bad example. I don't particularly like (or have finished) any of them but I tried each one since Daggerfall for hours upon hours and Bethesda has the propensity to remake the same damn game over again since 1994 and they don't particularly change all that much about the basic formula other than details or choose to make it less boring or broken. "The Godfather" they are not.
How would they know if they missed something or not unless they actually try them or at least do a modicum of research? The old 40s serials they showed at theaters weren't very good either, but without people having actually watched them we wouldn't have gotten Star Wars or Indiana Jones. Quintin Tarantino could talk your ears off for hours about 70s exploitation movies, again most of which are between "bad" and "terrible".

Ironic that brother none would much later promote underhanded PR stunts at inxile with fake screenshots of wasteland 2.

Anyways, great piece Felipe.
I don't see any irony. BN didn't complain about faked screenshots and Fargo can't stop talking about how good old games were.
 

MRY

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felipepepe : Thanks -- although it's always easier to attack an article than to come up with an idea of your own. I guess it just seems like if I compare the game industry today to the industry a decade ago, it seems on balance to be better for the kind of games I like. Partly that's because AAA games have morphed into something so ungodly I can't even bother to read about them, let alone play them, which has left a void for AA classic-style games to come back. Partly it's the decline in development costs. Partly it's the availability of non-traditional funding streams. I am cautiously optimistic that this market change will inspire people to go back and play older games. I do think some will be effectively lost forever: however good it may be, I don't think System Shock, for example, is playable today by any except a very rare breed. But I also think some, those with better interfaces and more intuitive systems, will survive and be recognized. I hope, anyway.

Tigranes: I guess I don't disagree with you. I think the industry is large, and multifaceted, and some benefit from directing people to the past and some benefit from appropriating the trappings of the past while obscuring what the past was really about. "NES hard" is actually, as you point out, probably more the latter.

Xu Fugui: I'll respond a little more (my last post was via iPhone). To begin with, I fail the Felipepepe literacy test with respect to adventure games. The only classic point-and-clicks I actually played start to finish are: QFG (remake), KQIV, KQVI, Monkey Island 2, C:MI, Loom, Dragonsphere, BASS, Fate of Atlantis, SQ IV, Gabriel Knight, The Longest Journey, and Kyrandia. I also played through later Lucas games (Full Throttle and Grim Fandango) and some non point-and-clicks like GK2, Hugo Whodunnit, etc. If you add in games I started and played some significant portion of, the list grows a bit longer, but it's riddled with huge holes. So to the extent you think Primordia "succeeded" because I had a deep grounding in point-and-clicks and stole their best ideas, the premise of your argument is wrong. I'm sure almost every AGS forum regular has deeper adventure game experience.

Maybe you mean, "Primordia mostly sucked, but to the extent it didn't suck, it was because you pilfered ideas from Lucas Arts." But generally speaking, the things that got most praise in the game (related to my work) are those least like Lucas Arts or other point-and-click, i.e., the areas where I relied most heavily on exogenous influences (RPGs, books, films, etc.).

The truth is, in terms of Primordia's design, I got more from (1) reading a few articles about adventure game design; and (2) reading posts about RPG design here than I did from playing actual games. I guess that's why I'm skeptical that first-hand experience is as necessary as Felipepepe suggests. And if I had to advise a designer, what I'd probably tell him would be to find one or two really good adventure games -- probably MI2 and QFG -- study them super hard.
 

Tigranes

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MRY Sure, I'd agree that we are better off than we were in 2005 in this respect.

I do think that it's less about 'everybody should have played these' than what is expected of the 'experts'. I'm sure you'll find many novel or film enthusiasts who have 'huge holes' in their reading of canon, but what's more important is that they will recognise those things as canon. Instead of saying "films before 1990 suck ass why would I watch that shit", it's more of "oh, I know those are important, but I've not seen many of them"... and that's important because what that means is the film experts and many film makers will have seen, or will plan to see, a lot of those classics. (I don't actually know to what extent this is true exactly in film today, it's an example though.) If you don't have this kind of normative force, then there only remains only one normative force - which is the marketing, that wants to just tell you to watch its latest thing. There's no countervailing force to the 'new new new'.
 

RK47

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...it's too late.

*goes back to playing ME3 co-op*
 

felipepepe

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The sun has fallen down, and the billboards are all leering, and the flags are all dead at the top of their poles.

I do think that it's less about 'everybody should have played these' than what is expected of the 'experts'. I'm sure you'll find many novel or film enthusiasts who have 'huge holes' in their reading of canon, but what's more important is that they will recognise those things as canon. Instead of saying "films before 1990 suck ass why would I watch that shit", it's more of "oh, I know those are important, but I've not seen many of them"... and that's important because what that means is the film experts and many film makers will have seen, or will plan to see, a lot of those classics. (I don't actually know to what extent this is true exactly in film today, it's an example though.) If you don't have this kind of normative force, then there only remains only one normative force - which is the marketing, that wants to just tell you to watch its latest thing. There's no countervailing force to the 'new new new'.
Damn, I read Tigranes and MRY's post and feel like an illiterate retard. Both of you express your point much better than I do...

This last bit by Tigranes was precisely what I wanted to say with the whole "The danger of letting the gaming industry curate its own history" thing.
 
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MRY

Wormwood Studios
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5,719
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California
One other thought I want to just throw out, which is whether part of the problem is that when we talk about games, we are talking about both a set of things that maps pretty neatly onto creative expression (moving and still images, music, writing, spoken word, etc.) and a set of things that is really more technical, into which I'd put not just coding but design in general. When you talk about ignorance of a game like Wizardry, I assume it's not because the "expressive" aspects of the game are important, but because the technical aspects, specifically design-wise, may be useful teaching tools. I guess what I'm curious about is whether that aspect of game-making is really more like, I dunno, building airplanes or microprocessors or sugar dispensers than it is like making a movie, or a novel. If so, then it might be worth asking whether, and how, people in those kinds of design fields study the past.

Take cars, for example. (Says the person who knows nothing about cars.) As I understand it, every year car companies release new cars that they say are better than the old ones, again, simply because of their new features. Then, at a certain remove of time, some number of classic cars become praiseworthy -- not really as something living to recreate, but as a prized novelty of the past. No one talks about actually reissuing those cars, or encouraging people to buy used ones; but they might incorporate aspects into a new car that nevertheless also has such-and-such modern features. I guess what I'm curious about is whether people within the industry actually try to really familiarize themselves with past cars -- do they actually drive classic cars or old dependable ones and so forth to try to understand the driving experience, why people liked them, etc. Or do they just rely upon accretive design and review of technical specifications and second-hand reports?

To go back to games, I think part of the problem is that it's hard to get people to talk seriously about design because the design doesn't matter to other things in the world: it's not about politics or rights or whatever, at least not as obviously as dialogue and pictures are. Part of why you get a lot of serious discussion about films, or whatever, is that films are expressive and what they're expressing can be (or can be said to be) Important. People who themselves want to be important are thus attracted to talking about them, and so you are able to draw in a stronger body of critics. But it's only people at the fringes who think that cRPG combat design is Important. And even here, people will inevitably chime in with snide remarks about spending so much time debating such and such aspect of RPG design. I wonder if that is really the challenge: how to get people to care enough about the technical aspects of game design to take them seriously enough to want to study them and discuss them. Otherwise, you're really just playing old games for novelty's sake.
 
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tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Take cars, for example. (Says the person who knows nothing about cars.) As I understand it, every year car companies release new cars that they say are better than the old ones, again, simply because of their new features. Then, at a certain remove of time, some number of classic cars become praiseworthy -- not really as something living to recreate, but as a prized novelty of the past. No one talks about actually reissuing those cars, or encouraging people to buy used ones; but they might incorporate aspects into a new car that nevertheless also has such-and-such modern features. I guess what I'm curious about is whether people within the industry actually try to really familiarize themselves with past cars -- do they actually drive classic cars or old dependable ones and so forth to try to understand the driving experience, why people liked them, etc. Or do they just rely upon accretive design and review of technical specifications and second-hand reports?
I know a little bit about cars and car culture, and well there's a few things going on.

One is that even the companies don't claim every new car obsoletes the old one(s). They will be rather frank about in fact reducing performance or removing a performance version of a model because of sales or regulations. They will probably claim it's better in other ways, but it isn't necessarily categorically better in every way. This would be the equivalent of Bioware/EA doing promotion for DA:I and admitting the combat isn't for BG1/2 fans, but they're hoping the story and characters will make you want it anyways. They did not do this, going out of their way to claim the game was tactically interesting.

Two is that car media doesn't buy into what the companies say nearly as much. They will frequently compare a car to the previous version and suggest just get a 2013 for half the price.

Three is that cars are pretty much a commodity. If one isn't doing the things you like, you can go get a different one that just looks a bit different and does. I can't go to 5 different companies for Fallout clones :)

Four car enthusiasts are much more organized than "hardcore" video game enthusiasts. Especially RPG enthusiasts as our hobby rarely needed the fancy hardware of FPSes. Car companies will make 90% of their cars for the general public who just want to get from A to B safely and reliably, and then make some cool stuff for the people who want it.

The big publishers pretty much ignoring the hardcore niche is probably a whole topic to itself though :)
 

Tehdagah

Arcane
Joined
Feb 27, 2012
Messages
10,304
Yes Dexter , they are exactly the same game:

UbhnoPF.png


I'm sure that exploring based on rumours is also the same as following a huge quest marker. As well as all other differences like various types of attacks mapped to mouse movement, the ability to create spells, being able to fly, dual-wield, create your own classes, etc... are all just minor details that no decent game designer would waste his time looking into it. Too busy playing the latest AAA popamole game!
I bet the game is unbalanced as fuck.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
The problem is that we are so used to dividing 'arts' and 'non-arts', as if God came down to us at some point and ordained this Great Division. 'Fine' art only truly became what it is less than 200 years ago when it decided that art should only be judged by artistic merits (i.e. by itself) and not by anything else, for example, while the idea of a genius Creator artist only really began around the time of Titian in the 1500s. Ironically, Titian was one of the first 'Genius auteur' artists, but he had a whole team, a whole workshop, because those days, for various reasons, you didn't just make one painting of X, you usually made over a dozen, and sometimes you didn't even bother to mark which one was 'Titian's Original' and which were made mostly by his assistants. I could go on and on, but the point is that the distinction between the expressive creative work and the 'technical' work is, well, something that isn't always the case.

If you look at something like cars, or other hardware, you will for example see people who start to focus on a certain aesthetic, or a certain philosophy. There will be debate about which improvements actually constitute "technological advancement". We tend to think when you invent Brake II, it's better than Brake I, but that's not always the case - what you see there is a result of engineers and other carmakers who are negotiating about whether braking is even worth the investment (which wasn't seen as the case early in the century), whether Brake II is the best solution, whether Brake I actually has some advantages over Brake II, etc. You see this, actually, in the long and tortuous process it took for ABS (antilock braking system) to become a norm. An easier example is Betamax / VHS and blue-ray / DVD / HD-DVD, where it is very very clear that it's not so easy to say which is "best" tech and to say "Best" tech wins out. Even easier example is craftsmanship - woodwork, glasswork, and so on. There, sometimes you will find that there really is little reason to go back to premodern ways of producing these goods, but sometimes, the practicioners will actually say, mechanised means are better for cost analysis, but you will get superior goods using methods hundreds of years old. So even from very common sense examples, it's pretty clear that we're used to believing everything has a "Technological Advancement" meter that makes things better over time, but that it's not actually the case - and often, the people who invent and work with these technologies know that the best.
 

Absalom

Guest
Damn, I read Tigranes and MRY's post and feel like an illiterate retard. Both of you express your point much better than I do...

You did the best you could. Article lacked any HUEHUEHUEHUE's.

Also LOL at "mechanical limitations" at being forced to remember keyboard shortcut being analogous to foreign language films. Because hitting every key to see if anything happens is a forbidden technique.

Article also assumes that developers or games "journalists" should be somewhat educated with their craft, when in reality ignorance has always been the norm for human society. Outside of niche nerd "scholars," that is.
 

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