DraQ
Arcane
Retroactive abortion. The solution for all world's ills.
A true patriot! I admire you!Heartwarden said:If they still allow work experience at Lionhead, it's as simple as a trip down and cyanide in his coffee.
commie said:Same shit I read from Sid Meier recently. Said the same crap about how gamers need things streamlined and simple otherwise it's not 'FUN' and no-one wants to play complicated games and other such drivel....
poocolator said:It's saddest to see the guys who've been around the longest sink the lowest.
Qwinn
commie said:stupid things Meier said
Fallout handled this well - you could be helluva evil, but there's nobody crying in your wake, or begging you to stop - after all, many like to be efficient in their games, or badass, but hardly ever does anyone want to feel like a hardcore sadist as the game pushes it into the player's face.
commie said:Here's Sid on the evils of making games complex, hard and realistic:
"Early on, Meier learned that Americans are egomaniacs. If you want to create a civilization that rules the world, you’re by definition an egomaniac. That has a lot of implications, such as how you have to always tilt the odds in favor of the American winning, regardless of the true mathematical odds for things such as battles. If you don’t do this, Americans will perceive your game as too difficult and will drop it.
“Game play is a psychological experience,” Meier said. “It’s all in your head. I thought the more realistic you made a game, the more historically accurate, [the more] the player would appreciate it. In reality, I was wrong. You have to take into account what actually happens in an American’s head. I never get letters from Americans who say, I won too much in your game.”"
Giving options to Americans is bad:
"Meier said that the first 15 minutes of a game are key. Americans have a need for instant gratification. If you don’t hook them at the start, they will drop it quickly. Game designers should never waste an Americans time by sending them down the wrong road or giving them too many options that distract them from the main object of a game."
Moral choices are bad:
"He said that games should have moral clarity. If you’re playing an empire game, the player should have no qualms about crushing a rival. If you make the rival into a mean ruler, then there’s no moral dilemma. But if the rival is pleading and the action is morally confused, the American won’t be as satisfied. The style and content of a game should be consistent. You don’t mix exploding heads with cartoons. And you shouldn’t assume that players will be magnanimous; in one test of the Civilization Network online game, Meier said that American's should be able to give each other gold. The problem was that no one was ever properly motivated to give away money, and so they didn’t do it."
Clockwork Knight said:Fallout handled this well - you could be helluva evil, but there's nobody crying in your wake, or begging you to stop - after all, many like to be efficient in their games, or badass, but hardly ever does anyone want to feel like a hardcore sadist as the game pushes it into the player's face.
If the game lets you be "efficient" (read: asshole to npcs) and badass, and nobody acts like they're feeling the consequences, then it's not really handled well.
No, he's not Keldorn. You've got to work yourself into a particular state of mind to write dadaist stuff - Keldorn was self-absorbed, but not in that sense; plus he lacked the intelligence.4too said:4too
Angthoron said:What consequences? Did slavers in Africa suffer consequences for shipping locals to America? Maybe if they caught malaria. Otherwise they got rich and built nice homes in the homeland.
I felt the consequences: I lined my pockets at their expense. Just like I intended. My character was a practical unscrupulous Machiavellian jerk. Not like some writer decided me to LARP.
Clockwork Knight said:Angthoron said:What consequences? Did slavers in Africa suffer consequences for shipping locals to America? Maybe if they caught malaria. Otherwise they got rich and built nice homes in the homeland.
Weird wording on my part. By "consequences", I meant something happen. Having people begging you not to kill them, for example. If the game lets you be a cruel fuck and nobody cries after you leave or beg you not to kill them, then it's not working.
I felt the consequences: I lined my pockets at their expense. Just like I intended. My character was a practical unscrupulous Machiavellian jerk. Not like some writer decided me to LARP.
You said the other npcs didn't make you feel like your character is a practical unscrupulous Machiavellian jerk, supposedly because people wouldn't feel comfortable with it or something. So, it failed in that aspect.
1eyedking said:New Buzzword "Digital Relationship" found!
ACHIEVEMENT UNLOCKED
commie said:Alexandros said:commie said:Same shit I read from Sid Meier recently. Said the same crap about how gamers need things streamlined and simple otherwise it's not 'FUN' and no-one wants to play complicated games and other such drivel....
I think that's a bit unfair for Meier. I don't know if he actually said those things, but his company is still making Civilization and doesn't seem to have sold out completely just yet. Maybe the next Civ will be dumbed down for the masses, but we ought to give him the benefit of a doubt.
Here's Sid on the evils of making games complex, hard and realistic:
"Early on, Meier learned that players are egomaniacs. If you want to create a civilization that rules the world, you’re by definition an egomaniac. That has a lot of implications, such as how you have to always tilt the odds in favor of the player winning, regardless of the true mathematical odds for things such as battles. If you don’t do this, players will perceive your game as too difficult and will drop it.
“Game play is a psychological experience,” Meier said. “It’s all in your head. I thought the more realistic you made a game, the more historically accurate, [the more] the player would appreciate it. In reality, I was wrong. You have to take into account what actually happens in a player’s head. I never get letters from players who say, I won too much in your game.”"
Here's more, a real favourite of mine being a flight simmer:
"One example he gives of the “realism problem” is flight simulators. At first, they were simple and fun. But as they became more realistic, the controls became more complex. Fewer and fewer people could master them. And ultimately, the games became so inaccessible that the genre died out."
Wrong, wrong, wrong but never mind Sid....
Giving options to gamers is bad:
"Meier said that the first 15 minutes of a game are key. Players have a need for instant gratification. If you don’t hook them at the start, they will drop it quickly. Game designers should never waste a player’s time by sending them down the wrong road or giving them too many options that distract them from the main object of a game."
Moral choices are bad:
"He said that games should have moral clarity. If you’re playing an empire game, the player should have no qualms about crushing a rival. If you make the rival into a mean ruler, then there’s no moral dilemma. But if the rival is pleading and the action is morally confused, the player won’t be as satisfied. The style and content of a game should be consistent. You don’t mix exploding heads with cartoons. And you shouldn’t assume that players will be magnanimous; in one test of the Civilization Network online game, Meier said that players should be able to give each other gold. The problem was that no one was ever properly motivated to give away money, and so they didn’t do it."
Gamers need to know who is bad and who is good:
"If you are presenting a villain in a pirate game, give the villain the look of a pirate that the player has seen in movies, such as a character with a black curly mustache. The player will immediately know it’s a villain."
Finally:
"One of the biggest skills that game developers can foster is listening to what players are really saying. This means you don’t have to take their suggestions literally, but interpret them so that you know what they really want."
In other words Sid sucks the sweaty anuses of dead maggots. Find this and more drivel at: http://venturebeat.com/2010/03/12/game- ... al-gamers/
You don’t mix exploding heads with cartoons.
Mark of enjoyment4too said:Emo Marketing
The first page of this thread hooked my attention, and in spite of the quotes, I read the whole Gamasutra Peter-M presentation.
I don't 'buy' the sugar coated rationalizations,
and when these hypothetical 'they' stir up emotions and are surprised when they stir up sh-t,
I wonder which alternate reality 'they' are ship wreaked on.
Let's get a look at that Life-style's EULA! Missed a dependent clause? Up the creek without a paddle?
1eyedking said:New Buzzword "Digital Relationship" found!
ACHIEVEMENT UNLOCKED
I consider this an excellent laughing encapsulation of the resultant 'choice and consequences' gamed by the marketers of Nex Gen products.
Not only do 'they' manipulate the target demographics' emotional hooks
with illusions as bundled in Peter-M's "'arc of enjoyment ",
but 'THEY" want to codify time and place dependent rationalizations.
Maybe 'they' were just lucky.
Guess 'success' is not enough. Aspirations for unconditional love? No thank you.
"Arc of enjoyment" , an emotional rainbow ride,
might also qualify for a humorous challenge,
if it were not so deviously exploited in popular music.
Computer gaming industry reaches for the stars of movie marketing and achieves the brass ring of Tin Pan Alley one hit wonders.
4too
1eyedking in literati dramatics said:...Today's deceit lies not in other's words - but in our lying selves. ...