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* by John Davison * April 30, 2010 12:58 PM PST
Video games are too big, and too hard. Even for those of us that will argue against this notion until we're blue in the face, there is an increasing amount of data that proves it. Here's what seems to be going on in game development right now to address it.
Since we rebooted GamePro at the beginning of the year we've spent an awful lot of time talking to game designers and creative directors in an effort to try and get into their heads and find out what makes them tick. While we've heard lots of different stories about what motivates them to get out of bed in the morning, there have been a surprising number of common threads that we've pulled from each of these conversations. Most pervasive is the notion that the games business is currently going through a once-in-a-lifetime period that should be relished as much as humanly possible. Unlike any other part of the entertainment business, gaming's auteurs and its most influential (or at least most affluent) consumers are maturing at roughly the same pace. So as the vanguard of creatives in charge of our experiences adjust to their own life changes, they are able to channel their learnings back into their products (reasonably) safe in the knowledge that they'll be well-received and broadly supported. As an overall community we've grown up together. We've gotten older, settled down, and had kids together. So as designers are deciding that they want to make different experiences to indulge their own lives, they can be fairly confident that their audience is in the same boat. This period is unique in that the industry will only be as naturally in tune with its audience as it is right now for a brief period, and its still adjusting its technology at roughly the same pace as its artistic vision.
This whole scenario isn't just based on anecdotal evidence and wishful thinking from people that want to go home and spend time with their kids. Like everything else about game design, the tools available to designers that prove these theories are more useful than ever, and they're providing the sort of data about the way we all consume games that's proving very surprising.
The revelation that I've heard from more designers than anything else is this:
Games are too hard, they're too long, and they provide way too much stuff.
While this may sound like an excuse from an aging group of individuals faced with technology that takes an increasingly large degree of effort to utilize, there's an enormous amount of data being collected that backs this up.
Conventional gaming wisdom thus far has been "bigger, better, MORE!" It's something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. The vast majority of gamers don't need more. They don't have the time or the inclination to invest enormous amounts of time and effort with a game. This isn't the kind of conclusion that can be reached through surveys or questionnaires, because when it comes to our behavior we all have far too much pride, we're all greedy, and we all lie. If someone asks us, collectively 'do you want more or less game?" it's fairly safe to say we'd all go with the former rather than the latter. Also, when someone asks us if we want to coast through something that's just challenging enough, we'd say "oh no, I'm a gamer - I need the challenge."
The problem is, the vast majority of gamers don't really behave the way they say they do. How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly.
Every studio I've spoken to that does this, to a fault, says that many of the games they've released are far too big and far too hard for most players' behavior. As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that "more than 90 percent" of a games audience will play it for "just four or five hours."
So what does this mean for the future of games? Well, before we all get our panties in a bunch over the inevitable endumbening of games, it seems that games will become increasingly modular in order to accommodate different tastes. Currently, Microsoft's development guidelines tell developers and publishers that the optimum time to release DLC is "within the first 30 days" of a game's release. The problem with that though is that it's not enough time to gather enough data about the audience's behavior and then generate content that reflects it. Content delivered in the first month has to be pretty much finished and sitting in the first party approval queue before the actual game comes out. So right now, that first bunch of DLC we see for something is usually based on a hunch, rather than the way we actually play. For some games that appeal to specific tastes, that's easier (I guess) to anticipate. But as games are increasingly under pressure to achieve monstrously huge sales, the whole system will have to change.
The nature of the majority, as one developer told me recently, is that their preference is to "just dick around" rather than follow the structure. It's not just an occasional thing – in terms of behavior its pretty much pervasive. There's always a minority that plays things the way the studio intended, but as another developer told me, "sometimes, you just want to tell people that they're playing it wrong." So expect this; more games that reward that "dicking around" and celebrate emergent game modes, and more games that accommodate the hardcore based on behavior, rather than assumption.
The thing is, we're not playing it wrong. What's happening is that studios are starting to look at the way they make games and concede that they're making them wrong. The vast majority of releases, even the most spectacular and successful, adhere to structural conventions that date back 20 years. As an audience we're getting bored of that, if we're honest. Right? Younger gamers demand something more sophisticated, while older gamers don't have the time or energy to play through something built around a punitive system for a bazillion hours.
Hopefully the notion of "value" won't be lost during all of this.
Now, all this said, he must really be talking about PC games, because his claims are not what I have observed of modern console games at all.
Games in general(that aren't MMOs) are getting shorter and shorter with less and less to do. Not all games, mind you, but the vast majority are. Even RPGs, that used to be those huge games that took 50+ hours to beat back in the 90s and early 2000s have been getting shorter and shorter.
At the same time, I can understand why games get shorter. They haven't gone up in price since the start of the current generation and they are getting more and more expensive to make. The main problem is people keep wanting better graphics. Sadly, the majority wants better graphics and they fail to see how this is actually harming the industry in the long term. The more they spend on making the game look super awesome, the less they have to spend on actually making the game good.
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Yeah, I've felt the same way. If a game costs me 50 bucks and only 10 hours or less to complete, unless it's something extremely amazing, I feel ripped off. But that isn't my biggest beef with games today. My biggest beef is what his other argument suggests against: Games being too hard.
What.... the .... ****... ever! Every damn game in the past 10 years goes out of it's WAY to either hold your hand or make sure you're on a railroad track steered in the right direction. Did this guy EVER play the original Metroid (hell, Super Metroid)? He would have an aneurysm! Every game has some sort of obvious compass marker, flashing flag, or little fairy to tell you EXACTLY where the hell to go, and then what to do once you get there. This man has absolutely no leg to stand on here. The saddest part is, if a game was actually released that didn't hold the player's hand like they were a frightened 5 year-old girl, most gamers today would ***** and moan about it. It's like gamers feel afraid and intimidated to actually explore a game these days.
Maybe he's talking about game difficulty in terms of fights and boss battles. Yet again, something that 98% of all games in the past 10 years have forgone. Most games practically let you auto-pilot your way through the entire game. I am trying really damn hard to think of a game where I felt I was really challenged that was not 8-bit or 16-bit. The only one I can think of is Crysis on the harder skill levels. Ninja Gaiden 2, **maybe** (but not nearly as much as Crysis).
I only finished FF1 because I had a walk-through. That game was seriously freakin hard and required HOURS of grinding to stay ahead of the curve.
Totally. I have memories as a kid of just walking around in a circle (well I guess square) fighting monsters for experience to beat that dungeon with the witch or something in it.
Joined: Thu Nov 26, 2009 9:40 pm Posts: 2289 Location: Bat Country
THAT'S WHAT SHE SAID!
I can't believe no one else went for it. Games have been getting shorter and easier for some time now. I don't know what someone is smoking.
_________________ "...the line dividing good and evil cuts through the heart of every human being. And who is willing to destroy a piece of his own heart?" -Aleksandr Solzhenitsyn
Games of olden days somehow did their job better with worse technology. I just replayed the original Alone in the Dark, and while I'm sure nostalgia contributed a lot of it, the game is still just damn creepy.
_________________ "It's real, grew up in trife life, the times of white lines The hype vice, murderous nighttimes and knife fights invite crimes" - Nasir Jones
This generation of gaming has really disappointed me overall. Even going back to the PS2/Xbox generation, we had a lot higher quality of gameplay, in my opinion. Look at the sports games. We've almost went in a complete opposite direction. Gameplay was so much better with the old technology.
This generation of gaming has really disappointed me overall. Even going back to the PS2/Xbox generation, we had a lot higher quality of gameplay, in my opinion. Look at the sports games. We've almost went in a complete opposite direction. Gameplay was so much better with the old technology.
To a degree, I agree. The focus on modern gaming has become so tech-focused, that actual game play has (in general) been pushed to the wayside.
That said, there have been some pretty amazing graphical feats produced this gen. And when you get that rare gem that combines those amazing graphics with actual solid game play, the combination equals a damn good experience.
Joined: Thu Nov 26, 2009 9:40 pm Posts: 2289 Location: Bat Country
Something I have realized over time is that I have a nostalgic view of past games and complexity doesn't always equal quality.
_________________ "...the line dividing good and evil cuts through the heart of every human being. And who is willing to destroy a piece of his own heart?" -Aleksandr Solzhenitsyn
Something I have realized over time is that I have a nostalgic view of past games and complexity doesn't always equal quality.
Nostalgia is strong. A lot of old games that we bashed our heads against for hundreds of ours would be just obliterated by the younger generation. Refinement is not necessarily worse.
P.S. Wwen, I freaking love your new avatar. Good show!
Games of olden days somehow did their job better with worse technology. I just replayed the original Alone in the Dark, and while I'm sure nostalgia contributed a lot of it, the game is still just damn creepy.
Wow that brought back memories of the 13th Guest.
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