After having a thorough read of Greg Costikyans' ' Have No Words & I Must Design', I found some very interesting points. The first was his idea that 'saying “it has good gameplay” is about a good as saying “that's a good book”. Calling something “good” doesn't help is understand what's good about it, what pleasures it provides, and how to go about doing something else good.' (Page 9, line 9) This is one of the main reasons why I got into Media studies at A levels, as I wanted to go much deeper into a media text than just that it is good. If you are out to create a game or film or even an art piece a lot more is needed from feedback to really understand why the piece was created and how it makes the viewer feel. When creating a game, you need to know how the player is feeling while they are playing it as to gather whether your game is creating the reaction you wanted it to, and to also find out what was right about the game. This is why I enjoy the analysis of media texts as well as artwork as you can really get behind the thoughts and emotions of each piece and also analyse what makes it successful and why.
The
second idea I found interesting was his discussion on SimCity
and online
MUDS and RPGS such as Ultima Online
and Everquest.
He notes that 'in both types of games,
character improvement is a key concept; through play, your character
can become more powerful, gaining hit points, skills, spells,
equipment, whatever'.
(Page 13,
Line 24)This
is one type of game structure that I find can be the most immersive.
The idea of self improvement is one that we strive to do in our real
lives, we try to be better than our friends at certain things, and
life is a competition. Taking this into a game gives the game
competition, keeping the player playing the game and even putting
money into it to improve the virtual version of themselves. It also
gives the player an opportunity to get completely lost in this
virtual world, because as the character is another version of
themselves, they feel connected to the game and the story and
therefore continue to play. This is one concept which some games
could have used to better their gameplay experiences, as games such
as 'RAGE', do
not give you the option for character customisation, and so you feel
completely detached from the story.
Costikyan
also claims that 'every so often, the
politically correct attack games as being “competitive” and
therefore bad. They have winners. They have losers. This is bad;
we're supposed to nurture and support others. Why can't we have
cooperative games?' (Page
14, Line 37) I
completely agree with his argument against this; that games need
struggle and competition, otherwise they aren't as enjoyable. The
reason why we play games is to challenge ourselves and try to push
our skills. Games without this struggle are much less popular, and
tend to be very young children's games to encourage working together.
However, life is a competition, and having games which encourage
cooperation instead of trying to better yourself over others isn't
teaching children what life is like, and how to succeed in life and
work you have to be better than the competition. Some games do
encourage cooperation, but still have elements of competition such as
RPGs, where everyone is working towards the same goal, and therefore
work together, although the competition of being better than others
is still prevalent.
This
idea of struggle is also one that is difficult for games designers to
get right, as the player wants a challenge, but 'that
isn't to say we want them too tough, either. We feel frustrated if,
despite our best efforts, we wind up being slogged again and again'.
(Page 17,
Line 15) This
is something I have experienced in games, and this can be the
downfall of them in popularity. I found that the 'Final Fantasy'
series, VII and XIII in particular, I never completed, as they were
far too difficult. You could get totally engrossed in the story and
continue playing but because of the turn based combat system, I found
that if I couldn't defeat a boss, I would never defeat it. This made
such a good game be left in the shelf forever more, just because I
was stuck on a certain boss battle. This happened especially with
'Final Fantasy XIII', as the game was beautiful, and the story was
engrossing, but once I got stuck on a boss I never completed the game
and ended up trading it in. This made such a good game go down in my
opinion of it, just because it didn't have different difficulty
settings.
Costikyan
also quotes Eric Zimmerman, that 'Games
are structures of desire'.
(Page 17,
Line 29) I
think this is quite a good way of describing games, as we play games
to fill a desire. We play them to escape into another reality, and we
have the desire to complete the game and all the goals set for us.
But is desire the right word to use? Desire is quite a strong word,
and has strong meaning. Desire connotes passion and lust, and as
Costikyan explains 'it makes games
sound like a whorehouse'.
However, we do desire to play and complete games, and the goal
becomes important to us, so technically desire could be said to
describe the emotion behind games correctly.
One
point that Costikyan makes which I have experienced, is that 'a
small change in structure breeds a big change in player
behaviour'.(Page
20, Line 19) He
compares 'Ultima online' to 'Everquest', where in Ultima online you
can kill and loot other players, and in Everquest you can't, and
players are more likely to work together. He found that in Ultima
online, everyone was against each other, whereas in Everquest,
'players frequently stop to help each
other out, strike up conversations with random passers-by and in
general behave with a degree of social solidarity'. This
is something I have experienced in the
'Red Dead
Redemption' multiplayer.
In the normal mode, after respawn you would immediately be shot at
again, and you were constantly on the run from posses of ruthless
idiots. Whereas in the friendly mode, players are much more helpful
to one another and posses would leave each other alone and do their
own thing.
'Games
are fantasy.' (Page
23, Line 35) This
section also drew my eye, as I was once asked whether games should
look totally realistic. But as Costikyan states, games aren't real,
'and the fact that they aren't real is
part of the point.'
People want realism, but not to the point that it no longer becomes
fantasy. If a game is too real, the fantasy of it all is lost and we
cannot lose ourselves in something that is too much like reality as
it is boring. However there is an extent to how much this is right,
as games such as 'The Sims' are made to mimic real life, but the
opportunity is there is change things and have fun with it.
Another
quote that I strongly agree with is that 'you
can learn more about the Roman Military, its changes over the course
of the Late Republic and the Empire, and the nature of internal
conflict in the Empire, by studying Nofi's game (Imperium
Romanum II) than from any six books on
the subject'. (Page
24, Line 19) This
is something that I have experienced, with games such as Assassins
Creed. I managed to learn some Italian from just playing it, and I
also learned about how Rome and other places at this time looked and
worked. I find this can be a very good way to learn history, as you
can really experience things and lose yourself in another time in
history and become totally engrossed in it.
'Good
visuals provide one form of sensory pleasure; we like pretty games.
Audio is important'.
(Page 26,
Line 30) This
quote is also something I feel is an important part of games. I find
the visuals have to be good, otherwise there is no possibility of
getting engrossed entirely in it. The game has to be nice to look at,
otherwise people won't want to look at it, and they won't play it. I
also strongly agree that audio is very important in games as to set
the mood of the story. 'Alan Wake', uses its music perfectly to
create tension in the player, and this makes us feel like we are a
character in a film, and the tension is building to something bad
that is going to happen. Without good audio, the atmosphere that the
game designers want to create is lost.
The
final quote that interested me was 'the
question of whether or not games are, or should be, or should not be
story telling engines is a contentious one - there are those who
maintain that every game requires a story, and those that claim that
game and story are in direct opposition, and those who say that story
is a useful element in some, but not all games.' (Page
27, Line 38) In
my opinion, all games have some sort of story, whether it is one that
is given to you, or it is one that the player creates themselves out
of the game. Even games such as 'Angry Birds' have a narrative in
there, it just isn't as present as in games such as 'Fable' or
'Portal'. The story behind the game gives it meaning, and gives the
player a reason to continue. Stories can be excellent tools to draw
in a player, with games such as 'Alan Wake' relying totally on the
story, and having add ons so the player can continue the narrative.
These types of games can be totally immersive, just like a good film
with the player gaining an attachment to the character and wanting to
continue the story.
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