erica

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freelance illustrator, designer, and idk buncha stuff

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sylvie
@sylvie

i don't like when people talk about game design as if it's a science that we make incremental progress towards understanding.


vectorpoem
@vectorpoem

most people understand on some level that games are a creative medium and that an industry sprang up around that medium to fund projects, and that those two things aren't the same. but it's always surprising how completely people can lose sight of this when they talk about art and craft.

game designers in the 80s "didn't really know what they were doing" in the sense that they didn't have nearly as much prior work to learn from, and didn't have as clear an idea of what would sell. genre boundaries were fluid and vaguely-drawn. so they tried everything they could think of (and could get away with on the brutally limited hardware), resulting in an inspiringly eclectic range of stuff, much of which had the unsurprisingly shonky feeling of a first draft. and we love a lot of that stuff, partly because it showed us what was possible within the medium. those early designers felt like explorers.

whereas today it feels like almost every discussion is about the market - what will and won't sell, what ideas get the most attention, what mechanics will wring the most money out of players. and with the enormous money pie has come a vast body of conventional wisdom dictating things about art and craft. many designers have "become smart" only in the sense that they've fully internalized that market thinking; compared to their predecessors there are so many more things they deliberately do or don't do because they know it would help or hinder, respectively, their game's salability.

and anyone who loves the medium feels the ill effects of this on some level - we know that the total range of what is possible in the medium is being sieved through the market, that there are games we don't see, ideas left unattempted, because of this. so we might vent that frustration as "games are worse".

but we need to state plainly that this is an indictment of the market, not of the medium, and a clear sign that we need to look beyond markets and their dogmas to explore the furthest most exciting reaches of the infinite space of human creativity.


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in reply to @sylvie's post:

yes!! it’s so boring to think about game design as a single ever upward Line Goes Up trajectory from like Spacewar to the Platonic Ideal Of Videogame

love this too:

i've always found it fruitful for inspiration to treat old games and their ideas with respect, even when i can't deal with their friction.

Frank Zappa said a similar thing about pop music - in the early days of rock and roll music, record company folks had no idea what would hit, so they signed all sorts of wild artists and a lot of surprising things got made; but by the 1980’s, a generation of record execs who started out out as fans had emerged- they thought they knew what was good and what wasn’t, and as a result (in Zappa’s opinion) music became boring and predictable. (Here’s the source: https://www.openculture.com/2016/09/frank-zappa-explains-the-decline-of-the-music-business-1987.html )

i think it's fine to say something has aged poorly or that it's archaic – but you should take special care to explain what made it popular and fun back then, and point out that those things are still in the game and you can still enjoy it!

even if it's harder for a modern gamer to get to that tasty morsel than it was back in the day, there's a lot to be learned by talking about the good stuff that's been mostly forgotten to time. Certainly a lot more educational than talking about why it's ""objectively"" crappy when seen through a modern lens, which is where most popular discussion ends up 🙁

there can be games made for a situation or 'you' that may not still exist, like with bubbles of interest groups and super specialists. 'objectively'.. its not 'absolutely' and may be of a blindspot despite earnestness.. that in itself is a problem multi exp solves though yea. maybe not just playing the game anyway but something like that

I'm of mixed feelings about this.

On the one hand, I greatly miss the experimentation of games from the 80s and 90s, and I agree that old games don't automatically become outdated.

But on the other hand, there are many DOS and Windows games which I loved in high school, and wish I could return to, but no longer have the patience to deal with their opaque User Interfaces and lack of autosaving...

sometimes the solution to such things is one step away that you just forgot and authors subsequently bemoan..
maybe game idea and game implementation can try being two different fields.

there's nothing quite comparable to the earnest and raw energy of a game that feels improvisational or like it was making up its own rules as it went along. I like games that are polished to perfection too but there's so many that I start to see patterns and sometimes I just wanna play something that tries cool stuff because it's cool!

i guess the thing for me (because i have poisoned my brain with Money Thinking) is that often games are a response to the environment they're in. the other games that are around, the expectations of players, the stuff you don't gotta explain because every other thing does it. this isn't even necessarily bad and constraining, if you lean on conventions you can go further into weird arcane design spaces - Dota is the classic example of this, it is a weird and complicated game that you couldn't start with, you could only make as the end of a long chain of making an existing game weirder. or (and not to condone the many evil parts of them) the baroque interlocking economies in a really advanced F2P game, wow, they are interesting. but when you play an old game, the context it was responding to is just Different, and so it will in turn be Different in a way that you wouldn't necessarily reach for now. and sometimes that context is apparent (why does this coin-op arcade game keep trying to kill me?) and some is less apparent (uhhh, i don't have a good example here).

anyway, none of this is to disagree, to put value judgements on this stuff is both wrong and, which is worse, boring. especially when there are so many interesting things you can find if you poke around at the things that have come before!

sometimes i experience this as just, the understanding of my own growth as a person; returning to these interfaces feels different now because in some cases ive got decades of refinement in my own personal taste between me and it. i better understand what it is i like about things, so when i was 12 and something that was then revelatory had more to do with the depth of my experience than the literal "objective" state of the art (whatever that might be supposed to mean), etc. hindsight is not ever 20/20 imo anyway

personally, i have a combination of brain problems that make focusing on the pacing of many newer games difficult or impossible; games as a service tend to be overstimulating, overwhelming, in ways that dont result in monetary extraction but nevertheless trap me in deleterious patterns of behavior. it is not a predatory interaction, like with the well known issues in mtx, but something more like a photosensitive response. the only reliable defense i have against this is just not to play, and increasingly that means i have no online games to play with people, an important part of socializing since ive been homebound before the pandemic. and, sure, its not that i think these games shouldnt exist, but they stifle options when the model becomes dominant. i love destiny 2 pvp and have stopped playing for years because i simply cannot keep myself from picking up infinite bounty tasks until i wake from the trance of "just one more thing on this objective!" ten hours later, having neglected everything else in my life.

i am also taking the opportunity to try and focus more on indie games again, since they by nature have no need for or general interest in the kind of big-centralized-experience content engine model that tends to accompany this kind of infinite task generator problem i have. its not like i entirely regret changing my habits, either. its just all very complicated and deserves to each be taken seriously in turn, in all respects. thank you for your thoughts, kind stranger

I really hate how much game design has been obsessed with efficiency as of late. In fact, sometimes its good that a game wastes my time with long cutscenes and transitions and other shit like that. Flow and pacing are very important, and its unfortunate just how much stuff like speedrunning (as cool as it is) has made people prioritize efficiency and "boom boom boom" breakneck pacing the ideal standard. Breathing room is a forgotten art

i like to think we haven't found strictly better ways to do things, but we have had a lot of time to find more ways to do things
whether or not designers back then coulda/shoulda/woulda used these new things is not for me to say, but i like that i can use them now in tandem with all the things they used back then

my favorite thing about early game design is the Indiana Jones game on the Atari 2600.

Basically, the game has one joystick and one button. That's fine if you wnat a sprite that moves around and whips, but they wanted to make anb adventure game in a period where adventure games weren't a thing yet.

So you know what they did? The second player controller was used to select and use items in the inventory.

This is such a good idea! it's like making a twi stick shooter on the N64 using two N64 controllers (Robotron 2064) or controlling wo engines for podracing with different controllers (Star Wars Episode 1: Racer)

it doesn't matter if the game is good when you have a galaxy brain idea like that, imo. Naturally, it's harder to require one player to use two controllers now, since they have becomes both costly and stopped packing in two controllers with consoles.... But you get the spirit with the Switch JoyCons. Just look at Wario Ware Move It!

Anyway, i'm rambling, but i agree. modern game design is in a prison of its own making that is flimsy enough anyone can knock the walls down.

in reply to @vectorpoem's post:

Of course..

but I think that "they didn't know what they were doing" was not the only reason for experiments in the 80s - games were so much cheaper to produce back then (often built by 1-3 people within a couple of weeks or so) that risks were less intimidating

Yeah, the scope of what a hit game needed was so much smaller. ET for the 2600 is so messy and weird because it was an insanely ambitious idea (a multi screen adventure game with enemies pursuing you and randomly placed collectibles you have to recover and then use) programmed in 5 weeks by one guy who was almost certainly high af. If you read the instruction manual instead of blindly loading the rom to get performatively mad at for the internet it's a bit buggy but overall pretty impressive for the console. Someone's even gone and did bugfixes and modified the collision to be more intuitive and made ET the proper brown instead of green, essentially creating the experience that was intended but hampered by a bonkers 5 week dev cycle.

They could've made an ET themed Pac-man clone in that time and called it good and it would've been fine, but Howard Warshaw had a vision and I think that's awesome.

(PS read Bad Game Hall of Fame it rules: https://www.badgamehalloffame.com/et-the-extra-terrestrial/)

I don't fully agree with many things written here, but the positions being assumed by someone who doesn't agree with these points are reduced to such a weird level of intense derision that it's hard to even want to engage with this like it's a discussion. Both of these posts seem to start from the premise that people can only make any of those points because they don't know what art is, and/or they're slaves to capitalism. I haven't met a single game developer who might argue ANY of those points about which those conclusions are remotely true.

whereas today it feels like almost every discussion is about the market

Grant, I spend as little time on social media as possible, but I don't see this in any space where I see people who sincerely care about talking about games. Discord servers, reddit threads, hell, even on game dev twitter that I'm only now looking at because I hate twitter, I just... can't even think of anything I've read in the last 3 months that takes this position.

There is such an enormous middle ground on the topics of "accessibility," "quality of life," and "user experience design" between "making slop for the money-spending herd" and "all games that don't have these features are worthless." I don't see anyone arguing for the latter point who actually is capable of having an adult conversation, so I don't really know what the point is in acting like that's the default premise to engage with? When I talk about accessibility with other developers and see the topic explored, it's by people who care PASSIONATELY about more people being able to enjoy games not because they "want more money," but because they LOVE video games and LOVE audiences who are passionate about their work.

I don't know, maybe I'm misguided in even trying to make this point, but I'm just finding it really weird how many people in creative spaces who seem to have intelligent and nuanced things to say also can't seem to find ways to say them without just absolutely dumping on other points of view with these kinds of exaggerated contrasts. These are pretty short posts, but they're touching on so many huge implications of the medium and making really broad stroke points while also making it out like things are much more black and white than they are -- maybe I'm not reading it clearly enough, idk, there are a few similarly intense comments (against "efficiency," against "QoL," etc) that feel like a really weird way to engage with these concepts.