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Game Design Mimetics (Or, What Happened to Game Design?)

blog.kylekukshtel.com

11–20 of 82 posts

Re: Game Design Mimetics (Or, What Happened to Game Design?)

#12
Why focus on AAA?

As in many domains, innovation is done through scrappy low-budget experiments and/or by newcomers that are willing to take risks to enter the industry.

Once new ideas get some market traction, they are considered safer bets to expand in scope and production value, or to remix with established ideas to add some spice.

This seems to me like a rather wise and healthy way to operate. And this cycle of innovation looks to be as productive as ever right now, with an especially high rate of experimentation from indies.

Re: Game Design Mimetics (Or, What Happened to Game Design?)

#13
Wouldn't a shortening of the "nostalgia period" indicate a higher degree of innovation rather than saturation?

New ideas come faster -> the "good-old-days" come earlier.

I am not claiming that this is the primary cause, just a thought.

Note that not all innovation is positive. There has also been rapid progress on predatory monetization and optimized engagement via addictive design. This may push people to be nostalgic earlier in the same way.

Re: Game Design Mimetics (Or, What Happened to Game Design?)

#14
So the cost to produce an AAA game approaches those of bridges and skyscrapers. This pulls the lever towards conservatism and reuse.

On the other hand, we want novelty from culture. Something's gotta give.

So what about the cheaper end of the spectrum? Indie games? Single dev games? In my armchair theory, they drop the cost, lose the polish but gain freedom to innovate.

Did the economy kill that too? The alternative hypothesis is that the author is not looking hard enough.

A maybe related note: I think I saw a novel gimmick in a fixed shooter recently. An in-flight entertainment game had the player's ship only take damage from the top. The sides were immune and could "sweep" bullets to gain energy for power shots. (Or maybe this is an old trick and I'm an ignorant old fart?)

Re: Game Design Mimetics (Or, What Happened to Game Design?)

#15
post #2

From TFA: "...even just a week ago, Activision Blizzard announced a remake of Call of Duty: Modern Warfare 2, a game barely a decade old..." My understanding is that the new MW2 is a sequel to MW2019 which was itself less a remake and more a reboot. Still rather creatively bankrupt, but not a plain 'HD Remaster' of yore. Minor critique aside, I find myself agreeing with the general thrust of this article. As time goe…

>"distillation of the meta"

Also known as Powergaming, back in the day. Powergaming is probably unhealthy in the long run for large communities in games for many reasons, and with exceptions.

But unhealthy things can often be loads of fun in small doses!

Re: Game Design Mimetics (Or, What Happened to Game Design?)

#17
While I don't fully agree with everything said in the article - the general idea behind it does ring true to some extent. I don't have to fully agree with it, to find it interesting and thought-provoking.

Over the years I personally did notice an ever-increasing amount of sequels, tie-ins, re-imaginings, re-releases and remakes. The indie boom brought some respite - with small, self-funded developers going against the grain and bringing some innovation and experimentation - while at the same time also launching a massive nostalgia wave. But that fresh wind didn't really break the general trend. For me, the article does add a new perspective to the topic, looking at it from some angles I personally haven't previously thought about. And I do like articles that make me think.

I'm not quite sure why so many responses in here are so strongly dismissive or even outright hostile to the article? As if people felt offended, and were trying to just brush it off...

Re: Game Design Mimetics (Or, What Happened to Game Design?)

#18

The post by Nicolas Vereeke quoted in the blog post is a dystopian jab at games, right? Not a serious attempt att describing something either gamers OR publishers would want?

From the last sentence, I think it's intended as showing what supposed "benefit" blockchains can bring to gaming. But up until then I honestly read it as a critique of centralization and consolidation in the industry (see: "Clash of Guilds") a and cautionary tale on what could potentially happen to the gaming landscape.

Re: Game Design Mimetics (Or, What Happened to Game Design?)

#19

Sorry, can we back up a bit here? I'm stuck on the bit where there is a world where that linkedin post isn't a parody of the absolute worst trends in game designs in the last decade made 100x worse and we're apparently in it? How in the hell do you say that in earnest?

It sounds like that verification can copypasta. But a cryptobro actually meant it. Wild.

Re: Game Design Mimetics (Or, What Happened to Game Design?)

#20
I don’t think the counter examples people are already posting here undermine the fact that these are some of the dominant forces in gaming. Every cultural medium behaves this way (if I wanted to bore everybody I would add “once it’s co-opted by capital”).

Ultimately all you can ask yourself is whether it’s still possible to have new and transformative experiences with games (or art or film or TV) and for the most part the answer is still yes. I was surprised the author pointed to what appears to be a pretty straight Robotron clone with vampires as an example of newness that was quickly absorbed into game design memetics. Perhaps that indicates that given a long enough timeframe things can be forgotten and rediscovered, instead of being constantly mined into oblivion.

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