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

blog.kylekukshtel.com

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

#41
post #32

As negative as the modern state of gaming development is now, makes me wonder if learning from past renaissance times (e.g. the '90s, particularly 1998) will bring any wisdom. For instance, it's a truism that AAA studios that are dominating the market, like big Hollywood studios, must trend towards increasingly reliably safe blockbuster titles to make back their immense budgets. And yet there are still plenty of indi…

> For instance, it's a truism that AAA studios that are dominating the market, like big Hollywood studios, must trend towards increasingly reliably safe blockbuster titles to make back their immense budgets. And yet there are still plenty of indie studios today. Indie gaming is stronger than ever. And yet why the consolidation into fewer and less innovative/interesting forms? I think the problem is the minimum cost o…

Making games has a very low cost. In fact, a lot of successes in the beginning of the game industry were people coding up things in basic on an 8-bit micro in their bedroom. As someone who started hobbyist gamedev in the DOS era, I can assure you that games are easier to make, and with much higher level of sophistication, than they ever have been.

Even today we have notable 1-person successes: Undertale was basically all Toby Fox, Stardew Valley was entirely Concerned Ape. Both games are on Playstation 4, Switch, and Xbox One, which is just completely wild from the perspective of someone who grew up making hobbyist games in the 80s and 90s. When was the last time you saw a movie made by someone with a cell phone and adobe premier playing in a major theater?

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

#42

Sorry, I lost patience with the article and its premise about halfway through. Sure many AAA titles are cookie cutter and remakes now. I'd still claim that there hardly ever was a better time for video games. If you only focus on AAA that's your mistake. That said, Nintendo continues to produce innovative games. Breath of the Wild of course sticks out here. We continue to see other phenomenal games like Outer Wilds o…

Also some now incredibly main-stream new gaming concepts that are very recent:

- Minecraft was released in 2011 and revolutionized building in most games, as well as basically inspiring a whole "survival" genre (Ark, Rust, DayZ, etc.)

- H1Z1 was released in 2015 and that Battle Royale format has taken over most casual shooters

- Garry's mod (2006) inspired a whole new genre too

- An entire genre of simulators like Farming Simulator or whatever that would have been unthinkable 15/20 years ago (I have no idea what the provenance of that genre was)

It's very easy to miss revolutionary ideas in your own lifetime because you sometimes don't realize how revolutionary they are.

EDIT: A few other things have popped into my head:

- Dark Souls-esque has become a genre in itself, and it took a while to become main-stream

- rogue-like became a big idea for indie devs to cheaply produce a game in the 2000s

- A lot of the revolutionary stuff today is happening around being able to move what were single player games into multiplayer and you can see that in recent games like No Man's Sky, Sea of Thieves, FO76, etc. (some more successfully than others ;)

- It's also easy to forget that there's been a whole lot of phone game innovation going on, Angry Birds was only 2009

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

#43
The article is worth reading, it introduces some criticisms of AAA game/product design that are interesting. I agree with many of them but never quite formulated them in such a way.

However, WoW example is exactly backwards:

> WoW nostalgia, monetarily leveraged through Activition Blizzard’s release of WoW Classic, feels (and is) a regressive moment for games (...)

WoW Classic didn't happen because of nostalgia. It happened because there has been a _huge_ community of people hosting the vanilla version (and the first expansion) of the game for quite a while now. It was simply acknowledging the fact that many players didn't like where the game went after its initial release plus one maybe two expansions.

WoW is a perfect example of a franchise that got butchered over the years. It lost what made it magical and didn't expand on the aspects that made it unique. It was a social game where you would find your grandma and your school buddy in the same virtual world, each playing in their own way.

People thought they wanted more shiny things, instant gratification, less dependence on other players and the social aspects of the game. So it turned into something generic and quite frankly ugly.

If you look at the history of the game, it already had all the things in place to make it the dull, money grabbing game that it is now. But at the same time it had elements, some accidental, some pushed by certain designers that barely made it, which were encouraging social interactions, small and large scale organizations and player driven stories.

I feel like AAA games _should_ look back and re-learn why their franchise even had success in the first place. Re-discover what made them _good_ and why players built a culture around them that wasn't just oriented around consumption.

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

#45

Sorry, I lost patience with the article and its premise about halfway through. Sure many AAA titles are cookie cutter and remakes now. I'd still claim that there hardly ever was a better time for video games. If you only focus on AAA that's your mistake. That said, Nintendo continues to produce innovative games. Breath of the Wild of course sticks out here. We continue to see other phenomenal games like Outer Wilds o…

Also some now incredibly main-stream new gaming concepts that are very recent: - Minecraft was released in 2011 and revolutionized building in most games, as well as basically inspiring a whole "survival" genre (Ark, Rust, DayZ, etc.) - H1Z1 was released in 2015 and that Battle Royale format has taken over most casual shooters - Garry's mod (2006) inspired a whole new genre too - An entire genre of simulators like Fa…

> Farming Simulators

Harvest Moon started that as far as I know, came out in 96/97, though it was more of an RPG with farming as the core gameplay loop rather than just a farming sim.

[1] https://en.m.wikipedia.org/wiki/Harvest_Moon_(video_game)

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

#46

Sorry, I lost patience with the article and its premise about halfway through. Sure many AAA titles are cookie cutter and remakes now. I'd still claim that there hardly ever was a better time for video games. If you only focus on AAA that's your mistake. That said, Nintendo continues to produce innovative games. Breath of the Wild of course sticks out here. We continue to see other phenomenal games like Outer Wilds o…

>That said, Nintendo continues to produce innovative games. Nintendo is falling into the same trap if you look hard enough, and mostly innovates for its series rather than the industry as a whole. Remakes or iterations are rampant among established developers due to the lower risks and relatively high earnings. Even indies suffer the latter. Not too many indies have a hit again when they create a game too different f…

> Even indies suffer the latter. Not too many indies have a hit again when they create a game too different from their original hit.

For indies a confounding factor is that the first game often has really been in development for the creator's entire life up to that point - not neccessarily literally but by amasssing creative ideas that they can then pour into that project. For the second game to be significantly different they then need to come up with new ideas in a now much shorter time unless they take a break from game development in between.

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

#47

Earlier quoted context omitted.

Also some now incredibly main-stream new gaming concepts that are very recent: - Minecraft was released in 2011 and revolutionized building in most games, as well as basically inspiring a whole "survival" genre (Ark, Rust, DayZ, etc.) - H1Z1 was released in 2015 and that Battle Royale format has taken over most casual shooters - Garry's mod (2006) inspired a whole new genre too - An entire genre of simulators like Fa…

> Farming Simulators Harvest Moon started that as far as I know, came out in 96/97, though it was more of an RPG with farming as the core gameplay loop rather than just a farming sim. [1] https://en.m.wikipedia.org/wiki/Harvest_Moon_(video_game)

I meant more the "simulator" games like Train Driver Simulator, Truck Driver Simulator, etc. that only really took off in the last decade (AFAIK).

But certainly Harvest Moon has been a genre that's now entered the western mainstream much more, and took a while to 'take off' in the western markets with things like Stardew Valley and Animal Crossing in recent years.

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

#48

Sorry, I lost patience with the article and its premise about halfway through. Sure many AAA titles are cookie cutter and remakes now. I'd still claim that there hardly ever was a better time for video games. If you only focus on AAA that's your mistake. That said, Nintendo continues to produce innovative games. Breath of the Wild of course sticks out here. We continue to see other phenomenal games like Outer Wilds o…

Saying 'but there are some innovative indie games' is not a good approach to this problem. The talent pool is not unlimited and this AAA money factory kinds are suck up most of them, squeeze out most of the resources from the industry, deliver almost zero artistic value in return and makes these innovative titles the exception instead of the norm. They have been poisoning the industry for decades, but you say, it's all fine, and we will all end up like the mobile games industry

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

#49

Sorry, I lost patience with the article and its premise about halfway through. Sure many AAA titles are cookie cutter and remakes now. I'd still claim that there hardly ever was a better time for video games. If you only focus on AAA that's your mistake. That said, Nintendo continues to produce innovative games. Breath of the Wild of course sticks out here. We continue to see other phenomenal games like Outer Wilds o…

It’s like complaining that all movies are cookie cutter now, because you’re tired of Marvel superhero movies.

This statement might be more poignant than you think, there's an interesting video here comparing Marvel with Star Wars and James Bond in terms of how memorable any of the music is, because it's almost all cookie cutter: https://www.youtube.com/watch?v=7vfqkvwW2fs

I think all the points here have value, I've definitely played some really good games recently including some that were mentioned above, but I definitely think there's a general risk averseness because AAA game studios are too big to experiment so a lot of games are rehashed sequels or incremental "improvements" (as in the movie industry or whatever's in the music charts).

I'd put some of the blame of this on the outcome bias, things are judged on whether the outcome was favourable (e.g. profit) not whether it was the right decision (e.g. let's try something different with novelty, but riskier).

As Julia Galef covers in one of her podcasts (will have to find the link), the exec that tries something risky might get a promotion if it succeeds and get sacked if it doesn't as opposed to getting promoted from suggesting something novel regardless of whether it worked. See also "No one ever got fired for choosing IBM".

How many films that get critical reception now, got poor/indifferent reviews initially because they were just too experimental/novel for the time, e.g. Original Blade Runner. What will people think in 10, 20, 50 years about Marvel films.

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

#50

Sorry, I lost patience with the article and its premise about halfway through. Sure many AAA titles are cookie cutter and remakes now. I'd still claim that there hardly ever was a better time for video games. If you only focus on AAA that's your mistake. That said, Nintendo continues to produce innovative games. Breath of the Wild of course sticks out here. We continue to see other phenomenal games like Outer Wilds o…

> We continue to see other phenomenal games like Outer Wilds or Disco Elysium that push what a game can be and how closer to true art the medium has come.

Since when is it about "true art" though ? It's not like arthouse cinema make record profits compared to mainstream movies... most humans don't like it and prefer the simple fun of mainstream media.

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