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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?)

#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 goes on I gravitate more and more to indie games and even self-published e-books rather than mass market publishers, as I find that they actually try new ideas and go somewhere fresh.

If we'll excuse some navel gazing:

I wonder, how much effect has what I'll call the "distillation of the meta" had on game design? By that, I mean the community driven effort in everything from Warcraft to Diablo/Paths of Eternity to yes Call of Duty or Tarkov, to find the utterly, mechanically superior approach and gravitate towards it? To the point that public test realm data or beta patches are immediately data mined and examined with a fine tooth comb.

Best-in-Slot lists, ideal ability rotations, skill guides, 'meta loadouts', and the like.

Sure, we've always had bulletin boards, strategy guides, and sites like GameFAQs. But as the popularity of gaming has grown, naturally so has the drive to play the game perfectly, or erk out any slight advantage possible.

I'm probably tiling at windmills, and much like film, the creative bankruptcy of late is entirely economically driven.

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

#3
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…

re: meta

Fighting games have this to the nth degree. Fighting games are split communities (really any game that is high skill ceiling) between those that have been playing seriously for years/decades and those who just play.

SF6 is coming out in 2023 and it will be "solved" within a month or two. Once top players get to a tournament and show strats, the entire meta evolves to the rest of the community.

Just like you cant get security through obscurity. A game can only fake depth when there isn't communication. The identification of top strategies is inevitable and rapid. But the experience of executing and being a top player is completely within the realm of design.

Devs want to fake depth, but players wont play fake games.

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

#4
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 indie studios today. Indie gaming is stronger than ever. And yet why the consolidation into fewer and less innovative/interesting forms?

Maybe it's because the death of AA studios means that there are fewer sub-blockbuster entities to create influence? Because there are way more games today so interest is diffused and gravitate naturally towards AAA attention sinks? Because on a technical level, gaming is so advanced that there is a push towards photorealistic simulation rather than the innovative abstraction that earlier period of gaming had? One's creativity is capped by the amount of effort and resources needs to go towards making sights and sounds of greater quality than Hollywood movies. Either way, maybe the medium and the industry is just at a stage where conventions calcify and it's harder to turn the ship.

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

#5
I think it reflects maturity in the business that increasingly, video games compete with their past.

That used to be so much not the case that it was a surprise at first: the "gaming fad" died down until another generation of graphics came along and made things a little more complex, animated and detailed. Then it became the business model to bank on repeatedly surfing the technology curve, which eventually gave us AAA size productions. New platforms in different markets like portable systems and web games could reset the curve for a period, but this has been reduced to niche hardware ideas(headsets and hand-cranks). By now, everyone is saturated in games of some sort if they want to play them.

The consumptive packaging has also gradually broken down. While everyone still demands good, quality assets, playing the actual game isn't as highly treasured a thing since one can easily find a gameplay video and experience the surface assets that way. One is left with mostly stuff intrinsic to interactivity: well-crafted scenarios, the chaos of physics behaviors, the emotions of another human opponent or ally.

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

#6
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?

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

#7

I think it reflects maturity in the business that increasingly, video games compete with their past. That used to be so much not the case that it was a surprise at first: the "gaming fad" died down until another generation of graphics came along and made things a little more complex, animated and detailed. Then it became the business model to bank on repeatedly surfing the technology curve, which eventually gave us A…

> One is left with mostly stuff intrinsic to interactivity: well-crafted scenarios, the chaos of physics behaviors, the emotions of another human opponent or ally.

I think a good testament to this are Steam statistics. If you look at the top 15 games on SteamDB for example, the list is usually dominated by games where social interaction or PvP is key, e.g. battle royale, MOBAs, MMOs, etc.

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

#8
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 or Disco Elysium that push what a game can be and how closer to true art the medium has come. I recently played some short, relaxing games like A Short Hike and Big Ocean, Wide Jacket that would have not been economically viable at all not that long ago. There are so many phenomenal indy games that nobody could possibly play them all and many of them have innovative concepts. I feel obligated to mention Babs Is You and Into the Breach. There are some studios that are not AAA but produce polished games like Supergiant with games like Hades and Pyre.

But yeah, some Call of Duty game and The Last of Us are getting a remake so it's all terrible now and innovation is gone.

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

#9

I think it reflects maturity in the business that increasingly, video games compete with their past. That used to be so much not the case that it was a surprise at first: the "gaming fad" died down until another generation of graphics came along and made things a little more complex, animated and detailed. Then it became the business model to bank on repeatedly surfing the technology curve, which eventually gave us A…

> One is left with mostly stuff intrinsic to interactivity: well-crafted scenarios, the chaos of physics behaviors, the emotions of another human opponent or ally. I think a good testament to this are Steam statistics. If you look at the top 15 games on SteamDB for example, the list is usually dominated by games where social interaction or PvP is key, e.g. battle royale, MOBAs, MMOs, etc.

How much of those games topping the statistics is because they are games you can keep playing for a very long time? I can play a storydriven games only that much before I've recolored it all and move on to something else

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

#10

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's been pretty widely circulated due to how hilariously tone-deaf it is.
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