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by Lurker 13243 09/16/2013, 4:02am PDT |
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I remember two older posts (which I'll find after) that really apply to this. This also might degenerate into a series of sweeping generalizations, so sorry in advance.
First one was talking about how the Walking Dead comics are a bunch of preachy bullshit, because nerds generally don't have enough life experience to bring any insight to a topic that has mostly been discussed by nerds. Most people who create video games love video games. Well sure, but how many of those people were in the marines? Are schizophrenic? How many of them decided to make games just because their library of cartridges fills entire bookshelves and not because they decided it was the best medium to express themselves?
That New Yorker article summed it up pretty well in the first reference to vacant eyed kids. I was a vacant eyed kid! I didn't even really start to analyze WHY game designers did things until I started getting my non-gamer friends to play all my GOG shit. They talk a little TOO much about their feelings and new age games journalism shit, but you still need a little bit of that if you want actual ideas. We're not going to have anything close to Fallout 1 or 2 or the Genesis or SNES Shadowruns because those were all made by people with heavy tabletop experience. Fallout 3 and New Vegas were fun, but were still just "Oblivion with guns" as everyone said.
Next is the Robocop thread that's going on, which was mainly answered by this Cracked article
Movies are no longer based on books and ideas, they're based on movies. There's no speculation, no kids going home and describing to their friends, "HE HAD LIKE THIS GUN THAT SHOT OUT MORE GUNS AND THEN THE BULLETS WERE ALL HOMING BULLETS," and no insight since most of these screenwriters and directors, as with game makers and comic book writers, are nerds who associate consumption with understanding. For every Lexi Alexander creating amazingly beautiful violence like Hooligans or Punisher: Warzone, you have 10 more asshole NYU graduates and Chinese/Korean directors pumping out their incompetent versions of American 80's excess.
Back to games, just look at the guns in Bioshock Infinite. Sure, the tommy gun in Bioshock 1 was all sorts of dinky, but you could pimp it out neon green like the dudes from Batman Forever! You didn't have a carbine or a sniper rifle, you had a fucking crossbow that shot electric trap bolts. Call of Duty happened, though, so instead of the CEREBRAL BORE from Turok, or the nuke gun from Turok, or anything from Ratchet and Clank, we have useless pistol, machine gun, shotgun, and rifle. Ironsights for headshots. Rocket launcher will maybe have laser guidance. Possibly grav gun. Shit, even Resident Evil 4 (the one they've been trying to reproduce forever) had a mine launcher and a badass antique pistol. Saints Row IV has a bit of both, plus all the super powers and shit, but that's actually making people angry! Now they WANT to start with their shitty pistols and MAYBE work their way up to an infinite rocket launcher after 100+ hours. People don't like the superpowers because, "I can clear a whole bunch of guys by becoming a nuclear bomb." Think about that. People DON'T WANT TO become a nuclear bomb. (This whole paragraph was ranty and written in between student visits, sorry). |
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What does a game designer need to know to create good mechanics? Good story? by fucking newbie 09/14/2013, 6:08pm PDT 
I am hijacking this thread to talk about how much I hate Extra Credits by WITTGENSTEIN 09/14/2013, 6:25pm PDT 
The Extra Credits writer was an evercrack addict and cried about it on the show by fucking newbie 09/14/2013, 8:16pm PDT 
"Is this fun?" by fabio 09/15/2013, 3:58am PDT 
I think it depends on the type of gaming you're making, "Fun" is a good start... by Worm 09/15/2013, 11:33am PDT 
They should ask themselves: by Fullofkittens 09/15/2013, 2:38pm PDT 
Ten pages of this in the New Yorker. Well, let's see how it goes. NT by fucking newbie 09/15/2013, 8:16pm PDT 
Re: What does a game designer need to know to create good mechanics? Good story? by Entropy Stew 09/15/2013, 4:22pm PDT 
I'D BUY THAT FOR FIVE DOLLARS! (adjusted for inflation) NT by That guy from Robocop 09/15/2013, 8:25pm PDT 
We'd call it PI the movie NT by Directed by Arraanoofsssky 09/18/2013, 1:23am PDT 
Too much inbred creativity by Lurker 13243 09/16/2013, 4:02am PDT 
This is all 100% correct by fabio 09/16/2013, 3:53pm PDT 
I have a lot of hope for these "millennials" by Fullofkittens 09/16/2013, 5:03pm PDT 
I thought Gen Y was Millennials? by WITTGENSTEIN 09/16/2013, 5:41pm PDT 
don't think there's a name for the new kids yet by jeep 09/16/2013, 8:50pm PDT 
Generation Z or millenials both apply, but here's the real name: by fucking newbie 09/20/2013, 1:06pm PDT 
Or you're only seeing the top percentage that manage to get work NT by fabio 09/16/2013, 10:56pm PDT 
True. NT by FoK 09/17/2013, 3:55am PDT 
If the movie rule is "Show, don't tell," the VG rule is "Do, don't show." by Mischief Maker 09/16/2013, 5:45pm PDT 
If the movie rule is "Show, don't tell," the VG rule is "Do, don't show." NT by <- not bad ( jeep ) 09/16/2013, 8:52pm PDT 
Without friction, there can be no pleasure. by Jerry Whorebach 09/16/2013, 10:20pm PDT 
Re: What does a game designer need to know to create good mechanics? Good story? by Ice Cream Jonsey 09/17/2013, 12:11am PDT 
I agree with Jonsey. by Jerry Whorebach 09/17/2013, 1:30am PDT 
Whoa! by Ice Cream Jonsey 09/17/2013, 10:18pm PDT 
I'm pretty sure they're still pathetic and mewling children. by Jerry Whorebach 09/19/2013, 1:32am PDT 
You should try playing OFF. NT by http://offgame.wikia.com/wiki/Downl 11/03/2013, 3:13am PST 
also good NT by jeep 09/17/2013, 10:00am PDT 
Re: What does a game designer need to know... by Commander Tansin A. Darcos 09/17/2013, 11:07am PDT 
I'd love to see a Gamasutra postmortem of Patty Flinger NT by Entropy Stew 09/17/2013, 1:52pm PDT 
your ator sucks bro give up by go fuck YOURself, too 09/17/2013, 4:57pm PDT 
No, it's true by Ice Cream Jonsey 09/17/2013, 5:31pm PDT 
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