Thursday, 26 December 2019

How Audience Plays a Role in Games in more than just Budget

 

How Audience Plays a Role in Games in more than just Budget


This video has really got me thinking how much of a role an audience plays a role in the design of any game:

https://www.youtube.com/watch?v=Tc8hrXyG1xw&feature=emb_title

It's not just something to use to excuse why AAA gaming are being dummed down but it plays a role in how your game will be designed. Kingdom Hearts 2 has an interesting combat system but since the game is appealing to people who enjoy Disney, Final Fantasy players who might or might not actively play real time action games, people who like the shounen anime aesthetics and story and finally the people who want a good combat system and play it for the challenge. They have to design the game with all these things in mind so therefore all it's depth might not be found by all the players who play it.

Another example is the MGS series. There's different people who play MGS for different reasons, they like the story, the long cutscenes, the ficitional versus battle people to see how "tough" and "cool" the Snakes are against. With all these people Kojima has to appeal, not everyone is going to notice the gameplay details and crazy stuff and the "depth" the game has.

Compare to say Thief, Mark of the Ninja, and Splinter Cell, those games are primarily aimed at people who want an indepth stealth experience and when discussion with these games are involved, they tend to mostly mechanical, level design, overall gameplay focused. The less people to appeal to, the more people will notice everything a game has to offer and the devs will make design and put work around those design decisions.

People often bash Spidey PS4 and Batman Arkham for being "too easy", "too simplistic", and lacks the "depth of Devil May Cry", but the thing is, those games are licensed games and they also have to appeal to fans who like that license. People who purely read Batman and Spider-Man comics or view media with them and don't actively play games at all. I met up with someone recently who couldn't even beat the Arkham games on normal and had to play on easy. This is the trap licensed games will always fall into.

Then there is the CoD series. Yes, it constantly gets made fun of for recycling so much and barely having any innovation. But I'd argue one reason why the sps are so stale is because CoD has to appeal to two groups of people, ones who play it for the sp and the ones for the mp. Yes, the devs could easily overhaul the whole series' combat system and I really fucking wished they did but at the same time, would they really want to put in so much effort into a mode only a fraction of the player base will play? It's the trap CoD has been in for so long now.

Halo is an interesting one where it has multiple audiences but the series does in a way have discourse that is consistent. People will play the sp and mp but both seem to have consistent amount of effort put into both with the exception of 5. People who play Halo generally also play the sp, coop, mp and are really passionate for the story and lore too.

And yes, everyone is annoyed to death about the Sekiro "easy" mode debacle. The thing is, From's audience and the people they appeal want super challenging games and that's what they expect from them so From wants to make a game that they want. The easy mode to them shits all over everything they expect From Soft. It's just pointless adding an easy mode to a game where the design isn't even built around and to appeal to an audience that probably won't even play their game anyway.

"Audience" is not just something that be used to explain inflating budgets, but it plays a huge role in any game's design.

 

Thursday, 5 December 2019

Why David Cage's "answer" to Game Overs don't Work and Comparison to Telltale

 

Why David Cage's "answer" to Game Overs don't Work and Comparison to Telltale


Playing Detroit made me realize to some degree why Telltale's games are so scripted. Yes the latter should cut out the "this game is tailor made to how you play" crap. But with Detroit, the game just wastes your time for the first few chapters and then kills your character off in an anti climatic way just because you didn't have walkthrough in front of you during the "danger" sections. At least with Telltale games, a first time player can get the whole story on their first run while with Detroit, a section can catch you off guard and then you lose good chunk of story and then you got to do that section again and have a walkthrough this time. This isn't so much a "solution" to game overs as it is just wasting time and making you wish checkpoint restarts were in the game because removing the "gamey" elements makes the story a lot worse when compared to Telltale games and especially other mediums that David Cage is trying to emulate.

I have a lot of issues with the way Telltale does the "game" part of their "game" but at least they play to their strengths and have their stories be a universal experience and don't waste the player's time re doing sections with a walkthrough on hand.

Telltale games don't give you any reason to re visit and the first playthrough might as well be your last but David Cage's solution is to just have you replay sections and watch the same scenes until you stumble upon the best solution or just keep a guide with you at all times.

Then there is the fact that Detroit has an "easy mode" where characters can't die and you get the full experience no matter how much you fuck up. It's strange how what makes David Cage's game different from Telltale's games is that "choices do matter" but here, he is giving you the idea option to view the story. Now, if you fuck up, you won't get locked out of story sequences, and the story will play out as intended. So in a sense, David Cage is giving you the option to play it as a normal story without any of the pseudo game overs. So basically, all of this "flow chart" nonsense is basically just one big gimmick.