Lazy8s said:
The design of modern gameplay is unhealthy to the industry.
I just see it as a logical evolution.
Design blueprints call for arbitrarily high numbers of levels and features with little regard to overstretching the scope of play and imbalancing the pacing of challenge and reward, as if quantity of content itself was a more compelling gameplay mechanic.
...because that's what sells. That's what the public "wants", apparently.
"Quantity of content" is one metric that consumers use when making purchasing decisions. ("How many levels?" How many monsters?). Similar to graphics....it's a "hook" that gets people to buy the game. I'm not saying this is right or wrong...just human nature. It's not publishers that I see needing a change: they are catering to consumers.
Consumers need to change.
The number of "educated consumers" in gaming...those that actually don't care (or probably more accuratly..
say they don't care about graphics..."just give me gameplay"), is relatively small, I'd wager.
A majority of the lethal cost of game development is in producing all of that content and all of those assets, yet players don't even finish games to see it all.
And yet...players continue to buy it.
Development budgets soar until releases can't make back their investment, even well-sized companies can't afford the risk to compete, and surviving publishers enslave their workforce to compensate.
I think that's bullshit.
No one is "enslaving" anyone.
There is nothing....absolutely NOTHING stopping anyone from creating a game and distributing a game that
they want to make. Gamers don't want "quantity of content?" Fine...then don't spend the money on that content! Hard to get shelf space? Who needs it! Put the game on a web server and electronically distribute...ala Steam.
You can't have it both ways.
You can't claim that we don't "need or want quantity of content", and then turn around and say devs are being "enslaved" to produce that content.
On a related note: I see the gaming biz kinda like where the music industry was about 20 years ago. Right about the time the transition from LPs and tapes to CDs was taking place. At that time, it was pretty much prohibitively expensive to "produce" your own music. Getting CDs on the market was really expensive...prohibitivley so for any "garage band".
Technology is what contributed to this. Consumers "demanded" the flexibility and quality of CDs. If you didn't have the resources to produce them...good luck in breaking through. But you know what? I contend that the majority consumers only
thought they wanted "CD quality". They wanted "better than audio tape and LP" quality....but very few actually wanted "CD quality." (More on this in a sec.)
Look at games today...consumers demand the "quantity and quality" of content that demands a large investment. Do consumers really want that though? Or "just enough" to make real game play (which is what they subconsciously want) more interesting? I contend that as we let technology run its course....it will ultimately be
relatively cheap to produce these games we're talking about, and the "gameplay" aspect will take care of itself. We're just not there yet.
Back to music....today, it is relatively CHEAP to produce and distribute what consumers actually want: "Good enough" quality tracks that people can take anywhere. Technology has enabled this. (Solid state playback devices via cheaper processing power and memory, internet distribution). You don't need "zillions" of dollars to put out and distribute a track that has the "quality" that consumers demand. What's left is the artistic value of the track itself.
Fast forward 20 years...technology may progress to the point where the middleware solutions enable artists and devs to
easily (cheaply) translate their ideas into a game. Memory and processing power may be so cheap, that "high quality graphics" is basically a given. The ONLY thing left separating the good from the bad is "gameplay."
So, what I'm trying to say is this: yes, I agree that due to technology, there is great emphasis put on the "superficial" aspects of games...because the conusmer sees those superficial aspects as selling points. But I don't think you can just "change that" through force. You need to let technology progress such that it makes these superficial things so cheap and ubiquitous, that the only thing "left" to compare one game to another, is the artistry and gameplay.