Think about that. Game DESIGN.
It means - in part - making a game challenging without making it stupid.
In the past it meant instant death if you as much as grazed an enemy character with your little toe. We accepted that, in part because we didn't know any better - it had "always" been like that - and in part because technical limitations meant there really wasn't much room for anything else. We died and found ourselves back at the start of the level and had to do everything all over again.
But that was then, right?
So... Why is it that school of thought is still alive and well in the year 2004, some 20+ years later after the videogame era started?
Case in point, Jak 2...
This game has to be the rottenest piece of slick, shiny garbage I've ever seen. Hardly anything can be faulted the game on a technical level, but underneath there's hardly a thing right with it. Control scheme is fiddly and erratic, vehicle handling is sluggish and unresponsive and the missions are, well, quite frankly stupid. Right now I'd very much like to bash in the head of the person who thought up the "collect money bag mission" with a very large mallet.
There's a not particulary fine line that separates "fun" from "tedious", "difficult" from "annoying" and, yes, that's right, "challenging" from "frustrating".
Putting the camera in such a position as to make it almost impossible to judge the distance between a ledge and a hovering platform that after three seconds or so will flip over and tip off the rider into the bottomless abyss below is a cardinal sin in game design, but Jak 2 has stupid camera positions in oodles. It even uses that tactic deliberately, which is even worse. Had it been the product of bad programming it would have been one thing, but when it's done on purpose it should definitely be a capital offense.
If we hung the Naughty Dog crew by the neck until dead and displayed the bodies publically for a week as a warning example to the rest of the industry of what happens when you make stupid games, I'm pretty sure standards would drastically improve rather quickly......
No, I'm quite serious here. We should really do this, because current console titles are still stuck in the feckin' dark ages as far as game design goes. Had it not been for the graphics, Jak2 might just as well have been a SNES title, it really hasn't progressed beyond that level.
What's the point of making a game filled with lush graphics if the game itself is so annoying to play the player needs to take a break for a couple weeks to calm down? Most anyone can create missions in a computer game, but to create GOOD missions demands a bit more than that, and it does seem like Jak's mission designers were hired straight off the street, or maybe they were illegal immigrants working in sweat shops for less than minimum wage, considering the lack of logic and originality in them.
Unfortunately, much too few developers realize the potential for GAMEPLAY improvements today's hardware offers - and I'm not just talking about Naughty Dog here, Capcom did the exact same thing with P.N.03 for example.
A PS2 or a GC aren't glorified 16-bitters from the early 90s. Leaps of faith should have gone out of fashion more than ten years ago.
Ok. End of rant. (For now.)
It means - in part - making a game challenging without making it stupid.
In the past it meant instant death if you as much as grazed an enemy character with your little toe. We accepted that, in part because we didn't know any better - it had "always" been like that - and in part because technical limitations meant there really wasn't much room for anything else. We died and found ourselves back at the start of the level and had to do everything all over again.
But that was then, right?
So... Why is it that school of thought is still alive and well in the year 2004, some 20+ years later after the videogame era started?
Case in point, Jak 2...
This game has to be the rottenest piece of slick, shiny garbage I've ever seen. Hardly anything can be faulted the game on a technical level, but underneath there's hardly a thing right with it. Control scheme is fiddly and erratic, vehicle handling is sluggish and unresponsive and the missions are, well, quite frankly stupid. Right now I'd very much like to bash in the head of the person who thought up the "collect money bag mission" with a very large mallet.
There's a not particulary fine line that separates "fun" from "tedious", "difficult" from "annoying" and, yes, that's right, "challenging" from "frustrating".
Putting the camera in such a position as to make it almost impossible to judge the distance between a ledge and a hovering platform that after three seconds or so will flip over and tip off the rider into the bottomless abyss below is a cardinal sin in game design, but Jak 2 has stupid camera positions in oodles. It even uses that tactic deliberately, which is even worse. Had it been the product of bad programming it would have been one thing, but when it's done on purpose it should definitely be a capital offense.
If we hung the Naughty Dog crew by the neck until dead and displayed the bodies publically for a week as a warning example to the rest of the industry of what happens when you make stupid games, I'm pretty sure standards would drastically improve rather quickly......
No, I'm quite serious here. We should really do this, because current console titles are still stuck in the feckin' dark ages as far as game design goes. Had it not been for the graphics, Jak2 might just as well have been a SNES title, it really hasn't progressed beyond that level.
What's the point of making a game filled with lush graphics if the game itself is so annoying to play the player needs to take a break for a couple weeks to calm down? Most anyone can create missions in a computer game, but to create GOOD missions demands a bit more than that, and it does seem like Jak's mission designers were hired straight off the street, or maybe they were illegal immigrants working in sweat shops for less than minimum wage, considering the lack of logic and originality in them.
Unfortunately, much too few developers realize the potential for GAMEPLAY improvements today's hardware offers - and I'm not just talking about Naughty Dog here, Capcom did the exact same thing with P.N.03 for example.
A PS2 or a GC aren't glorified 16-bitters from the early 90s. Leaps of faith should have gone out of fashion more than ten years ago.
Ok. End of rant. (For now.)