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22nd January 2008, 11:05 PM
#21
I totally agree with you Medusa. I don't understand why games are getting easier and easier these days just so each and everyone can play them either. Well, I do know why (and I really didn't think I'd hear that from a producer of one of my most favourite videogames), I just don't understand the logic behind wanting to sell games instead of making a really good game. Let me elaborate what a "really good game" means in that context and don't kill me for calling Pulse not a good game. Sure, it's a bit unfair to let Pulse be the major impulse here, but the problem is there, with any videogame. The way I see it, a game is good when it requires effort (and by effort I don't mean learn the basic controls and keep your eyes open), when it can make you dedicate a good time of your life mastering it, when it offers a simple set of rules/ mechanics that allow for countless variations, when there's an inherent goal, theoretically achievable, practically unreachable (if, by playing, you get the feeling of walking down that road, a game can motivate). Pretty much the obvious stuff a human being demands from a game worth his while. Now, the problem is, that not a single videogame can offer what's demanded from "real" games and as long as they don't, they'll never acquire the much thought-after status most of the producers, and even more gamers want their "games". It's no coincidence that successful games like Chess and Go transcend shallow entertainment, just look at their mechanics and essence. Did they get sequels? The paradox is this: The industry lives from peoples' hunting after quick, effortless entertainment. Videogames' future, as I see it, strongly depends from producers straighten up and leading their products to head to a proper form of gaming, yet in doing so they run the risk of dooming their own work, because, you know, people don't want games, they're not going after rewards if it means effort and dedication, they're not willing to devote themselves to anything, they just want entertainment (partly to distract them from that very same problem), as passive and as little challenging as possible. The only challenge being their time invested. Added rewards for that provided by modern videogames.
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