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The Butt

 

 

July 07, 2003

Editorial by: Rick "32_Footsteps" Healey

 

Beyond the D-Pad

 

Column #5

 

First, before you check this piece out, go read McDank’s piece on “What Gamers Want.”  Why?  Because this is a rebuttal piece, and it certainly isn’t about to make sense if you don’t read that first.  But basically, this is to address the parts where I think he’s totally off base.

First, let’s get something off our chests – you are never, ever going to get gamers to agree on what they want.  You’ve got better luck getting people to agree on the best pizza topping, and there’s only about 20 of those in regular rotation at your average pizza place.  McDank’s list is a solid list of what a modern day or futuristic first-person shooter fan will want.  Well, lest anyone get the wrong idea, not everyone is a fan of the genre.  Personally, most of them bore me, and that’s why I let other people review them.  So if manufacturers actually follow up on his suggestions, it’s going to kill on what I feel is the most lacking element in the industry – innovation.

Let’s face it, quite a few companies are so bad that they’ll quickly just knock off of their own games.  Are you listening, Rare and Eidos?  I understand that some things are just going to end up being repeated anyhow, but do they have to do so this frequently?  Innovation has been a problem for quite some time in the industry, and imploring everyone to make better first person shooters is not about to solve the problem.

Another serious problem that I have with McDank’s editorial is one I find rampant in gaming; gaming is overpopulated by weapon fetishists.  McDank’s view is that gaming needs more guns, preferably real world guns.  I wasn’t aware that video games lacked guns in any degree.  To tell the truth, isn’t an over-abundance of weaponry often cited as one of the problems gaming has?  Yeah, let’s just intensify that scrutiny, thanks.

And it’s not just FPS fans that are guilty on this count.  I’m going to call to task fans of my favorite genre, console role-playing games.  Raise your hand, and be honest, if one of the things you really liked about Cloud in Final Fantasy 7 was the fact that his swords were twice his size?  Nobody in an RPG, it seems, can just carry around a sword.  It has to be stylized, carrying tons of sashes, have an unusual shape, and look outlandish.  RPGs are constantly going through sword envy, as in who can make the flashiest one.  Is there any wonder that Freudian psychologists have a field day when discussing video gamers?

I think we’ve established, by now, that gaming already has more weapons than it knows what to do with.  So to move to the next problem – getting gamers to test games.  the problem is that, and call me an elitist snob on this one, that your average gamer has no business testing a game.  Yeah, go ahead and send your flames now, but consider this: who do you think tests these games?  Game companies pay testers, and what kind of people are going to apply for a job that requires you to play games?  Yep, gamers.  In other words, we already have gamers testing these games out, and it’s obvious that isn’t quite cutting it more often than not.  Even when the testers don’t like the game and recommend either scrapping it or totally reworking it, the companies more often than not refuse to listen.

Also, I’d like to point out that McDank wants to have it both ways when it comes to game development.  He says that he wants companies to stop developing games as if they were movies.  He then proceeds to rattle off several games with development budgets and subsequent work done on them that is much like a movie.  You know why the industry wants to emulate movies?  Because movies, in general, are successful, profitable, and entertaining; the video game industry wisely wants to be the same.  And you know, I think it benefits the industry to have this.  RPGs are often more entertaining today because people actually work on those scripts.  McDank loves the Grand Theft Auto games; how far would those open-ended scenarios have gotten without solid scripting and directing?

That leads me to another shibboleth to banish – gaming needs to be open-ended.  Honestly, that’s hogwash.  Yes, it is good for some games to be open-ended.  But many classic games, including some of the ones mentioned by McDank, were very direct in terms of build.  Try telling me that Goldeneye was at all open ended, and I’ll laugh you out of the room.  It was very direct, since you just followed the movie’s plot.  More often than not, making a game open-ended just indicates a lack of direction, like in Square’s recent Saga games.  Solid scripting is required to make sure games are open ended without being directionless.

So, in the end, what does this gamer want?  I want a game that is solidly built, with enough story for me to enjoy it.  This could mean as complex as a Steinbeck novel, or as simple as River City Ransom’s “save the girl” story.  I want the game to be different in its approach -–it can even blatantly rip off certain aspects from other games, as long as the package is different and works well.  The controls, the graphics, and sound have to be solid.  They don’t have to be amazing, but they have to be done cleanly.  It’s really not much to ask, but it’s really amazing how few games pull it off.

 

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