[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.5723497 [View]
File: 118 KB, 498x362, 1553502433907.png [View same] [iqdb] [saucenao] [google]
5723497

>>5718945
All games are actually simulations.
All games, no matter the genre, are simulating an experience for the player. Games only work because players have agency.

The first text adventure games were literally word parsers where you had to guess the correct combination of words to advance. What people forgot is that alone doesn't make a game. The 'game' part comes from fucking around with different combinations, PLAYING and experimenting and trying out all the different wrong answers and being told "not my type" when you try to use the "pick up" command on a human or abruptly ending the game when you type "kick bucket". This is what made adventure games fun, the digital equivalent of arguing with the storyteller. It's why janky games with obtuse mechanics are so highly regarded, because the fun comes not from playing the game but from playing to break the game.

game designers need to take more from /tg/ and less from /lit/. Not that storytelling or visuals or music aren't important, but none of it matters if you can't make the game your own. Tabletop players hate more than anything else a bad GM, and the most common trait of bad GMs is railroading. What was the last game people enjoyed that was railroaded?
Sid Meier said that a game is "a series of interesting choices", but that can probably be simplified to just "choices". You can fuck up, fine, but you need to be given the chance to fuck up. A lot of video gamers are young kids/bitter old men who aren't going to take kindly to being told what to do.

>> No.5460195 [View]
File: 118 KB, 498x362, g5.png [View same] [iqdb] [saucenao] [google]
5460195

>>5459637
All games are actually simulations.
All games, no matter the genre, are simulating an experience for the player. Games only work because players have agency.

The first text adventure games were literally word parsers where you had to guess the correct combination of words to advance. What people forgot is that alone doesn't make a game. The 'game' part comes from fucking around with different combinations, PLAYING and experimenting and trying out all the different wrong answers and being told "not my type" when you try to use the "pick up" command on a human or abruptly ending the game when you type "kick bucket". This is what made adventure games fun, the digital equivalent of arguing with the storyteller. It's why janky games with obtuse mechanics are so highly regarded, because the fun comes not from playing the game but from playing to break the game.

game designers need to take more from /tg/ and less from /lit/. Not that storytelling or visuals or music aren't important, but none of it matters if you can't make the game your own. Tabletop players hate more than anything else a bad GM, and the most common trait of bad GMs is railroading. What was the last game people enjoyed that was railroaded?
Sid Meier said that a game is "a series of interesting choices", but that can probably be simplified to just "choices". You can fuck up, fine, but you need to be given the chance to fuck up. A lot of video gamers are young kids/bitter old men who aren't going to take kindly to being told what to do.

Navigation
View posts[+24][+48][+96]