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Why do games tend to limit their form?

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23 comments, last by prof_smash 7 years ago

I don't fully agree that this statement:

12 hours ago, LorenzoGatti said:

Penalty kicks are not a different game, they are only a specialized form in which the ball is kicked into the goal unusually fast and intercepted by the goalkeeper with unusual difficulty: not only the same skills, but the same rules as normal play.

...can agree with this statement:

1 hour ago, LorenzoGatti said:

Is every sport in which a ball is used to score points and the team without the ball defends against the scoring attempts of the team with the ball the same? No

I think it's clear that there is a whole continuum of similarity here and that what one person might call "a specialised form" someone else might call "a different game". (Besides, penalty kicks don't really have the same rules as normal play, since other players are not allowed in the penalty box, the goalkeeper has to remain on their line, the attacker can only touch the ball once, etc.)

As such it's not about trying to arbitrarily find the line where the game or the 'form' changes into a different one, but about understanding how far a game might change during play, and how comfortable a player is with that.

It's interesting to note that many soccer players and fans are not happy about penalty shootouts. They feel it is a less fair way to settle a match, and is not entirely in keeping with how the game should be played. So obviously changing the form of the game has issues outside of just videogames.

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My apologies for reiterating what's already been said. But I think the reason is really two-fold. Complexity and seamlessness. Switching from one genre of play to another is quite complex. You essentially can have 5 mini-games rolled up into one. Does the game benefit from that complexity? Is it a better game now that you have essentially 5 games in 1? The game and level design as well has to be done extremely well for players to enjoy and appreciate it. Otherwise you just have "why did they do this?" every time you reach a new level. Which leads to seamlessness. Is going from 1 game to another a seamless transition for the player? Or is it jarring as another poster said. Would the player feel that this game would have better if you had made the main game (in 1 consistent genre) and 4 spin-offs (based on the other genres)?

In short, I think developers haven't become accustomed to developing games in that way, designers aren't very good at it, and players are happy with 1 overall consistent type of play.

I am a very fan of mini-games though. My fondest memories of that is FF7.

Beginner in Game Development?  Read here. And read here.

 

Regarding games that have multiple sections, e.g. the battle screen and overworld screen, that only works because you introduce both almost simultaneously and integrate them into each other. It's a very different situation from just changing the way gameplay works for no reason.

To use a specific concrete example, consider The Ur-Quan Masters (Star Control II, or UQM). UQM has several different gameplay experiences:

  1. The combat screen, a Spacewar-style battle arena.
  2. Space/Hyperspace/Quasispace, where you explore stars and planets.
  3. The comms screen, where you talk with other characters and decide how to deal with them.
  4. The planet screen, where you land and collect minerals.

But UQM integrates all of these into the game experience very well, and importantly, it introduces every single one of them right from the start. First, you start in space at the edge of Sol. Then, when you approach Earth, an Ur-Quan probe approaches you, introducing you to the comms screen. Then, you go to the starbase, where you use the comms screen to its full extent. Then you get sent on two quests which involve using the planet screen. Then an Ilwrath ship ambushes you, and you are forced to battle it in the combat screen. So to recap, UQM has four gameplay modes, but they are all integrated seamlessly and forcibly introduced in less than 5 minutes. It also helps that they all have very similar controls, and it helps even more that combat is actually optional (you can have an AI fight for you, or make your victories/losses random).

Of course, even when you do it right, this is always a risk, so it's best to avoid doing it at all unless the other gameplay modes are integral to the experience. Not every game can be UQM.

A game should stick to what it's good at. Say I'm making a platforming shooter (which I am :p). There's basically two elements that will need attention at the game's core: platforming and shooting. So I should spend plenty of time tweaking my mechanics so that the platforming and shooting and everything else in the game complimenting those two things are as good as I can make it.

 

So if I suddenly turn around and suddenly make it a puzzle platformer halfway through the game, two things happen. The first thing is that the player will probably be frustrated with my game. He/She spends so much time mastering the mechanics in the action platforming and then suddenly they have to throw all that skill away because the game is a puzzle platformer now and I'm demanding they play what is essentially a completely different. They might just want to shut the game off and uninstall it! They wanted an action platformer, and they got it for some time but then I yanked it away from them. I guess you could say I only gave that player half a game. Now let's look at some examples that are actually out there in the world today. A lot of people already mentioned the games from the 80s and 90s. For other examples, I'd even remind us that some action games in the early 2000s (I think, it may have even gone onto to early 2010s if I recall) would have these great, good feeling action mechanics in play, you're feeling like a champ, downing enemies...and then suddenly you have to solve some random puzzle in the middle of the game to go back to bashing enemies. I don't know about anyone else, but that annoyed me and I'm glad we don't really see that anymore.

 

Then there's the development side of things. It's just too difficult on me as well as most if not all developers to make what may as well be two games in one. Having to shift mindsets throughout development...go into action building mode then back to puzzle building mode over and over is taxing and honestly, not fun at all. And most of the time, splitting your time between two very different mechanical styles just makes the whole game bad.

 

Get good at one thing. Try to do a whole bunch of things in a game, and most likely all those things will be mediocre and won't leave a lasting impression on a player. Whereas you do one thing REALLY well, and it'll stick with a player in a good way,

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