|
Previous Posts Blaster Master Video More Videos and a Bonus Shatter-Storm Fix First Videos Major Website Update Test Post |
Design BlogMonday, October 20, 2008 First Day / Design Thoughts My first day of work at Big Huge Games just completed and I came off with the impression that this job will be pretty fun. I'm still learning a lot of things about the game (not that I could really say much about it on a public blog due to NDA) and I'm looking forward to working on it. Unfortunately I got very little sleep the night before due to my air mattress getting a hole in it and me spending half the night trying to find, and then fix it. Sometimes I feel like have very awkward luck.I had a conversation with my lead near the end of the day that I wanted to expand on a bit. It comes from the idea about making games easier for players to complete. In general I think that games (with the exception of a lot of MMOs and the notable Ninja Gaiden series) have been lowering the difficulty scale so that it becomes accessible to more people. Back in the day of the arcade, games were made difficult on purpose to get the player to keep shelling out more quarters, but the idea that was presented here was that nowadays when a player buys a game he is giving the designer all his quarters up front. So he's entitled to beat the game. ... Honestly I don't agree with this. Now I understand that yes the player is paying money for the experience and entertainment of playing the game. Further, if the game is too difficult for them and they cannot complete it, there is a chance that they will feel that they didn't get their money's worth. I look at it a little differently though. First of all I don't think that purchasing a game should entitle the player to experience 100% of it. Certainly 100% of the game should be available to the player, but to believe that the game designers should try and please every player is absurd. If you pay to watch a movie and then don't like it, you can't get your money back, if you buy a basketball court that doesn't mean you can suddenly become an NBA player and putting money into a slot machine sure as heck doesn't mean you're gonna get a jackpot. In the end though, people still enjoy movies, basketball and gambling. I believe that part of being a game designer is being able to anticipate the needs of the player, and that good design is one that takes a challenging, but not adversarial relationship with the player. (I'll talk about YANPA in my next blog entry.) The designer shouldn't be a person who tries to frustrate or foil the player, but I don't think that he should be a person that sacrifices the challenge that defines video games for the sake of reaching a few extra people. Labels: arcade games, big huge games, design philosophy, entitlement, YANPA
posted by Saikyo at
4:58 PM
|