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As said in
some article in Edge Online, LBP made the line between game design and game
play tenuous. The game said it is possible to, with that ease of use, almost
create an entirely new game. And with so, players will no longer *need* a
previous designed game – or, at least, pre designed levels. The ideally perfect
game, which will address all stuffs said in this article (ease of use, freedom
of play, non-effort consuming, innovation), will be a challenge to game
designers, especially because they will be an “accessory” to the game player
and to the game itself.
I am sure so much people reading this right now are
saying how insane my words are, but be sure it will happen someday in a near
future. Just take a second and think what people would say if you talk about a
LBP game just five or seven years ago (2002, maybe in the PS2 apex). Remember
what was said in the industry about the Spore first announcing, to take a
simple idea of that, and see how possible it is. There were so much skepticism
about the game viability, but there it is – and LBP and GTA 4 as well.
If I can
create anything I want, I will only prefer what comes from the developer when
they release something better than what I can actually do, or what I can get
from other users. And that space favorable to game designers, ideally, will
occur only while players don’t get smart enough with the edit tools – or if
game designers change their minds about what game design is, and how far they
can go (re)defining the field.
At least, I don’t see so much reason to release
full expansion packs to LBP, for example, as people create more and more
content to the game. The add-on packs strategy would fit much better, with
little packs of objects and maps available on demand of players, not as a
needing to get a better experience.
So, is that
dangerous, or even poisoning to the industry? Not at all. Let’s take a look at
the MMORPGs. There are tons of them around there, but they’re equal in essence:
defeat some bad guys, collect some XPs, take better items, reach new levels
before others, and be the best. It came to the point that I really must ask
what else they do (in some cases) more than simply change the graphics and
audio.
And here the microtransactions and “free-of-play”, as we see today, come
in place: if you pay, you will have something new, different, and better than
other players. If a million players pays 10 bucks to buy items, you got 10
million bucks easily – which is really nice. But how dirty it is, offering a
game in which you must pay to get something really entertaining and, most
important of all, challenging?
There is no player that wants to play with much
more chances to lose, or to stagnate because of other more wealthy players.
Where are the “free-of-play” they say, after all? As they do today, it’s only a
reverse way to do the same thing subscription (or boxed games) do. They offer
unbalanced games to the public, as the wealthier players (with more money
and/or time) will always be the best around.
If we, as
game designers (and industry as a whole) keep doing so, obviously the LBP way
should be dangerous – as we saw in many cases around, people feel and see when
things are going wrong; and we will still see this as user x game designer
contest.
But if we change the direction to offer more tools and content that
complement what already exists (not as a needing, but a true complement to
extend what is already full-independent and nice by default), this way is
healthy – and wealthy, as everybody will love to play this way, a true
interactive “non-ended” experience (or as it will feel to the user).
Conclusions
With all
this in mind, we came to the end with some interesting insights: a better
option to a future venture in game distribution could be offering AAA games
with digital subscription (like Steam, subscribe for free and pay for the games
you want), but with REALLY meaningful content update, and better prices. It
will, moreover, keep industry away from GameStop-ish “attacks”.
But there’s
something important to say: we must stop offering full games with only half
options available, asking players to “conquer” what they already paid for. One
thing is to offer special teams in a soccer game, other is to block all
official content I pay for in the original pack, asking me to “conquer” it.
More on this (especially about soccer games) in near posts.
With more
effort, we can all offer better freedom-like experience to players. And the
“effort” here doesn’t come from the difficulty of reach the tech specs of that,
but to the fact we must offer more “sincere” experience to players, in order to
them doesn’t feel betrayed from what we offered (left 4 Dead 2 remember you
something?).
The worse part of an interactive experience is to know that, in
fact, you will only do what a movie can: execute scripts, or any sort of predefined
actions and possibilities. Those days of predefined play should belong to our
past, not to our future. We said with our games what we can do, so let’s do
more to move forward, not backwards. We do not need aesthetics more than we
need fresh and sincere insights.
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