My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 20, 2013
 
An Object Of Lust
 
Gamasutra Blog Guidelines - Updated and open for discussion [9]
 
Postmortem: ROBLOX Mobile
 
Fingle marketing effort and numbers [1]
 
Next-Gen Xbox: What Microsoft Needs To Reveal On 21st May [12]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 20, 2013
 
Blizzard Entertainment
3D Character Artist, Lead
 
Hidden Variable Studios
Senior Designer
 
Nickelodeon Games Group
Editorial Director - Games
 
tic toc games
GAMEPLAY PROGRAMMER – UNITY/IOS/ANDROID
 
Goblinworks
3D Character Artist
 
Kabam
Program Manager, 3rd Party Publishing
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 20, 2013
 
Command Rommel’s
Panzers in Battle
Academy!
 
Peter Molyneux\'s 22cans
Partners with DeNA to...
 
\"The Cold War Era isn\'t
over, it\'s just...
 
Astro Empires Celebrates
7 Years
 
Mortal Bacon: The Dragon
Pig, New Ultimate Boss
in...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
Learn to appreciate games that are outside of your comfort zone
Learn to appreciate games that are outside of your comfort zone Exclusive
 

March 20, 2013   |   By Patrick Miller

Comments 4 comments

More: Console/PC, Social/Online, GD Mag, Design, Business/Marketing, GD Mag Exclusive





Game Developer magazine editor Patrick Miller explains how he stopped worrying and learned to love the games he didn't like, in this column from the March edition.

Right now, you're reading Game Developer magazine [on Gamasutra, anyway - Ed.]. You're probably reading it at the Game Developers Conference, or maybe during your lunch break working at a game development studio -- hopefully, you're making games that you'd like to play yourself. Perhaps you've looked at someone's game and thought, "Yuck -- who'd ever want to play that?" Maybe you've even followed that up with, "Games just aren't what they used to be."

If that sounds familiar, well, cut it out! It's not good for you, the games you make, or the industry as a whole. Here's why.

(More than just) a miserable little pile of secrets

Video games are an incredibly diverse medium. When we describe other media (literature, film, music, and so on), we can establish a few basic common assumptions about the experience of consuming those works; music is something we listen to, books are things we read, films are things we watch, and the difference between artists and genres within those media are defined by content (novels and short stories and graphic novels).

You might say video games are something we play, but that's still vague; the word "play" could describe something I do with a soccer ball, or a Dungeons & Dragons crew, or slot machines, or the lottery, or a set of dolls. So, too, with video games: Some are (e)sports, some are rules-driven narrative experiences, some are games of chance, some are works of interactive art, some are toys. Pretty much the only thing one game is guaranteed to have in common with another game is the "video" part, and even that is questionable (see J.S. Joust).

Learn from thy neighbor

I'll admit it right now: When I started working at Game Developer this time last year, I was all excited to see what was going on with the core PC and console devs. Indies? Well, they're okay, but not my thing. Mobile? Sure, I guess. Social games? Free-to-play? If I have to. I mean, sure, they're "video games," but they're not really video games, am I right? Well, no, I wasn't -- and I missed out because of that mindset.

I wasn't really into social games, but a few months ago I tried the beta of Zynga's The Friend Game -- and had a lot of fun asking and answering questions with Facebook friends that I never would have otherwise asked. I never liked playing games on touchscreens, but now I spend more time playing Super Hexagon on my phone than I spend on Facebook or Twitter. And while I'm not a huge fan of free-to-play's effect on competitive multiplayer game designs, last year I spent more on free-to-play action games like MechWarrior Online and PlanetSide 2 than I did on Steam games, because I was able to play them for a long time without having to shell out $50 up front.

None of these games replaced the games I love; love for video games is additive, not subtractive. But in dabbling with games across the immensely vast spectrum of video games, I developed my appreciation for how devs had honed so many different skills, whether it's the folks who figured out how to tell a story that works on a TV or a phone, the artist who puts the pixels in exactly the right place, the programmers who make everything happen, and even the devious geniuses who persuade me to pay for (free) games. Even if you don't enjoy these games, it's worth trying to see what others like about them.

Leaving your Green Hill (comfort) Zone

If there's one thing I've learned in the last year, it's that we're all in this together. When a studio closes or a team gets laid off, we all feel it. When someone blames video games for youth violence, we all feel it -- even if you, specifically, don't work on violent games. Instead of moaning about how video games just aren't what they used to be because people are making games that you might not personally like, I urge you to embrace the spirit of game camaraderie. Play a game outside your comfort zone. Talk to a fellow dev who works in a different segment of the industry than you do. If you're at GDC, go to a session that might not be immediately relevant to your day-to-day job. You just might be pleasantly surprised.
 
 
Top Stories

image
Market's ready for new consoles, but old-gen surprisingly viable
image
The next Xbox: What Microsoft needs to reveal this week
image
Four ways next-gen consoles could fail, according to Riccitiello
image
How developers mess up immersion (you might be doing it wrong)


   
 
Comments

Jeanne Burch
profile image
"...love for video games is additive, not subtractive."

I'll have to steal that quote to use on my ("the-only-real-games-are-First-Person-Shooters") students!

Kris Graft
profile image
I totally forgot that there are players who think that way! Oh nooooooo

Enrique Dryere
profile image
A truly wonderful sentiment that I hope more players can adopt!

James Yee
profile image
*Chuckles*

I can appreciate a game "outside my comfort zone" yet I will still say "Who plays these?" Not to deride the game but to figure out what that target market is! :)


none
 
Comment:
 




 
UBM Tech