Somewhere along the way Video Games started to miss the point. They veered away from the ‘true north’ of Video Gaming and became entrenched in a AAA Focus Tested mire. Dripping in consensus and banality. Driven by commercial viability and green-lit by passionless executive teams who haven’t played a game for 20 years. The suits decide which games you play. The suits don’t know about games, that much is clear.
The process, and associated costs, have led to feature creep, a need for iterative improvement, an endless pursuit of the ‘majority’. Most games have lost the essence of the game itself , and are little more that excessive semi-disguised corridors punctuated by fetch quests for non engaging NPCs. As games got bigger they have become less game-like and more cinematic/epic/engaging. All of these are simply band-aids over broken and tired game mechanics dressed up to pull in the audience. The publishers are pushing for a point of difference, and the developers are beholding to the whims of the committee.
Lost is the purity of the game-play experience, the game itself. It’s fading. The best games are built upon a core game mechanic, that can withstand innumerable replays. In fact these games get better the more you play them. The examples are countless: Trials Evolution, Pac Man Championship Edition DX and Minecraft are all textbook examples of games built around a single core premise. This premise is fun, logical, easy to learn and mastery elevates the game to new heights. These are the games built around core ‘arcade’ mechanics, that effectively tap into a compulsion loop to play one more time. The financial barrier to entry of the arcade has evaporated, meaning that restarts are free, potentially rendering the experience worthless. Not so, ‘pure’ video games drive a compulsion within the boundaries of the game paradigm. Minecraft’s mechanics and game world, present a world free of restriction, yet underpinned by simple core mechanics. This framework provides a playground for the gamer, leading to creations of immeasurable brilliance and scope.
The accolades for these games lie at the feet of the game designer and engineers, whose single-minded determination have created game experiences at once shallow, but with endless depths for those willing to endure with them. Trials Evolution has a brutal punitive game mechanic at its core that chastises and repeatedly bests those prepared to invest time to understand the underlying game logic.
In these cases, the game mechanic is clear. The shortcomings and failures are always attributable to the player. Never was the adage ‘A bad workman blames his tools’, more true. These games don’t need to hide behind smoke and mirrors, marketing, USPs and Bullshots. Their intentions are perfectly apparent, driven by inherent purity. The issue therefore, is, can a game concept actually sell games in 2013? Maybe you should ask Notch that question.