The Art of the Pure Video Game

Pac-Man Forever

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.

Minecraft vs. Game Of Thrones

Minecraft vs. Game Of Thrones

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.

Plus vs. Minus: Why Game Creators and their Audience HAVE to Change

Which are you?

In 2011 the web has stratified into two groups. Let’s call them the pluses and minuses.

In the simplest terms pluses are the ones who contribute, who add value, who share their voice and the intelligence they are gifted with. The best example I can think of are TED lectures. An egalitarian way to spread knowledge, incredible insight gained over years often decades shared for the common good. Then there are the minuses, the trolls, the off topic forum posters, the racists on YouTube comments, those who lurk and collect information for personal gain. These are the people using the web in a 1.0 way. They take , they don’t add value. The internet has given birth to magpies, who steal,  repeat and ride the coat tails of others. It’s also given birth to intellectual philanthropists. Typified by the actions of Tim Berners Lee.

Children are taught to share,  as we get older that we amass knowledge based on desire for power, supremacy and the upper hand.

This translates directly into game creation,  game players, and gaming habits.

Some games provide an architecture to deride, bully, hate and destroy. Grenade spam, Camping, Spawn Killing and Wall Glitching typify the desire for an unfair advantage. These games are minuses, as are their audiences. One note murder simulators for the masses.

Other games provide an intellectual frame, a platform or a way to add value, to push forward the medium of video games. These are the games created with intelligence and joy as the main drivers, not commerce. These games are not limited to shareware, XBLIG or Game Jams, it’s not about selflessness, it’s about spark. Minecraft is a plus, as is Notch himself. And Notch is at the Three Million sales mark. It’s not about a digital ivory tower and starving artists. Every publisher, content creator and platform holder has the ability to be a plus. Their variance from this norm is the litmus test. Contribution is key. If you don’t contribute, you’re invisible. You’re a minus. History remembers the Pluses. It derides the Minuses.