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Future Calling 

I feel the need, at this point in time, to express my reasoning for why I really got into the games industry, and what I saw in the future of the marketplace as it now stands. It seems that everything the British games press release is about the ambitions of gaming as a whole only based on personal Electronic Theatre Image preference and ideals, kind of like politics, everyone’s aiming for an absolute state but within totally different types of rules and structure and as you can all see, we end up getting to a kind of unified mess. With many larger, more, well known companies, packaging and re-packaging software make-ups that they know work and they know will appeal to a large audience. Then the smaller companies almost copying this because they don’t want to lose a lot of money producing a product that hasn’t been through a tried and tested supporting market. Until you just get a repeating machine churning out “good” game after “good” game, all good, but not idealistic.

            Now as I have said before, I have had the odd dabble with the old D20’s, going through the trying process of creating my perfect avatar and trying to make him survive in someone else’s made up world. Within this world there are rules and structure but because they allow for every possibility the only limitation is your mind. Take for example the idea that whilst playing a Dungeons & Dragons role-play game, someone wants to do a back-flip in the air to try and catch the chandeliers above him between his legs, it would be a pointless exercise, but because of the structure within the role-playing environment, they could do probability dice rolls against his already decided stats - the better his needed stats the more likely he is tElectronic Theatre Imageo do it - and, provided a little lucks on his side, he’ll perform the most spectacular back-flip you could possibly imagine.

            That’s a major problem with the state of the games industry. Developers know games that encourage people to use their imagination sell well, but they seem to just turn a blind eye to it. The evidence is right there in front of them, look at any big game; Half-Life 2, Grand Theft Auto, The Sims, even the SmackDown! series, all massive sellers, all with features that allow the use of the imagination. Half-Life 2 has amazing AI and the ability to use your environment to your advantage; you are invited to use a large amount of your imagination to complete the tasks. Grand Theft Auto just invites you to run around a pre-constructed playpen using your imagination as you see fit and The Sims not only invites you to use your imagination, but also bond with your character. The evidence is blatant even throughout earlier games, take Frontier for instance, a massively popular game with totally open-ended gameplay and even though it was released on the Commodore64 and the Atari-ST, I still have people coming to tell me how revolutionary they think it is.

            From the outside I really saw the games industry as a world that had lots of amazing concepts, but not the graphical capability to show them as an alternate real-life. Now, especially with the case of the Next-Gen, we do have the capabilities to show enough “reality” to not make people use their imagination to believe what’s happening. Why don’t we instead, try to let them use their imagination to enhance the gameplay, not just in the sense Electronic Theatre Image of Grand Theft Auto, where you can run wherever you like, but more like the Dungeons & Dragons games of old, where you can do whatever you like.

            We just need the games developers to use their imagination when producing games. We don’t need a game pre-made for us, a set of rules and a environment to play the game in is all we really want, not a route to take whilst constantly trying to overcome the obstacles thought up for us by the benevolent game designer. There are enough obstacles in the “real-life” to keep us more than occupied, why not use them to increase the challenge level and leave the completion of the tasks up to the user.

            This is the reason I joined the games industry and the objectives I see progressing the industry in the future. The increase of user input and the need of imagination while de-complicating the internal structure of the game, it’s something that will take a lot of time and work, but once complete will allow anyone to pick up a game and immediately enjoy it, without having to re-learn how to play games beforehand.

 

Goomba

07/10/05

 

Return to the Articles Archive 2005 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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