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The Gaming Equation

A lot of people ask me where I think the games industry is going from here. After a couple of moments deliberation I tell them what the industry has told us, it’s Electronic Theatre Imagegonna get bigger and faster, with more data on the disk, more graphical wow factor and many more enemies/objects on screen. So these people wander away, happy in the thought that the future’s already been sorted for them. Then I sit back down, look around me at the thousands of games on offer and begin to think maybe, just maybe, when our fore-fathers first started lining up their little bits of code, creating the virtual Adam and Eve, their idea of what would come of it just isn’t what we’ve made of it.

Fact: Everything in the virtual world is a divergence, even in the conceptual sense, of the real world. Everything - it has to be - otherwise each game would have a different set of physical, chemical and biological laws depending on the designers mood at the time, thus making it pointless. Each game is already hard enough when you’re trying to figure out the limitations from the real world it has been given. Countless times have I seen a new gamer sitting, shouting at a screen, “why can’t I knock the wall down!” or even, “why am I dying?” It’s because many people fail to understand how non-ideate gaming is. It’s all just a very simple representation of a huge complexity that could happen. The only thing in games at the moment that resembles thElectronic Theatre Imagee real world is the environment they’re built in, the one thing that gives the user the feeling of a reality taking place.

When the first games were designed there were only a few potentially modifiable blocks of animation, each of these were animated to the best level that the individual system could master and then rules were added to them to give a sense of reality, say for instance; the animation of a sword hitting an enemy - doesn’t matter how well or badly animated it is, without the rule of three hits kills that enemy the animation’s useless. It was then left up to the imagination of the player to incorporate these animations/rules into their own version of reality, to understand that the animation showing a sword going through someone is just a representation of a thousand different possible outcomes of that movement, now we have the potential to animate many of thousands of polygons at once, and we do - to great effect as well, it’s just we still need the rules there to make it real.

It seems like we’re still playing Dungeons And Dragons. The game designer is the dungeon master; he makes the world you’re in and controls the limitations of what you can and can’t do. The basics of what’s happening is in front of you, the character sheets and the dice rolls, but the actual reality of the game, what you believe to be happening, is all in your imagination. It’s this point of view that I feel is taking gaming far, far away from what the God’s of game design were thinking of. You play as the person with the character sheets and the dice, not as the person who is in the game.Electronic Theatre Image

Now when we only had a few blocks of animation to play with I can understand why people would ask you to use your imagination a little. But now we have a few thousand million to play with there shouldn’t be a need to represent things anymore. Why do we need a rocket launcher to hit us in the face to represent pain, when in real life a scratch or bruise is plenty enough to make us shout expletives? I feel we really need address how we view the make up of our virtual world we have made. Making the games for the third-person is all well and good but by doing so we limit the possibilities there are whilst creating it, and totally constrict the users input and enjoyment by doing so. Does this feel like the future of gaming to you?

Goomba

14/08/05

 

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.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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