The Gamer Generation Gap

Anything that is gaming related that doesn't fit well anywhere else
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Hyp81
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Re: The Gamer Generation Gap

Post by Hyp81 »

AppleQueso wrote:
Jrecee wrote:When you think about the "you never lose" element in a lot of games, it's similar to where society is going in general. No child left behind. Team sports where they don't keep score. Equal opportunity employment. Everybody wins, so that we all get to lose.
uh... what
I think he might have meant things like affirmative action, where the appearence/gender of a person matters more than their qualifications for that job so the company can fill some mysterious "quota."

Regarding the OP, I posted something similar to this on FB the other day after my sister and I nearly threw the Genesis through the window-- we were on the Metropolis 3 level after a solid 2 hours of gameplay (if not more) and I went to jump as Sonic and the darn thing locked up! There's no fixing that, and there's no save, so there goes your entire afternoon of effort! There's not really a modern game out there that has that "problem." It really makes you sweat, whereas, when I am playing the N64 or Game Cube or a PC game, I know I've saved where I last was, so even if I run out of lives and die there, I am only going back to my last save point, not the beginning.

As a teacher, I can tell you that a lot of my students do not want to read in class anymore. If I assign even a handful of textbook pages to be read as homework, I'll have maybe three students in a class who actually read it. The rest won't, but complain loudly that they don't know how to answer the questions on it the next day. Silly, but true. In spite of that, I would say that I have had more students reading "for fun" books in the past two or three years than I saw in my first years of teaching. So they read books for fun, but have little tolerance for other forms of reading in other areas of their lives! I don't have children to know if this is true of video games, but it doesn't suprise me!
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Erik_Twice
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Re: The Gamer Generation Gap

Post by Erik_Twice »

MrEco wrote:It's not exactly a difficult task, I mean there's no interaction whatsoever. Whats the big deal?
Exactly.

I'm not unwilling (I'm playing MGS3 right now), I just find it to be a bad use of the medium. Specially that even if they didn't cut your game, the cutscenes tend to be bad cinema in itself.

Cutscenes in viodegames tend to be the gaming equivalent of telling the animic state of characters in a play. Show, don't tell. It's a simple rule that most videogames seem to forget.

Not that movies don't forget it, because they do.




As Jrecee points out, the overall goal of this "you can't lose" ideal is making everyone feel like a pro when they aren't. If the joy of the game is aiming, why would you want to win without aiming? To feel like you are pro and post your frags on youtube. The entire CoD gameplay is based around this idea and it creeps even in better designed games like TF2, where you can get a random crit chance and win, no matter how bad you are.

It's a very ugly trend that ruins game design.




I also find grinding to be bad design, and inherently bad.
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AppleQueso

Re: The Gamer Generation Gap

Post by AppleQueso »

Hyp81 wrote:
AppleQueso wrote:
Jrecee wrote:When you think about the "you never lose" element in a lot of games, it's similar to where society is going in general. No child left behind. Team sports where they don't keep score. Equal opportunity employment. Everybody wins, so that we all get to lose.
uh... what
I think he might have meant things like affirmative action, where the appearence/gender of a person matters more than their qualifications for that job so the company can fill some mysterious "quota."
I figured as much, but he could've just said 'Affirmative Action'. They aren't necessarily the same thing.
dsheinem
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Re: The Gamer Generation Gap

Post by dsheinem »

Hyp81 wrote:
AppleQueso wrote:
Jrecee wrote:When you think about the "you never lose" element in a lot of games, it's similar to where society is going in general. No child left behind. Team sports where they don't keep score. Equal opportunity employment. Everybody wins, so that we all get to lose.
uh... what
I think he might have meant things like affirmative action, where the appearence/gender of a person matters more than their qualifications for that job so the company can fill some mysterious "quota."
AppleQueso wrote: I figured as much, but he could've just said 'Affirmative Action'. They aren't necessarily the same thing.
I took it to mean that he thinks that only straight white Christian men should have jobs. If there's any left after that, then let other demographics have at it.
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Erik_Twice
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Re: The Gamer Generation Gap

Post by Erik_Twice »

dsheinem wrote:I took it to mean that he thinks that only straight white Christian men should have jobs. If there's any left after that, then let other demographics have at it.
Ugg, that gross! Imagine being served a salad by a woman!

Sandwiches on the other hand....
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isiolia
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Re: The Gamer Generation Gap

Post by isiolia »

Jrecee wrote:When you think about the "you never lose" element in a lot of games, it's similar to where society is going in general. No child left behind. Team sports where they don't keep score. Equal opportunity employment. Everybody wins, so that we all get to lose.
I would actually tend to disagree there, for the most part.

A lot of the old-school "hardcore" game mechanics were there for the same (or similar) reasons that grinding is put in RPGs - to pad playtimes (or eat quarters for arcade versions).

Forcing players to start over from the beginning let Nintendo get a lot more mileage out of their 32kb of code for SMB. Fallout NV can still easily net 30-40+ hours of gameplay despite letting players restart from a few steps back. Plenty more if they decide they want to get all the trophies, try hardcore mode, etc.
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flamepanther
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Re: The Gamer Generation Gap

Post by flamepanther »

MrEco wrote:I think if someone wants to engage themselves in the plot of a game then they should be willing to sit through a few minutes of cutscenes. It's not exactly a difficult task, I mean there's no interaction whatsoever. Whats the big deal?
I think you accidentally hit the nail on the head with that last bit. The lack of interaction is the big deal. I paid between $30 and $60 for the interaction, but to get the most out of the game I'm expected to spend several minutes not interacting? That's time I wanted to spend on interactivity and could have spent on interactivity, and now it's been wasted on something else. If I wanted to not interact, I'd pause the game and leave, or I would have chosen a different entertainment medium altogether, right? I think that's a trend that needs fixing.

Now, if a developer can't think of any way to incorporate a story without supplementing (interrupting) the main game experience with cut scenes, so be it. But in that case, the game shouldn't rely on the assumption that the player will watch them. Personally, I probably will watch the cut scenes. However, if someone else wants to skip them and get on with the game, they should be able to do that without it hampering their ability to enjoy and complete the game.
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MrPopo
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Re: The Gamer Generation Gap

Post by MrPopo »

flamepanther wrote:Now, if a developer can't think of any way to incorporate a story without supplementing (interrupting) the main game experience with cut scenes, so be it. But in that case, the game shouldn't rely on the assumption that the player will watch them. Personally, I probably will watch the cut scenes. However, if someone else wants to skip them and get on with the game, they should be able to do that without it hampering their ability to enjoy and complete the game.
That's the kind of thinking that has led to unskippable in-game tutorials. In my day you read the manual, and if you didn't you'd miss out on some cool tricks. When I make a game I create an entire package for the player to experience. If they skip out on some of that package then I think it's ok for them to have a reduced enjoyment of the rest.
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isiolia
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Re: The Gamer Generation Gap

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MrPopo wrote: That's the kind of thinking that has led to unskippable in-game tutorials. In my day you read the manual, and if you didn't you'd miss out on some cool tricks. When I make a game I create an entire package for the player to experience. If they skip out on some of that package then I think it's ok for them to have a reduced enjoyment of the rest.
I think it's more the line of thinking that results in things like automaps, quest logs, and other player guides.

To me, some games do warrant a little exposition, and it can be hard to work that in without making the player sit still for a little. Even if it's not a cutscene per se, you might have to sit in the conversation window, or not walk away from a character who's talking.

However, if you implement solid player assists, someone can reasonably skip through all that and not be lost. They can look in their quests and see oh, Good Queen Talksalot wanted me to retrieve the treasure from this cave on Hellafaraway Mountain. I haven't been there yet, because it's not on my map...but it's this direction. Seems simple enough.

Those same mechanics also serve to help players jump back into a game they haven't played in a while.

In-game tutorials seem like a separate issue to me - though also not one I usually have much issue with.
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MrPopo
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Re: The Gamer Generation Gap

Post by MrPopo »

isiolia wrote:
MrPopo wrote: That's the kind of thinking that has led to unskippable in-game tutorials. In my day you read the manual, and if you didn't you'd miss out on some cool tricks. When I make a game I create an entire package for the player to experience. If they skip out on some of that package then I think it's ok for them to have a reduced enjoyment of the rest.
I think it's more the line of thinking that results in things like automaps, quest logs, and other player guides.

To me, some games do warrant a little exposition, and it can be hard to work that in without making the player sit still for a little. Even if it's not a cutscene per se, you might have to sit in the conversation window, or not walk away from a character who's talking.

However, if you implement solid player assists, someone can reasonably skip through all that and not be lost. They can look in their quests and see oh, Good Queen Talksalot wanted me to retrieve the treasure from this cave on Hellafaraway Mountain. I haven't been there yet, because it's not on my map...but it's this direction. Seems simple enough.

Those same mechanics also serve to help players jump back into a game they haven't played in a while.
I see what you're saying, but I disagree somewhat. Quest log, sure, I agree there. Both from a "I don't remember which quests I've picked up" and a "it's been a while since I've played" standpoint. But even then, it depends on how you implement the quest log. An entry of "Dsheinem wants me to collect three troll skulls" is very different from "Dsheinem, an NPC in the BST forum, wants me to collect three troll skulls, which can be found on the second page of the Off Topic forum". Sure, the latter is handy if you haven't played in a while, but you can accomplish the same thing by having the Dsheinem NPC give you a quest reminder if you talk with him again.

Auto maps are also interesting. You've got a few different kinds. There's the Wizardry style where you only uncover where you go and in particular Wizardry titles that feature it I consider to be a good thing. Sure, you could draw out the map yourself, but automapping ends up removing a chore (though Etrian Odyssey makes it fun). And in the case of large games like Oblivion trying to make the map yourself is an exercise in futility; you'd need a full on degree on cartography. The other style of automap is the Zelda OoT style, where the given area you're in has its structure fully known. Sometimes you don't know the structure of a room until you go in it, but once you do you instantly know that it's shaped like an eldritch abomination or a simple circle. Again, this ends up being similar to the Oblivion case; the rooms are of irregular shape and so mapping them yourself is difficult.

However, one problem with auto maps is the recent prevelence of the map marker for every objective. It makes sense sometimes. The location of a town is well known so it makes sense that the NPC was able to mark it on your map. But the location of a piece of loot out in the wilderness? It's especially egregious when the market points to a living creature and the marker moves over time. It removes all sense of exploration and discovery and instead gives you "go to the point on your map, then do stuff". I think this is a bad thing. If I need to hunt down a rampaging baloth I'm ok with you telling me "he was last sighted in the vicinity of the giant stone statue" and marking that on my map. But then it should be up to me to find this creature once I get there.
In-game tutorials seem like a separate issue to me - though also not one I usually have much issue with.
If they're skippable I don't mind them. Especially if you can skip them piecemeal. For example, I should be able to skip the movement controls since I've been playing video games since I was 5 and know how to handle a controller. But your interesting alchemy system that relies on a puzzle game? That might be good to show me.
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