Different vs. too different was Re: Reviews (was RE: [GD-Design] Indie games?)
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From: Brian H. <ho...@py...> - 2003-02-26 20:40:46
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>While Total War is a fine game by itself, I believe a large= amount >of its sales can be attributed to its pretense of realism and >"historism". I don't think that's the case, because, honestly, there aren't= enough history buffs to really make it a top 10 game, and it was in the= top 10 for several weeks. The realism factor -- large unit movement -- and lack of resource= management I think greatly contributed to its fun. Also note= that its graphics weren't particularly anything to write home about. >So I guess Total War took some part of the substantial, although= not >very large wargame market. It's still real-time. I think Jan and myself think of "Wargames"= as more like the turn-based stuff of yore, such as Panzer General= and Wargame Construction Set and the stuff that Battlefront sells. >There is a fine line between making your game too similar in >apparent gameplay to one of the classics, and making it too >different so that no reviewer gets it in the 30 or so minutes he= is >able to devote. I completely agree. Having come from the first-person shooting genre, I witnessed this first hand with the migration from Quake= to Quake 2. ANY change that was entertained was derided by half the= market as "not being true to our roots", but any LACK of change= was perceived as "same old stuff, unoriginal". It's a tough line to= balance. Which is why sometimes you have to come out with something SO different that people have to dump much of their preconceived notions. I think Homeworld and Thief captured this very well. Homeworld felt like an RTS, but the extra dimension changed= things so much that you couldn't think in terms of 2D bases/units anymore. Thief felt like a first-person shooter, and a lot of people still= reviewed it as such, but it obviously was not, and enjoyed a lot= of success for being so different (and still good). >As our lead designer put it after the first few reviews, "No= more >*different* games from me". I think there's an area where you can be so different that people= don't "get it", but yet still similar enough that people have= certain expectations that may not be met. It's what helicopter pilots= call the dead man's curve. There's a zone where if you lose your= engine you must be high enough to allow for autotation to safety, or low= enough that you can survive the crash, but if you're in between,= you're pretty much dead. >different, shallow and bland game. (Of course, the blame for= this >sits squarely on us, not them.) I think that's a really positive attitude to have, because it= gives you room to grow in the future. I've seen too many game= designers that blame the players for not enjoying their game. Trust me,= it's tempting to do when I get e-mails from people that disliked Candy= Cruncher =3D) >reviewers who judged the game completely superficially (what,= 2D >graphics? only two races? shallow tech tree? must be bad). Unfortunately the nature of the Internet is such that anyone can= have an opinion. I know of at least one reviewer who has bragged to= me that for "shitty games" he doesn't even bother opening the box,= he just sells it on eBay. And this is from one of the more= respected sites *sigh* >Maybe in the long term, it's gameplay that matters. But for= good >reviews in the initial period, you need not only glitzy= technology, >but also very accessible gameplay. Yes. As the player base matures and broadens we're seeing accessibility becoming more and more important. I remember= trying to show a friend how to play Quake, and often we forget how= incredibly difficult mouselook was to learn when first playing. I'm happy to see the trend towards integrated tutorials, etc. so= that you can learn without reading a manual. >No one cares if two of your >advanced units form a very interesting symbiotic combination in= the >endspiel, or if there's a great scripted sequence after the >incredibly difficult mission 8. The game must be obviously good,= not >just good. Also a very good point. I had a friend comment once that "You= need to show your best stuff FIRST", because that's what captures the= imagination of the player immediately. It's tempting to save the= best for last to provide a final sense of "wow!" when they= complete the game, but two hard facts make this a bad idea: 1. The demo is often the first few levels, so if they're boring= the game will be perceived as boring. I'm amazed how many times I've= downloaded a demo and it ends up being the tutorial with no indication of the actual gameplay. 2. Very few players actually complete games, so you really want= to front load as much content as possible. Brian |