On The Untapped Potential Of Abstract Videogames 61
Thanks to the IGDA for their 'Ivory Tower' column discussing why abstract graphics and gameplay are often unfairly ignored when making today's videogames. The writer notes that: "Quite a few classic board games are fairly abstract in design, including Chess, Go, Scrabble, Checkers, and so on... it's what's at the core of the game that matters." He goes on to argue that "the figuring out of a game can be made as interesting as any puzzle the appears within the game itself", and references newer titles such as Rez and Frequency as carrying on the abstract aesthetic pioneered by games like Tempest and I, Robot.
Abstract is from venus, realism is from mars. (Score:5, Insightful)
Re:Abstract is from venus, realism is from mars. (Score:1)
Re:Abstract is from venus, realism is from mars. (Score:2)
Re:Abstract is from venus, realism is from mars. (Score:1)
Re:Abstract is from venus, realism is from mars. (Score:3, Funny)
Something tells me you've never been to your local chess club.
Re:Abstract is from venus, realism is from mars. (Score:2)
I was talking to my sister yesterday, in fact, and she said she didn't like the whole 3-D thing. The other two gamer girls I know don't play many 3-D games, either.
For some reason... (Score:2)
Tetris, and gamer personalities (Score:5, Interesting)
I attended 'Game-On' [gameonweb.co.uk], an exhibition devoted to the history of computer games, in London (it's now in The Netherlands) about a year ago and watched some of their 'games related features' in the AV room. One of them had some professor claiming to know why people played Tetris so much, and why it was so addictive.
Supposedly, certain people are conquerors, and others are solvers. The solvers like to solve puzzles and produce order from chaos. Their challenge is to get things running smoothly. These sorts of people like Tetris, SimCity, Black & White, and those sorts of ultra abstract games (Black & White being an extreme example of a recent abstract game).
The conquerors prefer to create chaos, explore, or achieve goals by using power. These are your Quake 3, and RPG players.
So, any new abstract games would need to recognise these personalities. For example, there's probably not much of a market for an abstract beat-em-up (although Grand Theft Auto was surprisingly popular for all its freeform ways). Likewise, there's probably not much of a market for an adventure driven puzzle game (Bomberman is a solid exception here).
Anyway, I have no idea what I'm going on about now, so I'll stop there without making any conclusion at all.
Re:Tetris, and gamer personalities (Score:1, Insightful)
Read the last paragraph of your post; you try to formulate two rules, and in each case you can immediately think of a hugely successful game that goes right against the rule you just thought up. Doesn't that suggest anything to you?
Re:Tetris, and gamer personalities (Score:2, Interesting)
False. Perhaps you meant, "it usually works, but there are quite a few exceptions." This happens to be the case for just about anything that "works", e.g., cars "work" for getting people from point a to point b, except when they break down or crash into things; computers (as we all know) "work" for just about anything you can imagine, except when they don't.
Choose Your Own Adventures (Score:2)
I remember reading those books many years ago. In many ways they were like games in that you had to get to the correct ending [if I understand correctly]. There was 1 brand of books ["Be An Interplanetary Spy" or something like that], where you would have to make choices based on puzzles [ie: what goes in square B?] as well as adventure [ie: do you turn left or right?]. I think these "Be
Re:Choose Your Own Adventures (Score:2)
Probably cooler than "Choose Your Own Adventure" and "Twist-A-Plots".
There was another, very similar series, that included building up a simple BASIC game...does anyone remember that? (Hopefully I'm not just making it up...) I think it ws a scifi themed book, and depending on what choices you made the ending game would have slightly different features.
That's one thing that was cool about old school BASIC...you could do
Re:Choose Your Own Adventures (Score:2)
I don't recall hearing about those. It'd be interesting to try to write stories like that. I'm pretty sure that you could use bash scripting.
Re:Choose Your Own Adventures (Score:2)
Well, something that could do AT LEAST character graphics would be cool...
Re:Choose Your Own Adventures (Score:2)
Re:Choose Your Own Adventures (Score:2)
Well, yeah, VT100 etc stuff...
It's just that simple "command line" games lack a certain visceral impact.
Re:Choose Your Own Adventures (Score:2)
I'm so tempted to start as soon as I get some free time.
Re:Choose Your Own Adventures (Score:1)
Re:Choose Your Own Adventures (Score:2)
Re:Choose Your Own Adventures (Score:2)
Well, that and the story where Quallium makes everything it touches Quallium except for one other substance, which struck me as an incredibly stupid idea.
If anyone can still find them, I'd recommend either the Time Machine series or the Super Choose Your Own Adventure. (I only have #1 of the supers; not sure if there are more.)
Re:Tetris, and gamer personalities (Score:2)
I've heard about some that male/female division before. Pac Man and to a lesser extent asteroids have strong "making order" aspects, and have cross-gen
Re:Tetris, and gamer personalities (Score:1)
Re:Tetris, and gamer personalities (Score:2, Insightful)
BTW, that professor's theory is bunk.
Rob
Re:Tetris, and gamer personalities (Score:1)
SimCity 4 has no goal in particular except 'build a successful city', and most of the theories behind doing this are rather obscure and you need to be an abstract thinker to work some of them out (unless you want to cheat with the strategy guide
Re:Tetris, and gamer personalities (Score:1)
I remember a bunch of "We finally found a way to get fat kids to exercise" articles on the local news.
DDR is very abstract. Sort of the MTV version of "Whack-a-Mole". :)
Click me! I'm a cool game web comic! [tooserio.us]
Untapped, because they don't sell. (Score:4, Interesting)
A lot of these people reacted really negatively to cel-shading as well, so its not just Rez - we all know what 'real' should look like, so its a lot easier to say whether someone has done well at it, rather than you just not liking the aesthetic that has been chosen.
Mind you, this goes further than just visuals; a quick look down this week's chart shows it full of games like Medal Of Honor and Need For Speed - the fantastic seems less popular than the "realistic" in game setting as well.
Re:Untapped, because they don't sell. (Score:2)
Re:Untapped, because they don't sell. (Score:1)
Just because its a genre you personally dislike doesn't mean it is unworthy of praise as the high-spot of its kind (even Orta is just not quite there for me).
Re:Untapped, because they don't sell. (Score:2)
Re:Untapped, because they don't sell. (Score:1)
From a gameplay point of view Rez is just Panzer in trance trousers, you're absolutely right. Its just that I happen to really like those trance trousers, and the swirly shot linking fits my gaming style better than the rather more frantic pacing of the Panzer Dragoon games (at least, 1, Zwei and Orta; I've never had the fortune to play Saga).
Re:Untapped, because they don't sell. (Score:2)
Only if you have your speakers turned off.
I'm not too impressed by rail shooters, but Rez is like meditation on a game disc. Sure, if you don't like the musical aspect, then the game will seem bland, but that's like playing Splinter Cell and not liking the stealth aspects.
Re:Untapped, because they don't sell. (Score:1)
Rez isn't innovative because of the gameplay, but because of the entire experience (which includes the significant philosophical musings behind it). While I love Panzer Dragoon in all its incarnations and with its own set of philosphical pontifications, similar gameplay does not a rip off make,
Re:Untapped, because they don't sell. (Score:2)
Ico is beautiful, but it's not innovative. At the core it's a platformer with a heavy puzzle aspect. And before anyone says I hated it, I have it and finished it.
Anyway, perhaps "Rip-off" is a bit strong, but these games are not defining new genres or anything. An example of innovative to me would be the Sonic and Knuckles cart that you can plug Sonic 1, 2 or 3 into the top of to play the old games
Re:Untapped, because they don't sell. (Score:1)
There are other forms of innovation besides innovation in design, which is what you are describing here. There is also innovation in expression, innovation in gameplay, innovation in story, and so forth. Both Ico and Rez are fairly innovative when looked u
Re:Untapped, because they don't sell. (Score:1)
If you're looking for honest-to-goodness, never-done-before as a term for innovation, you'll never find it. Likewise, you'll easily find people tossing the term around, ie Half-Life is an innovative FPS, Doom 3 is an innovation in and of i
Re:Untapped, because they don't sell. (Score:1)
Rob
Re:Untapped, because they don't sell. (Score:2)
Yes, definitely.
I think this may be a result of gaming's rise into the mass market - just like Hollywood blockbusters with "helicopters, explosions, and tits" end up generating a ton of money, the most successful games are often going to be the least innovative.
I don't have anything
Re:Untapped, because they don't sell. (Score:2)
It seems that "I don't like this game" is enough of a reason to allow an exchange now, so people will play one for an hour or two, decide they don't like it, and take it back. If they didn't have that option, maybe they'd play it for longer and end up liking it.
I bought Crimson Skies a month or so ago. I played it for two hours and thought it was okay. If I were younger an
Re:Untapped, because they don't sell. (Score:2)
Because they produced pitifully few copies of the game. I've been trying to get a copy of Rez - new or used - for over a year. The local stores received a single copy each when the game was released, which was sold in minutes, and they have never seen a used copy returned or traded.
hail the holy llama! (Score:1)
looking forward to his release of that game he's working on, whats it called, its too abstract for me to remember, heh heh
ah well. have a llama!
Re:hail the holy llama! (Score:1)
Probably likely to contain Trance Music, Hypnotic Music Visualisations, Shoot 'Em Up gameplay and Fluffy Sheep.
Re:hail the holy llama! (Score:1)
Abstraction, Representation (Score:4, Informative)
Re:Abstraction, Representation (Score:1)
1. representational art. this is art with subject matter drawn from or related to the natural/physical world. This _includes_ abstract art. "To abstract" means "to select." An abstractionist examines subject matter in the real world and "selects" part of it to focus on. It's about discarding inessential information. Think of Rembrandt and Andrew Wyeth but also cubism, Milton Avery (google him), impressionism, etc.
2. non-objective ar
vib-ribbon (Score:3, Interesting)
Re:vib-ribbon (Score:1)
Re:vib-ribbon (Score:1)
Well it never made it to US shelves; just Japan and Europe.
Mojibu Ribbon, which I think is a sequel of sorts, was just released in Japan last month. But I've read that the new game uses text rather than music so I don't know if it's even playable without being able to read and write Japanese.
Good Old Games vs. Need for Novelty (Score:4, Interesting)
Therefore, classic abstract games have lower sales (but may have higher total install base) because there is less turn-over.
Re:Good Old Games vs. Need for Novelty (Score:2)
And Tetris has a similar stickiness, since its simple concept can fairly readily be replicated on all computer systems.
Qix, abstract games (Score:2, Insightful)
More recently, I would agree about Rez. Though the gameplay is rather formulaic, in this case, it's how the different pieces work together; the interactivity of the music both visually, aurally and physically adds a whole different dimension to the game.
Also, I
Re: Speaking of Qix (Score:1, Interesting)
How about Qix in 3D?
Re: Speaking of Qix (Score:1)
I bet it's been tried, been unsuccessful, and relegated to the bitbucket.
Translating 2D games to 3D... (Score:2)
Wasn't Qix a game where you tried to fence off areas of the board with orthogonal lines?
In that case, it might be difficult to define what is meant by "fencing off" a volume of space. This is one of t
nethack (Score:5, Insightful)
I really wish I could still get excited about roguelikes though. I had this idea a while back to make a roguelike game using unicode characters to expand the tile repitoire without having to be an artist, but I just can't imagine anyone besides myself playing it. It's not for some idea of popularity or glory, it's that I'd really like to entertain and interest people. I guess unless I come up with something that totally breaks the mold instead of advancing the art, it's just never going to fly without 10K+ man-hours in 3D art at least..
another 'tranquility' plug (Score:5, Interesting)
I've got your abstract video right here, pal.
Download tranquility from www.tqworld.com [tqworld.com] and give it a try.
As an experiment, I've made a single, free, slashdot communal account so you can see what the
game does beyond the demo levels.
login: slashdot
pass: tryit
With several people hitting the same account, the server might gripe about some things,
but let's give it a try and see what happens.
Re:another 'tranquility' plug (Score:2)
Tranquility is heavily reminiscent of the hoops game that everyone on the Enterprise gets addicted to in that ST:TNG episode. The mechanics are unrelated, but the "Ah, I made it" feeling is perhaps the same.
That said, I couldn't spend that much time playing it. But it's *very* worth checking out.
Re:another 'tranquility' plug (Score:1)
abstract shmups (Score:2, Interesting)
ABA games [asahi-net.or.jp]
The graphics are abstract, but the gameplay is pure shmup. You can download the sourcecode and also modify the bullet patterns which he defines using an XML-like markup language called, bulletML.
For the Macintosh as well (Score:1)
Rez has a vibrator for the girls, too... (Score:4, Interesting)