What follows are some thoughts on where I want videogames to evolve. At the same time it is also a sort of explanation of the core design goals for Frictional Games. It is not meant to describe how to do things, instead it as attempt to describe how we want our videogame experiences to be like.
Why Trial and Error will Doom Games
A sort unspoken rule in game design is that players should be able to lose. Just about every game has some kind of fundamental mechanic that is possible to fail. Whenever this happens, the player needs to try again and repeat the process until successful. This is thought to add drama, tension and also make the player’s actions count. It seems to be believed that without it games would not be games and instead some kind of boring linear entertainment. I think this position is wrong, extremely hurtful and if not fixed, will become the downfall of the medium. In this post I will explain why.
The judgement predicament of audio and graphics
The answer to this blog is probably going to be that the game industry dug this hole all by themselves and that we now have to live with it.
Storytelling through fragments and situations
Stories are something that is very important to us humans and also a crucial part of many video games. In some games the player is the author of the story, for example in Civilization where you are given some basic start resources and are then free to decide how your story will play out. In other games the designer has the most control of the story and the game mechanics do their best to guide the payer through the narrative (which may dynamic or linear).
Exploring Deeper Meaning In Games
This post aims to be a deeper look at my earlier rant about meaning, narrative (plot) and gameplay. After considering feedback and thinking about it some more I would now like to write a more constructive text. In this post I will outline some steps and ways of thinking that I think are needed in order to achieve deeper and more varied meaning in games. “Deeper meaning” is of course a highly subjective thing, but what I mean is simply games where the core is not just about a gameplay mechanic, showing entertaining gore or similar. Instead, the focus should be on exploring something other than pure “fun”.
How Gameplay and Narrative kill Meaning in “Games”
In many of the posts here I have been discussing how having “unfun” gameplay can greatly enhance the experience. I have also ranted about how too much “fun” can completely destroy the intended experience. What I want to discuss now is how a game’s most common ingredients might be detracting from certain kinds of experiences and are in some cases best gotten rid of. These ingredients are Gameplay and Narrative. It is my view that these two features can seriously get in the way when trying to take the interactive medium in new directions.
When focusing on fun fails
Because of a past as sort-of-toys important features of games are: How “fun” they are, replay value and how long they last. Reviews often take this into account and in turn this makes developers focus a lot on making a game “fun”, “replayable” and “long lasting”. I think this kind of thinking (which I am at times guilty of myself…) can seriously hurt a game. I think designers shall focus entirely on what kind of experience they want to deliver and make that come across as effectively as possible!
Future of Adventure Game Interaction
Interactions in adventure games has gone from written input (aka “text adventures”) to todays mouse controlled (and often single-button-driven) games. There still exist text adventures though, although now called “Interactive Fiction”, and here the complexity of interaction has increased instead of becoming simpler. It seems like the way of interacting has on one end gotten more and more complex over the years, while on the other end it has gotten more and more simplified. What I want to explore in this post is if this great polarization has made us miss out on other ways to interact in adventure games and in what other ways interaction might be possible.
Why Horror Games Suck!
Inspired by Ron Gilbert’s article “Why adventure games suck” I decided to do my own list. To be fair I do not think that all horror games suck (in fact some are really good!), but there are some common problems that pretty much all the games have. These issues hold horror games back from using the medium’s full potential and I am convinced that games can be a lot more scary and engaging than what we have seen so far.
The struggle between Light and Dark
When making a horror game an important ingredient is the darkness. When in a dark place people tend to be more easily spooked and have a more vivid imagination, a genetic heritage passed on from our ancestors who were hunted by predators at night. Taking advantage of this is important and just changing the light level of an environment can make a huge difference in the scare factor.