CHAPTER ONE:
"The Concept"
Games are designed with a few purposes in mind,
the most general one being 'entertainment'. All games are supposed
to keep the player occupied; Presenting them with an objective that
requires the player to interact, and thus keeping them entertained.
This can be seen in every game from simple playing card games, to
board games, to Pong, to those of modern videogames and those that
will come afterward. Objective, interaction, entertainment - it's
the theme of all virtually all games, whether digital or not.
People's desire to be entertained is simple and
understandable. It's giving your mind some light exercise when you
have nothing better to do, isn't it? And that's something everybody
can agree is justified, unless you want to argue that there's always
something better to do... which may be true, but certainly isn't
a popular position today. Today the motto is something along the
lines of 'loyalty to the highest bidder', which really
isn't loyalty at all, but passes for a noble attitude nonetheless.
In any case, most people don't mind some entertainment. In fact,
I'd be willing to say that most people desire entertainment more
than they should, which is fine by the companies, who have the uncanny
ability to appetize your desires, and keep you wanting more.
So the question becomes: how do you keep people
entertained with games? Or, in other words, how do you generate
the most game sales? That guestion is steadily being more satisfactorily
answered day after day, even as you are reading this. But it's also
important to keep in mind that the answer changes with people's
desires and contentment. Plus, people don't know what they want
- they just know it needs to be better. This is a struggle that
drives all new games that come out, especially videogames.
With videogames, the horizon is endless; Direct
interaction with a fictional world, presented to you in the latest
audio and video. And even in the earliest videogames, we can see
some of the most genius innovations. PacMan, for example, presented
players with this objective: eat all of the dots. But, of course,
there were some things getting in the way of you and your objective...
a challenge called "ghosts". Stupid little things that
would try to find you and end your dot-eating days. How rudimentary
this concept is, but how perfect at the same time. As you get to
higher levels, the stakes get higher, and the challenges get harder,
and the sense of accomplishment (or failure) gets more intense.
This cycle of increasing challenges and rewards
will always be a crucial part of videogames. The satisfaction of
screaming "I WIN!" to that little plastic box has always
been an underlying motivation of videogames, it seems. There is
something about rising to the challenge - no matter how trivial
- that's in our human nature. People want to overcome stuff. But
this is where the game factors become very important; Here are a
couple of key factors to videogames:
Gameplay - how logical and balanced
the physical interactions (i.e. the controller commands) are with
the virtual responses to them.
Visual Appeal - how impressive/fitting the look
of the game is.
Audible Appeal - how impressive/fitting the sound
of the game is.
Initial Value - how value of the experience first
time the game is completed. This is usually determined by the length
of the game, the story, or things that are supposed to motivate
you to complete the game, but don't change each time it
is completed.
Replay Value - how limited (or unlimited) the potential
for new experiences are when re-playing the game.
Those are the basic elements I would judge games
by, not including things like "originality" or other significant
but hard-to-evaluate quirks. But overall, these things affect how
"good" a game is.
Again, we can look back to the early days of videogames
to see developer's genius: Pong. This game is so deceptively simple,
that it perhaps the most addictive and revolutionary game of all
time. Two human beings face off to see who is more skilled, intelligent,
strategic, quick, or perhaps lucky... what a concept! The amount
that the paddle moves on the screen is directly relative to where
you have the dial turned on your controller. Pure competition, with
two absolutely equally capable opponenets. No favoritism, no gameplay
obstacles, no messing around - just you and him. It's called multiplayer,
and it's what can make a game immortal. And although plain console
multiplayer games have come and gone every year, the internet opens
the door to a whole nother level of multiplayer potential.
Which brings us all the way to the online gaming,
doesn't it?
Online gaming's origins are complicated and not
terribly important to me, so I won't pretend that I need to go over
it. But, the concept is very important, since it takes the beauty
of multiplayer, and opens it wide. No longer are you forced to compete
against people you can actually tolerate in real life, convince
to play with you, and bring to your console/computer. No longer
will your matches be so agonizingly predictable, when that same
person you always play against has had so much more experience than
you. It sounds great, and it is a great concept... but I wouldn't
be writing a book about it if there wasn't more to it than that!
I shall use Counter-Strike as the main example
of how important the internet can be to gaming. The game was released
in 2000, with this in mind: "people like Half-life, so let's
make a realistic version of it - using terrorists and counter-terrorists
- and let people play against each other on the opposite teams.
Let's also make it available to virtually anybody with the internet
and a PC." And sure enough, four long years later, it is still
the number one online game there is. Basically, its the same weapons,
the same levels, the same controls, and the same routine as it was
four years ago... but why hasn't it become boring? Any single-player
counter-terrorist game would have needed many new sequels in order
to keep people's attention (see: "Rainbow Six",) but this
simple online game is still the rage! Recently there has been a
few things added to the game, like tactical shields and a new machine
gun... but even before that the game was roaring steadily, with
no sign of stopping in sight. The reason why: the human mind.
The human mind is infinitely more versatile than
artificial intelligence, even if it isn't as precise or quick. I
still run through the same map I was running through four years
ago, with the same gun I had four years ago, fighting the same-looking-guy
I was four years ago, and I'm still having a ton of fun. That's
because I know that I'm looking at a real person, who will have
a real reaction when I put a bullet into his forehead. It's about
satisfaction. When you scream "I WIN!" at that little
plastic box, you're done. The box doesn't say, "I'm just gettin'
warmed up, baby!" in return. It doesn't learn, and even if
it does, it's only learning what it's been programmed to be able
to learn. But a person is always learning.
Imagine you are running with the standard M16 down
an city street, and then you are shot in the head. Just like that.
You look around, and see that there was a guy hiding behind a dumpster
who shot you in the head. Hmmm. Next time (since thankfully there
is a next time,) you run down that same street, with that same gun,
and you specifically blast through the dumpster with your M16, killing
whoever is behind it. You have learnt something, and are taking
it into account as you play. This is called creating a new "level"
to the gameplay, or it could also be called adding strategy. People
will automatically take countless factors into calculation as they're
playing, creating infinite layers to the strategy. And when there
are multiple people all creating infinite layers of strategy, you
get more replay value than you can handle. It's no surprise, then,
that Massively Multiplayer Online games are becoming more popular.
People can't get enough of each other, it seems.
The concept of Counter-Strike, like many other
online games that now exist, is to let players challenge each other,
while providing them with basic (or perhaps not-so-basic) tools.
It makes the limited unlimited - limited weapons, limited moving
space, limited interaction, unlimited possibilities. Just like all
great game ideas, it's deceptively simple.
Chapter 2: "Join the
Party"! < unfinished.
Like what I'm doing? Hate it? Even just read it?
Why don't you give me a quick "hello"?.
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