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Wot I Fink: Games shouldn't be called "Games"?


McJobless

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We're only three episodes in, but I'm sure everybody is already clambering over each other to slit my throat. Nonetheless, opinions must be shared. There's plenty on my mind, and I want to share it all. That said, looking over this argument, my brain is a little too scattered to note if I've forgotten anything, which I probably have. There will probably be a follow up article some other time.

I'm quite annoying by casual gamers . That is probably the biggest understatement ever heard by anyone. But, I don't think people quite understand why. A couple people would know of my usage of the words "Filthy Casuals". My anger towards casual gamers is probably a misappropriation of the term.

I don't want to speak about casual gamers or the main reasons why they infuriate me today. No sir (although, I'll link to casual gamers and money when I get a chance to talk about them in another Wot I Fink segment). Today, I want to talk about something which I feel we need to establish in the industry. Something which, unfortunately, won't happen, but nonetheless would improve the quality of the industry and the standards of all developers, publishers and players. It's something I've thought about for a long time, and it's something I will continue to push for so long as I'm a player (pun not intended) in this industry.

The very first video game was somewhere between the 1940's and the 1960's (I'm not here to dispute which. You can all argue that in the comments as far as I'm concerned). Right now, it's 2013. In the space of around 70 years, we as an industry have excelled in everything. Every single technology, every technique, every asset, and even every audience has changed. People will argue if it's for the better or not, and this is where my argument lies.

Every day, viewing the review scores for games, there's this kind of disgust I get, as I see games I like become rated lower to games which seem to be of much lesser value. Why did that one game get a 7 when a casual game got a 9? You see, the problem with the way the industry is organised is that developers like Popcap Games and Irrational Games are thrown together in the same pit. They are two separate types of entertainment, even though they are both technically classed as video games. It's a problem which I think (beyond individual user preference) is solved by my idea.

I've scoured dictionaries, and the definitions change from dictionary to dictionary, but the general gist of most is that a game is a form of amusement and distraction. You play games because you're bored and because you want something that will keep you distracted from the boredom momentarily. It doesn't matter the form, the media or the content. A game is just a way to keep you distracted.

When you play Bioshock or Grand Theft Auto or even Call of Duty, you're not playing a game anymore. A developer who makes a deep game with a storyline, breathtaking graphics, a sweeping soundscape and so much more complexities isn't thinking that they want to just distract a player for a brief time. Those games are experiences. A developer who creates an experience wants you to sit down and be a part of the world that they created, in whatever form it takes, and make the most of it.

Of course, the classification of all games into these two categories is difficult. The problem is when you come to games with multiplayer, and even games like Portal and Minecraft. Something to consider is that if I say the word "repetitive" to a group of 20 people and showed them some random games, there wouldn't be a single game which isn't labeled repetitive. The point is, any specific criteria we use to judge games into two different groups will be interpreted and used differently by individual people.

I think the best way that I could potentially classify games into the two categories is in the idea of complexity and control. Basically, an experience is shaped. It's controlled and finely crafted by the developer. It's made to hit us with emotional impact. It doesn't work if you play the same scene 4 times in a row, because each we go through the same experience, it loses the emotional impact it was supposed to land on use. This is why when I, for example, see the ending of Mass Effect for the 5th time, I don't feel the same amazing shock that I did the first time I finished the game. It certainly still makes me feel really good, but it's not the same feeling I had that first time I fought my way through that level, experiencing everything anew. And no, I'm not talking about player choice or random weapon placement or levels rearragning themselves. Those are techniques which either form of entertainment can use.

Meanwhile, a simple game is completely the opposite. We're given some rules, an arena and from there the game and the player do the work. If you play Call of Duty or even Peggle, you know what I'm talking about. In Call of Duty's multplayer mode, do you see planes crashing around you as the pre-scripted dialogue of a Russian soldier betraying his entire country plays, while you remain frozen watching the hands of your character play do some really cool animation? No, because you build your own experience in multiplayer. In Peggle, does the ball go the same way everytime you fire it? No, because Peggle is nothing more than a toolkit to keep you distracted from your boredom.

I'm sure a few of you noticed my interesting use of the word "experience" in that last paragraph. That's because multiplayer in Call of Duty, or in any MMO, or generally most multiplayer games built upon a single-player experience are not mere games. We just discussed control. I could go on about how these games still have some form of control to shape them into an experience, but you're probably getting bored yourselves. Instead, we need to talk about complexity.

If Mario was a brand new game today, I would call it a "Casual Filth". Yes, it has a story. Yes, the levels are carefully controlled to make sure the player gets the best experience out of the game. But can you figure out what it lacks? Depth. I'm not talking about meaning. The thing is, a game feels kind of...hollow. It's great as a distraction for a while, but eventually it's going to feel empty, and you're going to catch on that you're just wasting time. Unfortunately, that's the nature of experiences as well. However, do you know the difference in this scenario?

A good experience is designed so that you don't catch on that it's a game with fancy clothes until you complete the experience, and sometimes not even until you complete it a couple times over (in case they hide content from you on the first go). It's all about impact, usually being emotional, and making sure that the player is constantly mesmerised by what is going on in the world of their character. Meanwhile, in a game, there's nothing stopping you from catching on from the very get-go. A game doesn't try to hide it. It tries to embrace it. This is why, generally speaking, games have better gameplay, whereas experiences shine in the other categories. They don't need glamorous character back stories or beautiful locales to enthrall you. In face, most games don't need characters or locations at all.

By no means do experiences have lesser gameplay, but rather, it's not the focus of the experience. The experience is about showing you something more than you could ever experience in real life. It's about taking you to a place that you could never truly be a part of, and turning you into something or someone that you could never be, and showing you a possible example of what could happen if that world was real. A game, on the other hand, is about letting you take a break from your daily life, and just letting loose. Sometimes there's challenge, sometimes there's not. The important bit is that it distracts you.

Everything I've presented here shows that we, as an industry, were not prepared for what people strived to do with the technology. We've grown up past the phase of little pixel space ships destroying entire fleets of other pixel space ships with no greater incentive than because it's a "cool" waste of time. We've grown up, and now that the games are too, we need to finally properly rank them as they are; not as video games as a whole, but rather games made to distract, and games meant to give us an experience.

And that is Wot I Fink.

P.S.: I'm sure people will call me out on Mario being a classic because of the time era it was built in, and casual games and indie games and so on and so forth; the point of this article is that I'm judging all games, regardless of being published by a professional AAA publisher or not as equal, before being split into the categories I noted above and then being split into genres. We all know that as we go on, new technology will cause our old games to become outdated, and as such, games should be judged within their appropriate time context, but any clever readers will note that I didn't say Mario was a bad game for its time. I merely talked about if it was a game of this age.

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already prepared to slit my throat

I don't think I've seen anyone against your blogs yet.

viewing the review scores for games, there's this kind of disgust I get, as I see games I like become rated lower to games which seem to be of much lesser value.

Oh boy, I know what you are talking about here.

I think I know what you are getting at, the problem is, games are very broad and it would be hard to divide games into 'experience games' and 'distraction games' when a lot have a bit of both. For example, Journey on PS3. Now, THAT was an experience... but it has no story. It was also a very short game and was very casual in it's gameplay. But it's style, music and graphics made it an experience like no other. It's not a game I'd play a second time, but I'm, glad I played it the first time.

There are some games e.g Dues Ex, which are almost like interactive movies. I think the true problem here is not with the categorizing of games, but with the comparing and rating of them. Games bring their own words and own experiences. The experience depends on how the player reacts to it.

Quite simply, rating a game is inaccurate and always will be. The only thing you can do is convey your experience. But I think that this not only applies for games... but also movies. How many movies have you thought were the best of the year, then find out people rated it 5 star with 'meh'.

I think that makes sense...

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Quite simply, rating a game is inaccurate and always will be. The only thing you can do is convey your experience.

I couldn't agree more with that, and ofcourse with McJobless as well. For example, LEGO Island may be full of bugs and glitches, but the experience makes me love the game, even when I grow older. But back then, all I cared about was the gameplay, and not really about graphics and music. Heck, if I were the age I am now, in 1997, and played LEGO Island for the first time, I don't think I had liked it as much as I really do now. That's when I realise that your age also has an impact on how you experience a game, as well as the nostalgia you bear with that game.

 

I can't think of anything else to say now, it's pretty much summed up already on this page.

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As Cyrem brought up  movies, I can think of one very good example of this. "The Last Airbender". Yes there were some things that could have changed, like "Avatar" kind of stole the name (supposed to be "Avatar: The Last Airbender"), but how the critics rated it was a poor job as a whole. 

 

If you didn't know, this movie is based on the Nickelodeon cartoon series "Avatar: The Last Airbender", which was actually really cool to watch. It was one of the only cartoons that had an actual story behind it, which is part of the reason I watched it. As it did have some funny moments in it, it really was more of a serious cartoon.

 

What the critics don't know is that "The Last Airbender" was an IRL movie based on the cartoon. They probably never even seen the series. The movie was only a part of the story, and therefore wasn't finished. They probably would have made two more movies to finish the story, had they not been so poorly rated.

 

This is just my opinion though. You guys may have different views if you have seen the movie/series.

 

Back to the topic at hand, I read OXM (Official Xbox Magazine), and every time I do, I see games that I wouldn't even think to play out rank games I have already played. All that you said makes perfect sense to me McJobless. Games aren't just games anymore, and needed to be treated as such. 

 

Also I HATE Peggle! It is very pointless to me and too happy cheery anyway.

 

Sorry that I didn't have much to say on the matter but Cyrem brought up the movies and I felt that was a perfect example to use. 

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already prepared to slit my throat

I don't think I've seen anyone against your blogs yet.

Probably not, but I'd rather establish that these opinions might get people very worked up and ward off a possible flame war.

I think I know what you are getting at, the problem is, games are very broad and it would be hard to divide games into 'experience games' and 'distraction games' when a lot have a bit of both. For example, Journey on PS3. Now, THAT was an experience... but it has no story. It was also a very short game and was very casual in it's gameplay. But it's style, music and graphics made it an experience like no other. It's not a game I'd play a second time, but I'm, glad I played it the first time.

I think I might have put a little too much emphasis on the need for their to be music, graphics, story etc in an experience. I would definitely classify Journey as an experience, but I can see your point and you are totally correct.

There are some games e.g Dues Ex, which are almost like interactive movies. I think the true problem here is not with the categorizing of games, but with the comparing and rating of them. Games bring their own words and own experiences. The experience depends on how the player reacts to it.

Quite simply, rating a game is inaccurate and always will be. The only thing you can do is convey your experience. But I think that this not only applies for games... but also movies. How many movies have you thought were the best of the year, then find out people rated it 5 star with 'meh'.

I basically only used game rating as a way to move from the subject of casual games to these categories. You are completely correct here. Experience will always be personal thing, and it's why we cannot trust a reviewer/reviewer.

A reviewer will simply give you their experience of the game, not caring about factors such as bias, or the fact many of them play on a very restrictive timeframe. A critic (Yahtzee, anyone?) will simply list all the flaws they found, and of course, many of those can be quite subjective.

It's a scary prospect, but it's also an exciting one, for an upcomming developer. The important here is, for all gamers, take reviews and criticism at face value with a pinch of salt. You need to experience a game for yourself, or at least get the opinions of people you know who you can trust, for you to make a judgement on how you might enjoy a video game.

I couldn't agree more with that, and ofcourse with McJobless as well. For example, LEGO Island may be full of bugs and glitches, but the experience makes me love the game, even when I grow older. But back then, all I cared about was the gameplay, and not really about graphics and music. Heck, if I were the age I am now, in 1997, and played LEGO Island for the first time, I don't think I had liked it as much as I really do now. That's when I realise that your age also has an impact on how you experience a game, as well as the nostalgia you bear with that game.

This is something I should have maybe talked about, but I think I want to save it for another WIF. Nostalgia blinds us, but it also is the reason we're all here, and nostalgia is more or less likely why some of the most inspired works of today exist.

What games give us our upbringing we like to look back on with a less harsh outlook. We like to think that they, even with their minor flaws, deserve to be in some kind of hall of heroes, because back when we were young, that was all we cared about.

I really do want to talk about this more, especially on how nostalgia can be a good thing. Just wish I had done a little bit of explanation of it in this WIF episode.

Oh well.

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As Cyrem brought up  movies, I can think of one very good example of this. "The Last Airbender". Yes there were some things that could have changed, like "Avatar" kind of stole the name (supposed to be "Avatar: The Last Airbender"), but how the critics rated it was a poor job as a whole. 

 

If you didn't know, this movie is based on the Nickelodeon cartoon series "Avatar: The Last Airbender", which was actually really cool to watch. It was one of the only cartoons that had an actual story behind it, which is part of the reason I watched it. As it did have some funny moments in it, it really was more of a serious cartoon.

 

What the critics don't know is that "The Last Airbender" was an IRL movie based on the cartoon. They probably never even seen the series. The movie was only a part of the story, and therefore wasn't finished. They probably would have made two more movies to finish the story, had they not been so poorly rated.

 

This is just my opinion though. You guys may have different views if you have seen the movie/series.

You might have interest in this. Do look at what I said before, but nonetheless, IIRC MovieBob does explain some important things about this movie's technical background.

 

Back to the topic at hand, I read OXM (Official Xbox Magazine), and every time I do, I see games that I wouldn't even think to play out rank games I have already played. All that you said makes perfect sense to me McJobless. Games aren't just games anymore, and needed to be treated as such.

OXM is one of the magazines that I have a certain disdain for, because it seems like they are highly unbalanced with their reviews. I want to touch on this in a future episode. 

 

Also I HATE Peggle! It is very pointless to me and too happy cheery anyway.

I unfortunately must admit that I do occasionally play it while waiting for something else to happen. It's not a particularly fun game, but it certainly keeps me distracted. 
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The problem here is that as good a system as it seems, people are still going to just use it as shorthand for "what I like" and "what I don't like", you know, like they do with "hardcore" and "casual" today. Terminology is only as intelligent as the people who use it, and from what I've seen lately, it's not very. And what if you leave the developers decide? That's even worse. Every dev making something of decent complexity is going to insist that they're crafting an "experience", because that carries an air of a superior product. Then they can say it over and over again to make the game look better, regardless of actual substance. It's like "natural" on food products. It'll be meaningless.

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The problem here is that as good a system as it seems, people are still going to just use it as shorthand for "what I like" and "what I don't like", you know, like they do with "hardcore" and "casual" today. Terminology is only as intelligent as the people who use it, and from what I've seen lately, it's not very. And what if you leave the developers decide? That's even worse. Every dev making something of decent complexity is going to insist that they're crafting an "experience", because that carries an air of a superior product. Then they can say it over and over again to make the game look better, regardless of actual substance. It's like "natural" on food products. It'll be meaningless.

Point taken, although I would think it's the publishers who would deem their products be experiences, whereas the developers would probably be more just with their interpretation.
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The Ace Railgun

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I agree with McJobless on some parts of this. But a game is defined as a playable forum of entertainment and a game could also mean sports or board games so how far would you go to separate each of the categories of games? Because a game could be as simple as checkers, or chess also then the problem of sports video games comes up, that blur the line so much that it would be almost indistinguishable from the original sport.

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I lack the money/desire to buy new games all the time. I only buy that which I know I'll like, and even then I limit myself. So I could be called a casual gamer. However, I much prefer a game with a story (the only "modern" games I've recently played with stories are Just Cause 2 and Driver: San Francisco) and an immersive one at that (D:SF) over something without - unless it's city/nation/empire/whateverelse building (Civ V, SimCity 4, and Pharaoh and Cleopatra are the ones I own, not counting Rock Raiders), in which case a story is cool but it's even more cool to just build things.

 

I do know that I prefer the experience to everything else, as I've become emotionally (deeply, to the point that it is embarrassing) invested in various storylines from books, comics, and manga and always want more fantasy, more of an escape to an alternate world.

 

Nostalgia is blinding. The most disappointing thing about growing up, for me, was to have the themes I grew up with found to be lacking - even today, I have trouble accepting that Knights' Kingdom absolutely sucks in terms of sets, and I am on a never-ending quest to discover everything I can about all the themes of my childhood (and those before it) - the stories, characters, backstory, and so forth, even if I've already found most of the relevant information. And in gaming, few things suck as much as discovering that you can never recapture the fun you had playing a game as a child.

What should LRR be classed as?`

It has a storyline, although it's really more of a backstory supplanted by a few cutscenes (not that I blame them for it). However, gameplay in itself is an experience (especially in the stupidity of AI). It's not multiplayer, and it definitely requires you to put time in. For me, who had never played before, it began to feel hollow about halfway through but I kept playing it. It's definitely in between, as the experience is defined entirely by the user. There is no continual storyline - once you're in a level, there is nothing but the level to interact with.

already prepared to slit my throat

I don't think I've seen anyone against your blogs yet.

Just Tracker/Le.

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What should LRR be classed as?`

Game. There's no substance to it. The backstory is not very complex, and there's no real "experience" to talk about.

But a game is defined as a playable forum of entertainment and a game could also mean sports or board games so how far would you go to separate each of the categories of games? Because a game could be as simple as checkers, or chess also then the problem of sports video games comes up, that blur the line so much that it would be almost indistinguishable from the original sport.

I don't see how this is a problem with my definitions I provided?

Chess and Checkers are games. Sports Games are games. There's no "experience". No emotional attachment.

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I'm not bloody reading all of this without a proper abstract or thesis, but I skimmed a good deal of it.

I don't see how this is a problem with my definitions I provided?

Chess and Checkers are games. Sports Games are games. There's no "experience". No emotional attachment.

I think your definition for experience is basically "novella/movie/epic turned into a video game" compared to... well, everything else. The problem with video games is that it's an emerging art form so no one has any idea what to do with it. It doesn't matter if it's triangles shooting dots at floating junk or an interactive space opera where you bang blue aliens, it's still a video game at the core.

But... you can say the same thing about most art forms. A children's story book might not compare to The Odyssey on some arbitrary scale of "is this an experience or a time waster" but at the core they are both books. Similarly, a portrait is different from a trompe l'oeil, which are both different from murals. They're all paintings, just on different scales with different techniques.

So when Extreme is asking for a separation between time wasting games and "experiences" I think he's asking for those sorts of hard categories that I listed for other art forms. But we already do that in a way. You KNOW that a puzzle game is going to be radically different from an action/adventure game. You might already be thinking of two games: I thought of Tetris and the Zelda series. One is a classic time-waster, and the other is arguably an "experience." Sure, both contain puzzles but they present those puzzles in very different ways.

I think I'll end this by refuting Extreme's comment that games carry no emotional attachment. Go sit on a couch with some of your friends and/or enemies and see if you aren't filled with the emotion of rage at the end of some Mario Party.

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I was going to say something here, but I've forgotten it. Basically, I think by emotional I was talking about the emotion is created and what it's tied to.

So, the emotion you feel in Mass Effect is not the same as you do in a tense game of Call of Duty. One is tied to a deep experience, and the other is tied to our competitive nature.

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