|
>I’d love to hear more about this, although I guess it’s a bit off topic... I'm not sure HN is the place to discuss such things, and I'm not sure even that interesting – the major gripes are mostly obvious, but fundamental; eg reliance on champion-global external systems like summoner spells, runes and whatever they call their current system, which all make it extremely difficult to balance things locally. They've been consistently getting better at it. Lootboxes that is, not game design. >find incredibly interesting on a multitude of levels are the FROM SOFTWARE games. FROM is an interesting company, because they were never meant to be popular. They were happy wiling away in their obscurity, constantly iterating on the same niche games (King's Field, Armored Core, etc), until DeS became an accidental hit; I'm not sure the popularity was good for them – the games are misunderstood as simply "difficult" (typically compared to "arcade difficult", but they're not; they're punishing, they trick you, and require a minimal degree of patience that can be found in almost no other modern game, but they eventually push you towards success. Arcade difficult is a vastly different beast, asking for pixel-perfect input, few if any alternative strategies, repetitive play and exceptional punishment to wring those juicy quarters out of you), and that moniker apparently confused From's weaker teams, leading to the mess of DaS 2/3. Annoyingly, their Souls success seems to eaten Armored Core's lunch too. Probably the most amazing thing about FROM is that they actually learn from their previous work. You can look at King's Field -> DaS lineage and see actual, consistent improvement. Even when they sidestep into Bloodborne and Sekiro, they manage to take lessons with them (and make new mistakes). But yeah, the industry has its companies and its auteurs. Platinum, Grasshopper Studio, From Software, Clover, iD, Blizzard North, Sid Meier, Kojima, Carmack, Ford & Reichie, Tarn/Zach Adams, (From & Nintendo's) Miyazaki, Mikami, etc. And you'll consistently find interesting output from them, and games worth their salt (Carmack is a bit funny because he doesn't really give a shit about games, his stuff is always technically interesting, and sometimes game-interesting). But the annoying thing is that that you can take probably 90% of games today, and find something that did the same thing better 20 years ago. Hell, I'm beginning to doubt most game designers are even aware games existed before 2000. The only thing we're making any real progress on is graphics.. and thats just towards realism. We've lost a lot in style. I mean hell, it's difficult to find games where player interaction is even a base concept of its design, and thats the primary thing games introduce as a medium! |
> the major gripes are
Ah, yes, I agree with that at all. You can feel how hard the balancing is from how they kept changing the existing characters, basically, trial-and-error balancing.
> leading to the mess of DaS 2/3
DaS 2 is a good game, if taken on its own merit. Its just that compared to DaS 1, it was a step backwards (certainly in terms of world and level design). DaS 3 I really like. It has a lot of missed opportunities in terms of the world and the world is less interesting because of it (I also largely feel that being able to bonfire teleport from the start is to blame -- in the first one, no teleport, connected level design and scattered merchants meant you had to learn the level layout because you would travel through it a lot), but overall, its a lot more refined than the earlier games in terms of mechanics and controls and the game itself was pretty good. At least, I don't call it a mess. I do like DaS 1 and BB more (maybe even DeS too), but I don't dislike it at all. I do wish for an Armoured Core game though (and Tenchu, although Sekiro scratches that itch for now).
I don't fully agree that the only real progress is in graphics. Yes, there are many uninspired games out now, but there is plenty of progress being made, in my opinion, outside of graphics, certainly in things like branching storylines and just in general games are mechanically more refined (camera and controls of 3D games are now a solved thing, back in the early days of 3D, both were terrible) and certainly if you look beyond the AAA games, there's a lot of creativity (story, gameplay mechanics). But even the shiney graphically fancy 3D games like God of War managed to pull together an experience that is more than just graphics. However, I do agree that many less-inspired AAA titles focus on visuals at the expense of everything else still, I just think there are enough alternative options that I can ignore those games without missing anything and still having more games to play than I have time for.
> it's difficult to find games where player interaction is even a base concept of its design, and thats the primary thing games introduce as a medium!
Agreed, too many games really do suck at this and I agree that this is where games could (eventually will, IMHO) shine compared to other types of entertainment, but they're certainly not there yet.