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Blogs

  The Lost Value of Mystery
by Eric Schwarz on 02/22/12 04:45:00 am   Featured Blogs
17 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 02/22/12 04:45:00 am
 

There's been something eating away at me about the current generation's games.  While we have come to largely master the designs of certain genres, and the last several years has brought us a base level of polish and playability that is unmatched in any other, there's something about these games that I'm finding, for lack of a better word, lacking.  It just seems harder and harder to come across a game with some sort of soul to it.

For a while I chalked this up both to the changing games industry and my own changing tastes, plus nostalgia for earlier days.  It's true that the games from my childhood that I love will never be made or remade again, no matter how strong their core designs may be.  After reading Hugo Bille's fantastic article "The Invisible Hand of Super Metroid" about a month ago, those questions about the heart and soul of games began to flare up in me more distinctly, and now I think I've figured out what so many newer titles are missing: mystery.

This isn't really one of my usual design-type articles - rather, it's more a personal reflection on certain design trends, and their cumulative impact on the end play experience.  Continue at your own peril.

A Boy and a Cave

The Legend of Zelda opens with one of the most iconic, but also surprisingly simple scenes in just about all of gaming: a young, green-clad boy in a lightly wooded area, with a cave visible nearby.  For decades, this scene has captured the imaginations of players, and rightly so: the prospect of both the cave and the world stretching out in three other directions present a temptation too great to ignore.  Shigeru Miyamoto famously designed The Legend of Zelda around his own boyhood instincts, and this is reflected immediately in the opening scene.

 

 

There are few game openings that are both so simple and evocative.

This scene, like many NES-era games, does a lot with very little.  The simple visual design sets clear boundaries for the player that suggests the available options - up, left, right, or the cave.  In placing the cave, a block of pitch black, both nearest the player's starting spot and differentiating it visually from the other paths, there is an implicit importance placed upon it - if you're going to continue on, you might want to check this place out first (which, of course, is reflected in the near-legendary words of the old man inside, "It's dangerous to go alone, take this!").  Just in case the player doesn't quite get the message, the area beyond this starting screen is populated with easy enemies to subtly encourage the player to check out that cave.

But aside from the good design in this opening, there's something more, something baser about it, something that permeates the entire Legend of Zelda experience - discovery, exploration, adventure, and, most importantly, mystery.  More than anything else, Zelda is driven by that tantalizing prospect of new wonders, secrets, and treasures to uncover on each new screen.  Everything from the always-visible inventory and its first-vacant slots, to the fixed screens the game world is divided up into, serve to give the player a hint that there's something more to come.  And, whether it's blowing up a wall with a bomb to find some hidden items, or stumbling across a new Heart Container, the game always rewards its players - right up to its second quest mode once the game has been won, complete with reconfigured dungeons.

Something to Look Forward To

This fundamental drive to uncover new things is one that gaming has been happy to exploit over the years.  While features and game mechanics are able to keep players entertained, it's the prospect of finding something new and interesting that brings players back once the initial buzz has worn off.  Many of our favorite games are also the most replayable, and why I hold titles like Fallout and Arcanum in such high regard - they do their best to not only provide a great experience for first-time players, but offer enough content and flexibility in both gameplay and story to keep things fun and interesting even five or ten play-throughs later.

Novelty, either in mechanics or in aesthetics (including story) is perhaps the number one driving force in keeping players engaged.  The difference between good pacing and bad pacing appears when we are concerned not so much with "at what exact intervals is it appropriate to give the player new content?" as we are with "what can we give players to look forward to, and how?" Being able to both set up and telegraph upcoming content to players, and then deliver on it, is essential to making sure they play to the end, and choose to play again on a harder difficulty, or jump into the multiplayer mode.

Effective pacing hinges on novelty, to the point where a game like Half-Life 2 is driven almost entirely by how effectively it's able to put new situations and mechanics in the hands of players.

One game that, to this day, still manages to wow me with its pacing, is Half-Life 2.  On the surface, Half-Life 2 is not an especially complicated or interesting game.  It's very easy to approach its core gameplay with the "it's just a shooter" mindset.  However, it's clear that Valve went to great pains to ensure that every single weapon is fun to use and useful within the game world, that all enemies pose distinct challenges to overcome, and that each puzzle poses an original obstacle.  As fun as the basic gunplay is, it's the "what's behind this door?  past this loading screen?  after this story sequence?" that makes Half-Life 2 so fun and exciting to play through even nearly a decade after its release.

Comparing Half-Life 2 to a similar sci-fi shooter like Crysis 2 is interesting, to say the least.  Although Crysis 2 tries its best to give players neat locations to fight in, lots of wordy characters and plot events to take in on a frequent basis, and provides weapon upgrades at reasonable intervals, much of the game revolves around meticulously-animated set pieces and taking in beautiful vistas.  The shooting itself is fun enough, but the enemies you fight don't really develop beyond the few basic types and the odd boss battle, and the weapons never stray beyond the ordinary.  Even the Nanosuit, the game's biggest hook, is never developed over the course of gameplay.  After finishing the first level of Crysis 2, I'd forgive anyone for shutting the game off and saying "yep, that's enough of that."

The 20-Minute Game

When I hop into a modern game like Call of Duty: Modern Warfare 2 or Gears of War, this generation's equivalent of Halo or Half-Life, I am never struck with a feeling of mystery, not throughout the entire five or ten hours I spend with them.  These games are not lacking for content, and the content they do contain is often beautiful, exceptionally polished and play-tested to the point where just about anyone should be guaranteed entertainment.  Paradoxically, however, I am rarely if ever thrilled or delighted by the prospect of new content in these games, even though by all accounts they have a far higher standard of content.  Why is this?

It's common knowledge that most players don't finish their games.  Depending on the game length, the game genre, and the market, completion rates can range from 15% to 50% on average.  Even though players demand that games be longer and more expansive with each iteration, the data suggests that players are less interested in actually exploring that content and more interested in justifying their own purchasing habits by using game length to determine value.  Developers have done a lot to combat this, and I have to applaud many of them for having the discipline to get rid of sub-standard content - arguably, if it wasn't for this knowledge, most games would still be 12-20 hours long on average, and only about three of those hours would really be any good.

Can you tell me which Gears of War level this is?  What point in the story it's at?  Or which game in the series, for that matter?  It's okay, I can't tell either.

Unfortunately, this need to produce shorter, denser games has also largely robbed them of any sense of mystery.  Rather than introducing game mechanics in a steady, metered fashion, it's far more common to be shown everything a game has to offer within the first 20 minutes or so.  Call of Duty does this.  Gears of War does this.  Assassin's Creed does this (at least, once you get past the very lengthy intro sequences).  Even games that rely on exploration and adventure, like Tomb Raider: Underworld, or 40+ hour RPGs, like Dragon Age II, have fallen victim to this.  While you can keep playing for hours and hours, what's the point when you have nothing new to see or do except shoot the same old reskinned enemies from behind the same old pieces of cover with the same old assault rifles and shotguns (replace with "sword" as necessary)?  Aesthetics, including set pieces, and story, can help to make the monotony more bearable, but also tend to be vacant and empty of meaningful gameplay, and if the story breaks down, there is effectively nothing left to keep players playing.

Halo made itself famous on Bungie's so-called "30 seconds of gameplay", a loop of interactions and mechanics the player would be engaged in over and over again while playing the game.  I think some developers may have taken this sentiment a little too literally - Halo, despite its problems with repeating levels in the late-game, had the sense to introduce new weapons and enemy types one at a time, and then, after original content ran dry, to reappropriate them in interesting situations.  Enjoyed your romp in the tank earlier?  Now try driving it under fire from gunships.   In BioShock, the closest you'll get to this is trying to complete the hacking minigame with a smaller time limit.  Frankly, I have to wonder if the only reason players aren't finishing their games is because there's nothing new to see after the tutorial level.

Over the Hillside

Many people will justify the lack of mystery in a game like Call of Duty by saying "well, of course there's no mystery, it's a realistic military shooter!", and while I mean no disrespect to the developers, these are little more than rationalizations and excuses.  This effectively says "our game isn't interesting because it isn't designed to be interesting," which, in my opinion, is not a good attitude to have if you're making games.  Realism and real-world settings do not preclude mystery and discovery, and spending tens of millions of dollars creating five-hour theme park rides is just not efficient in my mind.

All that aside, fostering mystery in game design is not a lost art.  Open-world titles such as The Elder Scrolls V: Skyrim and Risen give players something interesting to find over every hillside, and despite not being nearly as structured as some games, the mechanics of the skill systems ensure that progress is expressed not just in terms of "how many numbers does my guy have?" but "what new options have I just opened for myself?"  The mountainous vistas of Bethesda's games are, in their own way, just as enthralling as the starting screen of the original Legend of Zelda.

Mountains!  Forests!  Ponds!  Ruins!  Towns!  Games like Skyrim keep the faith by offering something new just over the horizon, whether literally or figuratively.

The games industry is going to have to be proactive in ensuring that mystery doesn't die out, however.  Triple-A games are expensive to produce, and generally becoming less viable every year as development costs continue to grow exponentially.  Social and mobile games already beginning to cut into the "core" platforms, but as so may of those titles are built around five-minute game sessions, and repetitive feedback loops based on frequent reward mechanisms, I have to wonder whether games will still continue to amaze and delight players on a long-term basis. 

Closing Thoughts

This article has been a little meandering and personal, and not as analytic as I would have liked, but I think the point I'm making is clear all the same: it's not enough to give players a beautiful, kinetic and entertaining experience if your goal is to make a game that is fun not just for a half-hour, but for five, or ten, or twenty or more hours.  Mystery is an integral component of game design, and as development budgets swell and the cost of implementing content skyrockets, I see less and less of it as even the basics of gameplay become more difficult to manage.

Maybe it's unfair to pick on more mainstream games like Call of Duty - after all, they're built to appeal to a particular audience and play it safe.  This is understandable, but it's just no excuse for why a team of artists and designers should, say, work for a month creating, modeling, texturing, and animating a weapon model, if it looks and feels exactly like the ten other assault rifles in the game.  Not only is this a poor way to spend resources, but it actually lessens the impact of all other parts of the game, as the redundancy in content ensures the biggest asset of content - novelty - is lost on players.

Am I just being bitter, jaded, nostalgic and grim?  Perhaps, a little bit.  But I'd like to think that game developers can come up with more than "a different type of AK-47" when brainstorming when brainstorming ways to keep their gameplay interesting.

 
 
Comments

Axel Cholewa
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Great commentary, Eric! A lot of games I don't finish for exactly the reasons you mentioned.



A fantastic example of how to use mystery in games is Portal. In the very short first test chamber you are introduced to the use of a blue and an orange portal. In test chamber 2 you obtain your first weapon, shooting only blue portals. If you didn't know already that eventually you get a gun which can shoot 2 portals, you can easily guess that soon you will find such. But it's not until test chamber 11 (!) that you'll get that gun! Of course the first levels are quite short, but still every time you enter the elevator to find another test chamber you hope to finally find the orange portal gun.



Throughout all the beginning stages you'll see those windows in the test chambers. There's nothing moving behind them, but you can see the outlines of desks and what not, again adding to the mystery. This excitement rises exponentially when you are playing the 16th test chamber and finally get a quick look behind the sceens: the cake is a lie. Level 18 only strengthens this, and when you escape the fires of Glados you're finally able to explore the places you couldn't before. Portal is not a game about mystery, but still mystery is a design feature here!



Concerning realism in games, the physicist and nobel prize winner Richard Feynman once called science an "adventure into the unknown". Even such a "realistic" endeavor as science would not progress without the unknown, without mystery. It is what drives us forward, and not only in science. Without it, how could games be interesting at all?

Eric Schwarz
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Portal's "behind the walls" sections were the definite high point of the game for me. Valve were able to build up mystery simply by putting something out of the player's reach - and when you do get to explore the nooks and crannies of Aperture Science, it only further develops and strengthens the narrative as you begin to piece together what's happened to the facility.



Thanks for your comment!

Axel Cholewa
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Those sections strongly reminded me of a french graphic novell called "The Walls of Samaris" (original: "Les murailles de Samaris", see http://www.sequart.org/magazine/3494/the-walls-of-samaris-a-classic-frenc h-comic
-you-probably-havent-read/). In my opppinion Portal's got one of the best narratives in gaming, in the sense that the story is not "told" to player, but the player really plays it.

Jonathan Jennings
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I will definitely agree Eric often times I find myself questioning why modern games so often seem to lack the "magic" gaming maintained when I was a kid. part of it was ignorance for sure as I have stepped into a developer role some mystery of how a game works has melted away. but the ultimate conclusion i came to is yes that sense of mystery is something few games maintained. also funny enough skyrim is the game that helped solidify that conclusion . With skyrim it was a ton of fun being in this magnificently large world and at every corner observing something new and unexpected . whether it was me finding new abilities ,shouts, reading a book to discover a quest or randomly walking into a giant camp the game kept me interested something i think bethesda just manages to excel at and only a hand full of other games in recent memory I can recall doing the same for me (grand theft auto: san andreas ,demon souls, elements of Red dead redemption).



The issue tends to be in our perspective generally as game developers and catering to user desire or attempting to. we are so convinced that gamers need instant gratification that we almost seem to get scared that if we don't market every nook and cranny of the game to them they will pass it up but I think the success of the games I mentioned says otherwise. demon souls I would argue is the best at keeping secrets of all the games I mentioned , while the game is borderline abusive at times (lol) the mystery of how all your actions opened doors in certain situations and closed them in others was astounding. I had to go online to truly understand the effects of world tendency, Chrystal geckos, and how certain characters you saved interacted with others . I was even more shocked when I discovered some players never discovered the "cling ring" in demon souls and therefore played the game at 50% health while in soul form . I think Demon souls is the perfect example of a game that gives a pretty basic synopsis and hints at certain gameplay mechanics but truly expects the players to fill out the details and because of that the game is all them ore fun . maybe not for those gamers who do thrive from instant gratification but the rest of us who i enjoy exploring every corner of a world, uncovering mysteries of rapture, and truly enjoying the game " experience" as a whole the mystery of a game can be an extraordinarily strong driving factor.

Eric Schwarz
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I'm not sure if marketing is to blame. While I think it's definitely great to show off the best parts of your game early on (seriously, most games are sold in those first 20 minutes), too often I find that that's where all the real work goes. By the time you've put down your money, the game has already exhausted its options.



Recently I played the Mass Effect 3 demo, and while I had fun, nothing about it really tempted me to rush out and buy the game - it even shows you the later-game powers, weapons and their upgrades, so what little sense of novelty you'd have there was already washed away. In fact, I'd say BioWare are a great example of a developer that prop their games up too much with story. In the first Dragon Age, the story drove the action, but the tactical nature of combat meant that every new level-up could bring a spell or ability that would change the way you played... in Dragon Age II, progression boiled down to "more DPS!" and the story was unable to hide how empty the core gameplay had become.



I brought up the Super Metroid article at the beginning because one of the key points of it was how Super Metroid is able to foster a sense of mystery solely with its level design - it constantly shows the players things and only later gives them the ability to reach them, it subtly suggests correct routes and plays with expectations to guide them forward without it feeling that way, etc. It is the opposite of instant gratification, and yet it works so well to keep you coming back. In Super Metroid, you'll be puzzled by some things for hours... it's rare in a modern game to see any promise go unfulfilled more than 10 minutes after it's hinted at.

James Coote
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Half-life isn't about pacing. It is that each answer you get raises more questions. There is no explanation of who the g-man is at the end of hl1, and hl2 throws you into a world that has radically changed and only gives you hints and clues as to what happened in the intervening time



Crysis 2 is set in New York. Half-life 2 is set in City 17. Where in the world is city 17? Why was its name changed? Cities 1 - 16? Work it out, because you aren't getting told.

Eric Schwarz
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Half-Life's story, yes. Gameplay, no. It is structured around the measured introduction of new concepts that grow and develop until the next is introduced, and, when the game stops introducing new things (which is very rare), it spends its time encouraging you to use them in concert with one another.

Prash Nelson-Smythe
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Part of the reason for the reduction of mystery is surely the internet. In this information age, game secrets that would previously remain hidden to the masses for days, weeks, months are there for everyone to google on day one. This is sad but it is also a good thing, since it makes us all more knowledgeable and productive.



Dark Souls is an example of a modern game that retains a fair bit of mystery. Much of the world and even the mechanics are unexplained. You must deduce or unearth them yourself. Or check the wiki of course. The game does benefit from this but it also adds a level of frustration due to modern expectations for ease of use and transparency.



Ultimately, I think game designers need to understand what level of transparency or mystery they can afford depending on the expectations of their players. Based on this, they can decide when to give information and when to withhold it for effect. I do agree that mystery adds a lot to a game world. It gives much more of a sense of immersion as there could be more to the world than meets the eye.

Roger Tober
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I think part of it is games feel like they have to spell everything out in order to make sure every player will get it, which is true in certain types of gameplay, but unnecessary in others. It's a lot more fun to discover some types of gameplay on our own. I'm still trying to get into role playing games, but I think the compass is a design mistake. If it's a map, I look at it once in a while, but I don't feel like I'm being led by the nose.

Eric Schwarz
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Quest compasses bother me because they ruin the value of exploration. In fact, I'd say quest compasses actually necessitate bigger games. When you have no exploration value in main content, the other parts of your game have to compensate - lots of loot to find in tucked-away corners, additional scripted events, etc. A game like Skyrim instantly becomes more engaging when you disable the quest compasses (requires an INI tweak), because it means you have to actually pay attention to the map, road signs, trails, etc. to guide you to your destination. Is it harder to find things? Sure, and the game isn't built with no-compass play entirely in mind, but even simple content can be made more engaging if that simplicity isn't so crassly presented.



While designers sometimes look at a fumbling player as bad design, there can be little sense of accomplishment if a player is dragged along as well. Games seem much bigger when you don't have each and every bit of content clearly marked. Being able to find secrets on your own, or uncover side-quests you missed during the first time through, or seeing the subtle hints given earlier in the game develop into more important things is great.



I recently started playing Alan Wake, and it does a fantastic job of this narratively - the game is easy to follow forward to the end, but the story makes more sense for attentive players because the designers purposely left hints and clues that are paid off later on. Unfortunately, this requires subtlety and intelligence, not to mention more development time, so it's not surprising it's so rare to see games with this such finesse.

Joshua McDonald
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I've always felt like compasses were a symptom, rather than a problem. The problem was that games failed to make exploration and discovery interesting enough, and so the compass was provided as a band-aid.



When going off the path means that you fight some random encounters of the same enemies you fight on the main path or wander pointlessly, the compass saves the player from annoyance. On the other hand, when going off the path lets you discover new and interesting things, then the compass can be done away with because whichever path the player chooses, they'll probably enjoy it, and they won't feel like the devs are pushing them in a certain direction.



The games Eric named: Fallout, Arcanum, and the original Zelda, are all excellent examples of games that made exploration interesting enough that I often just ignore what I'm "supposed" to do and just go have fun. When I find an area that's way over my head, instead of complaining that the designers let me get there, I get excited to go back as soon as I think I might have a shot, or sometimes I'll see if I can cook up a crazy strategy that will let me conquer anyway.



There's not much in recent games that manages this. The best example I know of is the King's Bounty games (Armored Princess, in particular), though I haven't played Skyrim, yet, so maybe that will be another.

Eric Schwarz
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@Joshua McDonald:



Perhaps it's true that they're a symptom... but I think they also become a crutch for good design. Consider your average Call of Duty level... while the environment might be beautiful and chaotic, the actual combat scenarios tend to be extremely repetitive, with little variety in objectives and goals, and the path forward is either 100% clear (i.e. long corridors) or overly confusing and lacking in any real sense of direction. The objective marker/compass is put in because you effectively don't have to have good, considered level design to make it work.



Now, I don't purport to be an expert level designer. I'm still learning every time I sit down to build something. Creating interesting environments in 2D is hard enough, and using the same methods to suggest routes and options to players in 3D can be even more difficult (which is why so many games are also so horizontal-centric and often ignore the Z axis completely). I don't mean to disparage on the work of other people, most of whom are smarter and more talented than I am. However, there are many standard techniques and practices - lights, lines, monuments, vistas etc. that I often see ignored in modern games in order to show the player spectacle. You might get a fantastic vista, but if actual navigation is made more confusing because the world is as jam-packed with detail and as "realistic" as possible, that's not very helpful to your gameplay.



That's really what the problem with the quest compass is - not that it shows you exactly where to go, but that it's a cheap stand-in for compelling design in itself.

Joshua Oreskovich
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Wow, this subject hits home. I was on a story is what was missing from games crusade 2 years ago and then I thought mystery was the problem and then I've finally come to realize... Both are definitely missing, but there is really something even more fundamentally problematic lately with video games underlying both these issues. At the base level there isn't really any substantial AUTHORSHIP to most modern releases even some of the supposed best like Biochock, WoW Dragon Age ect. Disclaimer: I haven't played Dark Souls or Bethsedas newest RPG Skyrim.

This guy basically issue somewhat clear. ((((http://www.popmatters.com/pm/post/120984-how-games-might-challenge-the-tyranny-o
f-authorship))))

And that is how I see it in a nutshell, the lack of author's (game designer) personal input. Perfect examples of how to do it right ~ The Hobbit by JRR Tolkien and The Princess Bride (the author is in fact 4th wall breaking). When the developer takes back control of the game, they will be able to make a Hobbit or Princess Bride. Democratic opinion only works for cook books and making short stories, and this is figuratively what corporations do. When you put the author back in control and rein in the peanut gallery you will get mystery back, as well as art and game play. Some games are skirting the issue at face value, like Bastion. Some games are moderate low moderate echos of the authorship of the designers (who were once strong voices) like Mass Effect.

But if we want to stop seeing repeat, dull content and X marks the spot on the map, we need to have some actual "Dungeon Masters" "pulling up their big boy pants" and running the games, not the players themselves.

Joshua Oreskovich
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No clue why my post was jacked up, hope it's somewhat readable.

Michael Joseph
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McGames! Are you luvin' it?

Many of the best game dev chefs are reduced to making the equivalent of happy meals.

Paul Szczepanek
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Many game devs don't think of themselves as artists communicating some vision, educating and inspiring or holding any such lofty goals but as people trying to earn a living. No one is restricting them from creating works of art - those who want to, try. Others would rather get paid. Everyone's happy.

What I'm trying to get at is there is no system stamping out creativity. It's not even stealing the audience because they don't overlap. It's like saying pop music is stopping musicians from making good music. I'd say the opposite is true. It's allowing them to earn money as session musicians whilst they are free to pursue other more interesting projects.

Michael Joseph
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I don't really care about "artsy" games so much. I would like to see more big budget games that challenged users to consider or ponder new philosophies and ideas. I'd like to see more games that tried to be just a little more educational by supplying knowledge that was useful outside of the virtual world. To me that is not artsy.

That's what I'd like to see. Unfortunately, we live in a world where even our info-tainment "news" doesn't really care about such things. Everywhere you look it's a race to the bottom. The race to the bottom may be where people go just to "earn a living" but it's a pretty shabby excuse for selling society short.

The general attitude within the industry towards making games has shifted dramatically over the last 30 years. Many are overly concerned with how to create zero substance addictive games that people wont want to put down. In the early 90s a large percentage of gamers had played a simulation (a game that emphasized realism and accuracy over arcade play). Today 'simmers' are rare amongst gamers. I get that there's not a ton of money to be made writing simulations these days. I'm just saying that it is perhaps one health indicator you could point to when considering the holistic health of the developer community / gamer community duality. A strong sim genre provided a sort of balance to the gaming industry and player community that is sorely lacking today.

I think at least a part of the indie resurgence we're seeing is due to the fact that a lot of gamers are sick of their diet of fast food and are looking forward to some home cooking.


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