Design of the times [Die unerträgliche Leichtigkeit des Designs]

Posted in Game Design, Industry, games on June 24th, 2009 by Jan
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It’s always impressive, right after E3, to consider all the games that I could (or will) buy this year. The graphics and environment get more and more realistic, the heroes cooler and cooler. So shouldn’t that indescribable excitement — the release day fever, the “just can’t wait” trembling — have hit right about now? Well, it should have, but…

The developments of recent years provoke in me, an active gamer for a quarter century, the opposite feeling. The ever-increasing pressure to add unique selling points, better graphics, physics, etc. has decreased the willingness of the developers (or rather the publishers) to explore new directions, and in the end, they mostly produce interchangeable pablum.

Back when blocky pixels and abstract forms invited us to fill their gaps with our own stories; when we waited for minutes in a submarine off Gibraltar for the sun to set; when, after endlessly repeated runs through a level, we finally found the hidden key and with it an indescribable joy, games were primarily sparks for our imagination. Today they simply fulfill our expectations. We used to buy the key to a new world; today, a consumable product.

Today’s gamer has been squeezed into a mold of expectations. He expects games to work in certain ways; any deviations must be carefully explained in advance. Confronting the player with a task that he must solve by his own efforts, without hand-holding, is no longer allowed. Recognizing the patterns and mastering new skills was part of the attraction of earlier games. These days, games have degenerated to pure entertainment. They no longer challenge, they simply divert. This parallels the development of films, which have gone from providing a topic of conversation for post-show socializing to grabbing our attention with ninety minutes of bombast that are immediately forgotten.

Whether lack of design imagination will eventually lead games to follow another film industry trend, namely remakes, remains to be seen. Regardless, throwing away the chance to create high-quality games will certainly confirm a widespread and long-held gamer prejudice: anybody can design a game!

Popularity: 34% [?]

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Goodbye Duke Nukem!

Posted in Industry, games on May 12th, 2009 by Ole
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Goodbye Duke Nukem Forver or a last  ” Hail to the king, baby!”

We all played it! We all loved it! We all made jokes about some release date troubles. But who thought of living without DUKE NUKEM?!

Duke Nukem

Why did this happen? Maybe a serious alien invasion of the 3D Realms studios? Too much bubblegum to chew?
I hope Duke Nuke Forever will be not buried and someone can resurrect the charming hero of muscles and big guns.

But I am quite sure this will happen, as Duke has balls of steel! I keep on waiting to see DNF! Hear my words!

Popularity: 7% [?]

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Create an empire and transform pop culture…

Posted in People, games on February 18th, 2009 by Joerg
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I recently finished reading the book Masters of Doom by American author David Kushner for the second time. It tells the whole story of id software, from the first meeting of Romero and Carmack to their break up and beyond, and how they ultimately created a gaming empire and transformed pop culture. I had a good laugh with this very entertaining and informative book and I am sure it will give you some very nostalgic feelings now and then if you grew up with video games like we did.

The information contained in the book is based on a lot of computer magazine and press releases research and over a hundred interviews which Kushner conducted over the period of about six years!

I would recommend this book to anyone who is interested in one, some, or all of the following:
id-software,their games (especially doom), Arcades, retro-games, Apple II and DOS programming, pizza and diet coke, coding ’till 6 a.m. and of course general nerd stuff.

Popularity: 7% [?]

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