Making games out of more mundane things
Posted: Tue May 25, 2010 3:54 pm
Everyone remembers being a kid, right? Always running around, making things up as they went along. Whatever you could find was some sort of adventure, and your imagination could always lead you into creating some sort of game.
Well, what if we were to make games out of more mundane things? Like childhood, with a rule set.
Take this PHPBB board, for example. It runs on PHP, sure. It's a message board. You wouldn't think much of it.
Well, what if we could take it and change it into some sort of slow-paced game? Add in some sort of dice-roller or other form of conflict resolution and you've got your basic, text-based, turn-based board game. Shouldn't be too hard to do, granted everyone understood the rules, and most importantly, most of it would run on creativity.
Another example - PlayPen by Farbs took Wikipedia and turned it into an open-ended, user-run adventure game. It took something we wouldn't think much of, gave it a simple creation suite and a way to bring it all together, and let the public loose on it.
Now, parts of PlayPen are NSFW, and are completely random, as well, but the point is, it worked. It all flows in one way or another and people can easily spend hours on it both being creative and looking at what others have done to be creative.
These kinds of things, like books, MUDs, interactive fiction, and so on, inspire creativity. They don't just give you a world to play in and set you loose on it. They give you the tools to create a world to play in and say "have fun building this world for others to enjoy."
What if the reason that the gaming (and cinematic) world is slowly failing, in comparison to books, which are still in popularity despite more visual alternatives, is because they don't inspire you to be creative? Sure, they may be an easy escape, but so is the text-based alternative, as well, and it can be much more fun. Half the fun of reading is imagining the world and events that are going on around you. The other half is getting involved in the story.
In games, you can't do that. In games, there's already a pre-defined world. In games, you can't imagine the way in which things happen, because the game does it for you. I know I'm not the only one that's gone to a movie after reading the book and saying "huh, the writer was involved in this...is that really how he/she imagined said character?"
In a further exploration of the appeal in virtual worlds, ignoring World of Warcraft, EvE Online is one of the most popular massively multiplayer virtual worlds. Do you know why it's so popular?
Because it lets you do whatever you want. It lets your imagination run free within the confines of the game. I remember reading on EvE recently about a story where a fleet had infiltrated a rival corporation, assassinated their CEO and cost that corporation the equivalent of $10,000 as well as the CEO's fancy ship. It was allowed, and it was glorious, I'm sure.
Another popular game in recent times is Fallout 3, and even more so Oblivion. They are popular because they let you build a character, however you want it built, and then set you free to do whatever you want in the game world, within your power. Want to kill everyone? Go ahead. Want to be a thief in the night? Go ahead, you can. Adding to the immersion is consequences for your actions, as well.
Even more so, games like LittleBigPlanet have been on the rise in popularity. A lot of people may not see the appeal, but it's all in customization. With the release of LBP2, we will literally be seeing a game that, through the user's own work, houses an editor that can create anything, from a platformer, to a racing game, to an RPG, all topped off with an astounding amount of options for customizing your character and world. I personally loved putting stickers everywhere.
Anyways, my point in all of this is. What if people don't really want fancy graphics, and they don't really want a plethora of choices inside a game? What if what they really want is a way to immerse themselves in a world of their own design? What if the reason text-based games have been on a decline as opposed to 3D games is because they haven't been innovating enough, and despite any amount of depth they have, they're still the same (the same reason 3D MMOs are now on the decline, and I suppose the gaming market in general)?
Some places like Iron Realms Entertainment are still running strong on text-based MMOs. Visual novels are still some of the best sellers in Japan.
There's no saying we need amazing graphics. There's no saying we need a million ways to play a game. All we need is immersion, and whoever can provide immersion, no matter how they do it, will get the customer every time.
Don't you agree?
Well, what if we were to make games out of more mundane things? Like childhood, with a rule set.
Take this PHPBB board, for example. It runs on PHP, sure. It's a message board. You wouldn't think much of it.
Well, what if we could take it and change it into some sort of slow-paced game? Add in some sort of dice-roller or other form of conflict resolution and you've got your basic, text-based, turn-based board game. Shouldn't be too hard to do, granted everyone understood the rules, and most importantly, most of it would run on creativity.
Another example - PlayPen by Farbs took Wikipedia and turned it into an open-ended, user-run adventure game. It took something we wouldn't think much of, gave it a simple creation suite and a way to bring it all together, and let the public loose on it.
Now, parts of PlayPen are NSFW, and are completely random, as well, but the point is, it worked. It all flows in one way or another and people can easily spend hours on it both being creative and looking at what others have done to be creative.
These kinds of things, like books, MUDs, interactive fiction, and so on, inspire creativity. They don't just give you a world to play in and set you loose on it. They give you the tools to create a world to play in and say "have fun building this world for others to enjoy."
What if the reason that the gaming (and cinematic) world is slowly failing, in comparison to books, which are still in popularity despite more visual alternatives, is because they don't inspire you to be creative? Sure, they may be an easy escape, but so is the text-based alternative, as well, and it can be much more fun. Half the fun of reading is imagining the world and events that are going on around you. The other half is getting involved in the story.
In games, you can't do that. In games, there's already a pre-defined world. In games, you can't imagine the way in which things happen, because the game does it for you. I know I'm not the only one that's gone to a movie after reading the book and saying "huh, the writer was involved in this...is that really how he/she imagined said character?"
In a further exploration of the appeal in virtual worlds, ignoring World of Warcraft, EvE Online is one of the most popular massively multiplayer virtual worlds. Do you know why it's so popular?
Because it lets you do whatever you want. It lets your imagination run free within the confines of the game. I remember reading on EvE recently about a story where a fleet had infiltrated a rival corporation, assassinated their CEO and cost that corporation the equivalent of $10,000 as well as the CEO's fancy ship. It was allowed, and it was glorious, I'm sure.
Another popular game in recent times is Fallout 3, and even more so Oblivion. They are popular because they let you build a character, however you want it built, and then set you free to do whatever you want in the game world, within your power. Want to kill everyone? Go ahead. Want to be a thief in the night? Go ahead, you can. Adding to the immersion is consequences for your actions, as well.
Even more so, games like LittleBigPlanet have been on the rise in popularity. A lot of people may not see the appeal, but it's all in customization. With the release of LBP2, we will literally be seeing a game that, through the user's own work, houses an editor that can create anything, from a platformer, to a racing game, to an RPG, all topped off with an astounding amount of options for customizing your character and world. I personally loved putting stickers everywhere.
Anyways, my point in all of this is. What if people don't really want fancy graphics, and they don't really want a plethora of choices inside a game? What if what they really want is a way to immerse themselves in a world of their own design? What if the reason text-based games have been on a decline as opposed to 3D games is because they haven't been innovating enough, and despite any amount of depth they have, they're still the same (the same reason 3D MMOs are now on the decline, and I suppose the gaming market in general)?
Some places like Iron Realms Entertainment are still running strong on text-based MMOs. Visual novels are still some of the best sellers in Japan.
There's no saying we need amazing graphics. There's no saying we need a million ways to play a game. All we need is immersion, and whoever can provide immersion, no matter how they do it, will get the customer every time.
Don't you agree?