wakeup said:snip
I don't know what else to tell you beside that this just smacks of someone who doesn't know what they are talking about. OF COURSE SONY MARKETED IT AS A GAME. If they didn't and called it a "digital interactive experience," most people would wonder what that was. Additionally, the people I am quoting are experts on the field of study. IT IS NOT AN OPINION! It doesn't matter who disagrees with them. You might decide to call a song a "movie", that doesn't make you right, or undercut the FACT that a song is a song.How though? heavy rain was sold as a ps3 GAME. you might have to explain this to the 3 million plus people who brought it as one. I don't think you understand the word fact as whoever these people you keep referring to have no way of convincing everyone to agree with them, ever. Wow start insulting me now,fine i think your rather narrow minded.
Look, I'm glad you are "studying" game design, but you need to appreciate that when someone who has a formal education on the subject matter tells you that what you are saying is wrong based on the discourse of experts in the field, THEN YOU ARE WRONG.Wow start insulting me now,fine i think your rather narrow minded.
Saying that you can have a game with no challenge is just flat out wrong, again. You need a challenge to have a game. This is one of the simplest principles of game theory. You say the challenge is to get the "best ending". The "best ending" is something entirely relative to the person playing the game, and is going to elicit different emotions in each player that can't be quantified. Furthermore, this challenge you state is NOT derived from Heavy Rain's system of input/output, it comes from you, and was covered in my last post when I said all of this:the challenge is to try and get the best ending, sure you can do nothing but that would result in a dark ending and everyone one would die. no challenge = no game, i don't get where you get this from and i disagree that there is no challenge in heavy rain. and sure, you know the opinion of every heavy rain player out there.
Prior Post:
Heavy rain consists mainly of dialog choices, and quicktime events, but at no point can you fail them or get a game over. They do not present a challenge that results in a quantifiable outcome. Certain outcomes might elicit a specific emotional response from the player, be it the "good" or "bad" ending, but those emotions are relative to that player, and can't be quantified.
This is just silly.Why this needed to be a game beside the fact that people decided to make it one. Well if it wasn't a game i would have no interest in it what so ever yet as a game its one of my Favorites.
I can see that you failed my challenge of pointing to JUST ONE instance of meaningful gameplay. Doesn't that strike you as a problem in a GAME? Then you went on to say that it needed to be a game because they chose to make it one. Let me give you an analogy.
Let's say someone has a real passion for music. They absolutely love it and what the public to experience their songs. Instead of just releasing it to the public in a traditional form, they instead decide they want to make a movie. This movie consists of about 20 soundtracks played to about five different still images that change over long periods of time on the big screen. Now you might like the music, hell you might even love the music, but you would be perfectly justified in questioning why it needed to be a film. After all, the quintessential aspect of a film is the rapid succession of still images (frames) to give the appearance of motion (full-motion video). If you aren't going to use that, and would instead just like to focus on music, then you shouldn't be making a film. It might have a gorgeous soundtrack, but it fails as a film.
Surely you would have to agree with this.
Now replace the word "music/soundtrack/songs" with story, replace "movie/film" with game, and replace "full-motion video" with gameplay and you have the exact same scenario at work.
Let me also add that your compulsory dismissal of other mediums of entertainment is a bit scary.
What you are referring to is "suspension of disbelief." Movies, and books do all of this.it adds tension, the sense of being there, an attachment to the characters, the feeling of guilt
You can control a story in a digital visual novel as well, and you wouldn't have to be bogged down by the poor controls and needless roaming that Heavy Rain forces you to put up with.most importantly the feeling that its me controlling the story.
I'm not going to dignify this immaturity with a response. What I will do however is wish you well in your study of game design. Look, I'm not trying to insult you, but you have a LONG way to go. I used to think exactly as you did, and probably would have said much of the same things, before I read more into the subject. If you truly are committed to learning, I could recommend you a couple of great books.You can continue to enjoy the same games with the same mechanics while i play some unique games that try to do something different. not sure what your problem is with playing something a little different now and then, don't worry you will still have your generic games to fall back on as they are not going away.
Rules of Play: Game Design Fundamentals by Katie Salen and Eric Zimmerman
Game Design Theory and Practice by Richard Rouse III
If you do end up reading either of those books then make sure you save this post. You'll get a kick out of it in the future. I'm going to let this conversation end here.