Iwata said:
Kahunaburger said:
Iwata said:
Kahunaburger said:
Iwata said:
I already pointed out my opinion here, but need I say the obvious in that games are for fun, and maturity is often the antithesis of that same concept?
Wait, something can't be fun and mature at the same time? Oh, no, I've been reading the wrong books! Why am I wasting my time reading the Iliad when I could be reading Extruded Tom Clancy Product #38?
Of course it can! But it doesn't NEED to be. There is such a thing as mindless fun.
Sure, you can definitely have mindless fun. But I notice a direct correlation between shittiness in one design area (storytelling, for instance) and shittiness in other design areas (core gameplay design.) Similar to how Tom Clancy's bad writing doesn't just make his books badly written from a critical viewpoint, it makes them badly written from an "actively unpleasant to read" viewpoint.
See, there, we disagree again. I like Clancy's books. I'm a genuine Tom Clancy fan. But I also read The Divine Comedy, or Plato's Republic. It's all down to taste. But casualy dismissing one or the other seems a bit extreme.
It's less a "casual" dismissal and a "hmm... this guy's inability to write good prose, convincing characters, or interesting plots make his books incredibly boring to read. Maybe I would have a better time reading something that doesn't suck." (See also: Girl With the Dragon Tattoo, Da Vinci Code, Kite Runner.)
But back on the topic of "mindless fun," you can have something that is both lowbrow and well-constructed (see also: Shakespeare.) By the same token, you can have games that are designed to be mindless fun and are also well constructed - Team Fortress 2, Tetris, Smash Brothers, etc. don't even try to tell a story at all.
But I find that if a game has tried to tell a story and has failed, it's also quite likely that it has also failed in other areas, often for similar reasons.
And going back to your original statement that:
Iwata said:
games are for fun, and maturity is often the antithesis of that same concept?
I find that if a game has tried to tell a story (either through writing or through clever game design) and has succeeded, it's also quite likely that it has also succeeded in other areas, often for similar reasons.