By that logic, could my computer desktop pass as a game for me because I find it fun, interactive, and enjoyable to click on icons to launch applications? Though your desktop is interactive and can be found fun and enjoyable, your desktop itself doesn't qualify as a game and there are reasons for that. Academics have already discussed what makes a game a game, and it's a topic I've studied extensively as part of my college major (and to be honest, I have no desire to debate with you what a game is). Why was this even brought up anyway? I'm not saying that South Park: TSOF isn't a game; what I'm arguing is statements such as, "It's like I'm not even playing a game," being billed as a good thing does the medium both you and I love no justice.Angelblaze said:What passes as a 'game' depends on who is playing it and their experience of what they find fun, interactive and enjoyable.
I'll let Yahtzee take it from here. Watch the first 45 seconds of his Wet review.'Cinematic' alone is not an insult to the game industry or games as a whole but a mere term, a word we use to describe something we consider to be similar to movies/tv.
Yahtzee also touches on why the "desire to be more 'cinematic'" is one of the reasons why AAA console games are "devolving" here [http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/9063-The-Rise-of-Rail-Roading]
This is a far more reasoned post than the previous one I responded to, and poses an interesting topic for discussion.BrotherRool said:Devaluing everything else a game does except it's gameplay is still slighting games though. It's devaluing the artistic product of years of work by multiple people who are working in collaboration to make something that isn't any one of it's parts but is more than the sum of them. It's okay to like different things, but when you tell people that the things they like are 'slighting videgames' and somehow wrong, what good is that doing for the world?
Gamespace is huge. It's not a progression of previous mediums, it's a whole extra dimension. If paintings work in two dimensions, sculptures work in three, silent film works in four dimensions, film with audio works in five dimensions (up, down, left, right, time, 'sound'), videogames are six dimensional because they have a 'change' axis too where the same point in time and space still has a different thing happening because the player moved left instead of right.
But what this means is that there are more possibilities not less. So when you're saying a game should only have narrative focus, you're needlessly restricting the awesomeness of videogames. But equally when you're saying that games shouldn't have a narrative focus if they want one, you're taking this absolutely cool and enormous design space and you're making it smaller and taking away some of the great things it can do.
Of which South Park: The Stick Of Truth is a fine example.
Let me first clarify something. I am not saying that video games should disregard narrative and storytelling, nor am I trying to slight the composition of elements that makes a game in their totality. What I take issue with is the thought that video games should be "cinematic", or that, "...Half the time you'd swear you were watching the tv show and not playing a game" is somehow a good thing.
Games are the only medium of entertainment that offers gameplay. It is the quintessential element that separates it from any other medium of entertainment.
Cinema is a non-interactive medium of entertainment that takes no input from a person experiencing it.
When you make a game "cinematic", you are crafting an experience that mimics cinema to some degree, and to mimic cinema you need to craft an experience whose design entails less and less gameplay. Certainly you've noticed that during a cinematic sequence of a game, your input as a player becomes limited or nonexistent, in favor of the action playing out on your screen. When you do this, you are stripping away the gameplay of a game, the part that makes a game unique from a movie, book, tv show, etc. When you do this,
you're taking this absolutely cool and enormous design space and you're making it smaller and taking away some of the great [and unique] things it can do.
At this point, I'm obviously talking beyond the South Park game, but what I would truly like to see are MORE games that tell stories in a way that only games can! Games that acknowledge player agency, and use it as a tool to further storytelling. Spec Ops: The Line is a perfect example of a game whose story revolves entirely around the fact that players make conscious choices within its system of gameplay. It's a game whose story COULD NOT be told by any other artistic medium, and I think more developers should strive to make games that transcend cinema/tv shows instead of mimicking them.
Either way, good conversation, and very interesting points. I'd be curious to see your response, but if it's something about what makes/doesn't make a game, I'd rather not start that conversation. It usually devolves into a never-ending conversation of semantics.