In the "Hot Impression" series, we are going to use a series by Yahtzee Croshaw, one of the most intelligent and experienced game critics and satirists. Let's have a controversial perception of the current situation of the game industry and see if there are any problems in the game industry, where does its root go back. Join us.
(Note: This article was published a few months before the release of Elden Ring. We will read more about it later.)
world style (Open World) is dead. I'm sorry to hear this bitter news. Death was not easy either. world Style again experienced a very long and painful death, as he was chained to a milking machine and all the blood, bones and internal organs of his body were sucked out of his nipples. You might think that we are in a bit of a hurry to announce this news, because it has been several years since the world-famous games were released in a row, and the news of another world-making game to be released in the near or distant future is heard from time to time, but do not be fooled . This news is just the sound of the limbs and dead flesh of the worldly light being crushed inside the mentioned device.
The situation is very sad; The history of worldly style is somehow tied to the history of video games. The invention of this style was inevitable. Making a world player game has long been the dream of both players and game makers. Ever since Mario was released, we've all been thinking about how cool it would be if we could go beyond the fixed horizontal line that limits our progress in stages and explore the lush hills in the background with mysterious springs. When RoboCup was released for Commodore 64, we looked at the decorative windows on the background buildings and thought how cool it would be if we could go inside all those windows and find a room with unique details behind each one and see that in this Rooms What posters drug dealers have hung on their walls.
In some ways, advances in gaming technology have been a long-term effort to make this dream a reality. Initially, Super Mario 3 allowed you to explore the entire map in addition to the right to the left. Three-dimensional graphics allowed us to explore the space inside the game from different angles. As the internal memory of consoles and computers increased, so did the hardware's ability to process more details simultaneously. It turned out that sooner or later, the dream of creating a fully three-dimensional and detailed environment in which the player could go wherever he wanted would come true. And it did not take long for this to happen.
World-class games have now become a common occurrence. We now have games that depict cities, forests, deserts, and alien environments in great detail. Now you can go to the room behind each window, look at the posters and furniture of the drug dealers, drop their chairs on the floor and keep their taps open as soon as they laugh. but do you know what it is? I'm tired of these things anymore. I am disturbed by long walks in beautiful and detailed landscapes. I'm disturbed by marking a point on the map and following a line on the minicomp towards it. I am no longer bothered by the "right to choose a player". You know, I'm personally someone who likes the category of "interactive narrative" and can even be said to specialize in it. but world-setting environments deal a big blow to the narrative, or at least create similar narratives to each other.
game design often affects the story, and in most world-playing games, the story revolves specifically around the game world. Usually the story of these games is that a hostile force or group has taken control of the game world and the main character has to fight against this hostile force/group as part of a resistance group and by carrying out missions of parts of the territory under the control of the group. Take back the enemy from them. This story is very similar to the gameplay of this style of play, because it provides a good justification for exploring the game world and the world is full of enemies that can be fought. Also, one of the essential elements for games of this genre is to include a mission in the middle of the game during which the protagonist is captured and loses his abilities or weapons for ten minutes to remind the identity of the main villain as a great threat, because from the beginning Up to that point, the player has been crushing evil forces and taking control of their territories, so it is easy to forget that he is threatening.
First level (AAA) I'm upset. I need to emphasize that this is a problem of AAA games, not world-class games. There are many independent games that show that thoughtful and calculated use of sandbox gameplay can be Create fun enjoyable games: like Outer Wilds. Not even this problem can be extended to all AAA games in the world. Take Rockstar games as an example. The GTA series and Red dead Redemption all have a character-driven narrative about a pessimistic anti-hero in a world that is indifferent to what they do. but keep in mind that whenever you start a story mission in these games, in most cases you are trapped within the scope of these missions and until you finish it, you can not interact with the world environment or other ancillary content. This shows that the world environment is an obstacle to linear storytelling.
Skipping the storytelling level Most of the games are something like Marvel movies, so there is always a serious threat to the Gogol-Mogul resistance group. In the not-so-distant past, in the era of the PlayStation 3 and Xbox 360, when all first-person and third-person action games were centered, many games had weird plot and character-oriented games. For example, games like Time Shift, Inversion, and Fifty Cent: Blood on the Sand weren't great, but at least it was fun to talk about.
AAA games these days are like machine-building world-playing games - surprisingly dull - that have the same plot and themes, but their gameplay is a bit different; This is because game technology has been moving in this direction since its inception and now no one knows what else it can do with this technology. The AAA gaming industry is built to amaze us; By offering bigger and more noticeable environments and wider gameplay and encouraging us to buy more powerful graphics cards than any company they currently sponsor. We have reached the end of the line in the path of progress; Other games can not be bigger than they really are.
Oh, of course I'm sure you will disagree with that statement. The map of Just Cause 2 is about 1000 square kilometers. You can make a game with a map of 2000 square kilometers. We easily made a bigger game. There is still no game world in which you can enter any building you see in a city on a real scale and see distinct non-playable characters in each of these buildings, each with its own line of dialogue and side missions. It may even be possible to make such a game with existing technology, but the problem is that although the technology barrier has been removed, there is another obstacle, and that is that when you constantly put content in a game, from somewhere This content no longer works in favor of the game. Apart from this, another fact has been proven recently, and that is that the human ability to produce content in a certain period of time is limited, especially if you want to keep the game's game condition and physical health in good condition. Cyberpunk 2077 is proof of this.
The notion that the development of games depends on making their world bigger and more beautiful It has always been a crude and maybe even childish idea. It's like arguing because a book has more pages or a movie is four hours long, it works better. We are now at a point in the history of gaming where Hollywood was fifty or sixty years ago, and the producers' idea of a good film was that it must be an expensive epic with thousands of blacks; Movies like Cleopatra and Ben Hur. In the gaming industry, too, we need a change that films experienced in the mid-twentieth century: a change that gave rise to glamorous scenes and the possibilities offered by new technology to filmmaking based on conceptual ideas under the direction of the author's directors.
Something must change. Even the ubiquitous CEOs who sit in their towers thinking about making money and evading taxes will sooner or later realize that if the profits they make do not justify the overwhelming and depressing effort of making these great games. Conditions change rapidly to their detriment. From this point on, it is enough for one person to take a risk, to divide the $ 100 million world-class games into four $ 25 million games with a committed team and more focused design principles, and to easily pocket a lot of money. From here, things get trickier, and this is where the true magic begins! Graphics card makers are also building colonies on the moon instead of graphics cards. The Earth is also entering a new golden age until the eternal space octopus with its huge tentacles swallows the Earth. Of course, do not count on my professionalism too much. When I'm going down the stairs, I do not even know where the last step is going to be.
Source: Escapist Magazine