Video Game Theory
It has been becoming fairly obvious to me that the video game industry is growing stagnate. Most games are either sequels or rip-offs of successful games. I understand why sequels are actually a good thing since they tend to mean that a product can be perfected. However, most games this year have reached their 4th iteration and show few signs of letting up. I'd say that is mostly a sign of greedy corporations that are scared of innovation and of innovators who are scared to try new things.
There is also a trend towards making games more "accessible", which results in making games too easy. I think game companies try to make their games accessible as to allow for a larger audience, which means more money. This does not however mean the game is any better. In most games the ideas of a "health bar" or lives have been completely eliminated. This isn't a horrible design decision by itself since the idea of having "lives" in a game was weird to start with. I think the decision to removes lives and such was made to reduce frustration. I don't think these type of decisions should be made from the point of eliminating a problem that resulted from the initial game design. The game design needs to be rethought from the beginning to prevent the frustration.
What I am attempting to get at is what I see as the purpose of video games. I see video games as fundamental a method of teaching and then testing the player. The progression through the game is simply a learning process. What I see as the downfall of many video games is that they assume that they are attempting to allow players to "play" a movie. To create for themselves a cinematic experience. I believe that movies and video games are very different media's that shouldn't be confused and video games should never attempt to replicate a film.
If we look at videos in the context of them being learning processes it becomes obvious why some games are successful and others aren't. Why are first person shooters becoming less successful? Because players have been learning the same thing over, and over and over and over and over again. Hundreds of games have gone over how to "push A to jump", "press right trigger to fire". Most games attempt to add in a little bit of a gimmick to this learning formula, whether it is squad tactics or neat powers in BioShock.
But take Rockband for example. This is a dream learning process. Three new controllers to learn to use. Tons of songs that are easily separated into different difficulties and it is easy to test the players on their ability. It is no wonder that this game is hyper successful.
So the question needs to be rephrased for game makers. For a long time they thought they wanted to tell stories, when in actual fact they just keep trying to teach players how to play a FPS. The question needs to be - What should we teach the player?
Kyler