Passing Without Honors

Posted by Spawn Kill on March 25th, 2009

gaxeGames are looking and playing good these days – real good. The gap between pre-render and real-time graphics continues to shrink. More stories in more games are becoming increasingly nuanced and engaging. Online connectivity is growing. Winter 2008 saw the release of no less than a dozen games that could be successfully described as masterpieces of their genre. We have not even mentioned the burgeoning success story that is the independent game developer. The result is nothing short of a market crowded with fierce competition. What, then, does it take to succeed in this generation? Is it solid 30 FPS, a beautiful game world, and intuitive controls: a competent game? Or does competency alone no longer cut it?


Our case study is Golden Axe: Beast Rider. Functionally, the game is solid. The scorecoard gives it a passing grade on visuals, sound, and story. Gameplay is fine too. Combat has a robust combo/magic system mixed with titular beast riding. The game invites mastery. Final score: B, 7/10, 3 stars.

I put it down after three hours and sold it on eBay.

It was an archaic ‘lives’ mechanic that forced me to restart an entire level and ultimately shut off the game, but I was forcing myself to sit down and play long before my ‘final’ level began. The game simply did not offer anything worth my time. Sure, combat worked, but it was also tedious and unsatisfying. The story and characters were alright but filled with meaningless fantasy names I had no context to care for. Worst of all, for a game subtitled Beast Rider, riding animals into battle was neither fun nor rewarding. I had better success on foot.

I had to ask myself if continuing with the game was worth my time when Fallout 3, Fable II, Dead Space, Red Alert 3, and Mirror’s Edge (to name a few) were all patiently awaiting.

Today, competency is not enough. The game may look gorgeous and play fine, but so what? Craft an engaging story, develop a satisfying combat engine, and leverage a protagonist that is dynamic and believable, and you might get my attention. Do not expect me to play just because your heroine is big-breasted and three-quarters naked. I might as well play God of War, a game that is not revolutionary by any means but does all of the above exceptionally, not just well.

It is a sort of wake up call for gamers like me who feel pressured to finish their games. Our time is much too precious to waste on games that are middling at best. If it does not engage us, drop it. Developers, put your best foot forward in level design, not last. In this era of quality gaming, you have to pass with honors to make the grade.

Post to Twitter Post to Digg Post to Facebook Post to MySpace Post to Reddit Post to StumbleUpon

Tags: , ,

This entry was posted on Wednesday, March 25th, 2009 at 5:31 pm and is filed under Features. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

 
  • Great post man, I agree. Just searched on Google about this and found you blog...
  • Michael
    Isn't it interesting, though, how most games that aim to do one thing really well also tend to do the others well too? I'm thinking primarily of Valve's games, which do story as well as they do gameplay. A good counter-example, of course, is Resident Evil 5 - which does one thing so well, it makes the bad things not matter (see my review). It's a good example of the value of simply making a fun game that may not be 100% perfect.
  • Graham
    I know I've played a few games in the past few years I've felt this way about. Developers nowadays tend to focus on one aspect of the game and neglect the rest. I'd rather play a game that may not be so pretty, but has a great story... or great action. I don't want the perfect video game 100% of the time. I just want to enjoy the time I spend with it, that's all. Is that too much to ask? This is why I can always bank on Valve. They put everything into their level design and gameplay, and the innovation happens by the player, not by some gimmicky game device.

    I think the game Fracture is a perfect example of this. On paper it was kind of cool how you could change the landscape, but the rest of the game was such a contrived and mediocre experience that I felt it was a complete waste of time.
blog comments powered by Disqus