Originally Posted by Zileas
One of the most basic tenants of modern game design is that the goal of a design is to create a SATISFYING experience. Put simply, "The purpose of a game is to be fun". Do you disagree? Because it sure sounds like you are.
I agree with 99% of what you say in this thread overall, but in this particular comment, I think we see the reasons why some people ave reservations about your anti-patterns. Even I wince a little bit here.
The implication of the above is that there's an ideal game formula that will make the most people release the most endorphins and thus give you the most $$$. The answer to the search for this formula is probably something like Farmville. So if the only goal is to create a satisfying experience (that is, to trigger a specific emotional response), then every game company should just make Farmville clones forever. Things like Heavy Rain, Demon's Souls, roguelikes in which you die and your character is deleted- none of these things have a place, they're just inferior design. Sure, some people love them, but some people isn't most people.
Now, let me come out and say that I'm sure that isn't what you meant.
Let me give you a specific example- I'm thinking of games like Fallout and most MMOs in which, tacitly, a theme in the game is 'exploration'. In modern games like this, when you get a quest, your map just tells you exactly where you have to go to complete it. Usually this happens even if the 'flavor text' of the quest is something like "Find the mysterious hidden mystery that nobody else has ever found before".
Now, according to modern game design, keeping people from wandering around scratching their heads looking for things probably keeps the most people happy the most often. Hey look- even my grandmother who has never played a video game can find the mysterious hidden secret treasure vault, and with enough dramatic music and loot drops, she'll even feel like she accomplished something challenging.
So, why do I
feel like the opportunity to explore and discover has been denied to me, and completely let down in situations like this? Am I just failing to understand how awesome video games are now, and how ****ty they were back when I had to try?
If you could clarify where things like challenge, creativity, and sense of accomplishment comes into play in your ideas on design, I might clear some things up.