Often times I've wondered where the magic has gone in video games. I remember some twenty years ago now, waking up on Christmas and getting my first NES. I remember the hours upon hours I spent playing something of the five games my brother and I actually owned. Five...seems funny now, but of those five odd games we had, it kept us occupied for the majority of our childhood. It just seems like video games on the whole, or at least a mass majority of them, are getting shorter and shorter in lieu of prestige graphics, sound, CGI cut scenes, and completely voiced characters. And although these trends no doubt show unparalleled results, something of a little bit of magic is left from their creation. Let me elaborate a little bit further. Old classics like for instance Goldeneye 007 for the Nintendo 64 had approximately 30 levels of gameplay. And with those some odd 30 levels you had four difficulties to approach each, and each playing out in a different manner, so essentially you had 120 different play throughs. Subsequent Bond games hit shelves with maybe ten levels, and although new Bond games have come out to ascend to something along the lines of the original the fact remained, there was no magic in the in between years. Developers, publishers, game designers have all been to inclined to approach the model of "Well we could have a few secrets in the game," but more directly translates to lets just add it later as additional DLC. My real question as to the whereabouts of the magic of games in line with storytelling is this; what happened to all the secrets?
When I was younger I'd play through a title, pick a multitude, and I would be rewarded for my in game exploration with numerous things. Secret bosses, weapons, areas, treasures, Aeons ha-ha, to name a few. But with today's games, the exploration is gone, and has been just spoon fed to us, upon shelling out some X amount of Microsoft points. I mean let's take for example a recent game Assassin's Creed III. Phenomenal game might I add, has everything you could ask for in a title. However, the Mayan Ruin's add-on? Couldn't you just as easily go through a crazy plat former in a secret area and find a scroll to the Temple's location. But instead we shell out some ten dollars, and were told as to where it is exactly. My point is this, what good is DLC if everything is just immediately given to us, with no inclination of self reward. The entirety of video games at least for me was getting lost in a world indifferent of my own. If a customer is constantly reminded that a game is just a game via micro transactions does not the customer lose interest and move on to something else? And if that is the case, I believe the companies that produce games have beaten us at our own game. The solution is simple, just don't buy into the senseless, make developers work hard for the money. Senseless rebuttals of the same reiteration over and over, prove that money is there, but the magic is gone.
I just wish games would go back to the days, of telling a story, to tell a story. I understand the constraints of huge blockbusting successes and their desire to out due the last iteration in the series, but all the while making Call of Duty 17 Nazi Zombies hardcore edition, could the publishers work on a side project that in itself is a new creative IP. I mean the industry is starving for the magic that once was. You have publishers saying storytelling is dead, and needs not to be in video games. You have publishers saying that the next biggest craze is social gaming. And to give them credit everyone is right in their own respect, and they also share a common denominator. Given its current course gamers will become burnt out, and the once great empire that was calling yourself a gamer, will be the next yo-yo craze.
The saddest thing about the disappearing act of magic from games is that in the last few years or so the biggest successes in gaming have been sequels to the same game in a series. Now there have been a few emerging titles under the ramparts of the largest publishers such as Dead Space, Red Dead Redemption, Journey, Mirror's Edge to name a few, but the vast majority has been sequined titles. I just believe that the depth that once went into storytelling has been seemingly replaced with micro transactions.
Lets take for example another game Final Fantasy X. Now before everyone thinks I'm going to glorify this title beyond all others.....I'm not. The fact is everyone can agree it was a decent FF. However, if we were to take that title, and let's say it was released in todays gaming market, how many micro transactions would be get out of that one. Each character had a branching story, that's a clustered bunch of DLC there. You had secret dungeons, and legendary weapons, that would all be DLC. You had secret summons, and hidden temples, again that would be DLC. You had a sphere grid leveling up center, which could have been turned into DLC. You had Blitzball, and the opportunity to recruit players, almost like you had your own FIFA tournament within a game, also could have been DLC. Now keeping all that in mind, why didn't they make it additional content.
There's the question of the century folks. If you were to ask the creators of FFX, did you not make it DLC because the technology wasn't there to administer it, or was it because you wanted to show the world you created in Spira with all the magic that it entailed? How would they respond? Good question isn't it, and it's the focus of my entire argument here. When did gaming become more about making the most money off a title, and less about delivering the most amount of product to a customer? Skyrim was a perfect demonstration of packing hundred of hours into a title, every play through different, from whatever the individual chose to tackle first. There were tons of caves, mountains, rivers, forts, and towns to pillage and explore. This is what the gaming community needs a sense of exploration, and reward for doing so, not some sword that is instantly transferred to my hand by the power of the DLC God's. If we cater to people and offer instant gratification in gaming it transverses onto everything we do in life. Gaming was about rewards, and consequences, and hard work. The magic from gaming once carried with it morale aptitudes. As much a video games were about fun, they also carried with them some self perpetuating guiding principles. Rewarding characters for exploration, and crushing those whose ego's got in the way of self preservation. Now this is all begotten by the mighty DLC sword that allows players to transverse a game unparalleled to all those not paying for the same sword.
I'll end with this, the magic in video games, pops up every now and again, and to be honest surpasses most titles stuck in the rut of reiterations. My advice to the major publishers is that a rose cannot be bled not for a little while nor forever, and if they do not branch out and transverse different avenues, well then their characters will die at the start menu, while others fearfully but adamantly took the first steps towards the magic.
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