Several years ago I did a survey of
certain genres of computer game to better understand where they had
come since my involvement in that industry, before it was an
industry, years ago. I was looking for notable examples of the
following sorts of things:
1. The illusion of intelligence
Either the game itself had some
function or response that made one think that it was actually paying
attention to what was going on, or the computer generated entities
within the game, either opponents or allies, exhibited behavior that
seemed to indicate that they were aware and responding rationally to
the events.
2. A strong subjective impression of a
different world or period
A good book or film will often take us
to another world, real or fictional, and make us feel a part of it to
some degree. So I was looking for that same sort of feeling or impression from a game.
3. Something is learned from the
experience
By playing the game in a certain
scenario, something is learned that is applicable to real life or to
understanding a historical situation. Historically, the armed
services of a nation will run "war games" or simulations
because they can be so useful in learning about the sorts of things
that are hard to imagine in advance. Although the popular press and
imagination makes fun of these "games", thinking them
frivolous, experience has shown they can be very valuable tools for
planning and training.
4. Something surprising (and
interesting) happens
Events and policies often have
"unexpected consequences". A classic example is the
question / issue of whether a minimum wage increases unemployment for
certain kinds of workers. If it does, that would be an unexpected
consequence. Suprising, interesting and plausible in retrospect.
5. An excellent use of an advanced
technology
A game that uses a technology in an
unexpected or particularly skilled manner.
6. A particularly humorous or ironic
situation is created
The game has some situation or
appropriate use of technology that is particular funny, or ironic, or
sarcastic and indicates that someone actually thought about the game,
its characters and its situations.
7. An excellent user interface.
A user interface which is beyond what
you normally find, or which demonstrates some creative or appealing
approach to the problem of what we see of the game and how we
interact with it.
8. A fabulous concept.
A game with an
idea that is so great you wish you had thought of it yourself.
9. A strong personal vision.
A game that in some way demonstrates the values or ideas of an individual or group of people who are collaborating, in a way that indicates some style or aesthetic that is clearly their own. A writer such as Hemingway or Faulkner falls into this category and people can have a lot of fun trying to recreate or satirize their world view.
9. A strong personal vision.
A game that in some way demonstrates the values or ideas of an individual or group of people who are collaborating, in a way that indicates some style or aesthetic that is clearly their own. A writer such as Hemingway or Faulkner falls into this category and people can have a lot of fun trying to recreate or satirize their world view.
A game that has even one of the above
to some degree is an exceptional game.
In a future post, I will go over some examples I found of these (most of these) in recent games.
In a future post, I will go over some examples I found of these (most of these) in recent games.
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