The "Enginefication" of Games
Summary
TLDRThe speaker reflects on a lifelong passion for video games, comparing the creativity of older games with the repetitive nature of many modern titles. Drawing from experiences with classic systems like the ColecoVision, Commodore 64, and Atari 2600, they argue that older games often featured wildly different mechanics and experimental ideas. In contrast, many modern AAA games feel formulaic, relying on similar gameplay systems and design patterns. The discussion explores how game engines like Unity and Unreal may unintentionally encourage sameness by making certain types of games easier to create, while rising production demands and artistic expectations further limit experimentation and originality in the gaming industry.
Takeaways
- 😀 The speaker played a huge number of games as a child across multiple systems, including Commodore 64, Amiga, PC, Atari 2600, and ColecoVision.
- 😀 During their childhood, piracy was common, but they also bought boxed games when possible, and received them as gifts from parents.
- 😀 They notice a decline in creativity in modern games, particularly in big titles, compared to older games they played as a child.
- 😀 Engine 'ification'—using pre-made engines like Unity and Unreal—makes game development easier but may reduce innovation in gameplay mechanics.
- 😀 Older games forced developers to start from scratch, resulting in more diverse and unique game mechanics.
- 😀 Modern games often follow repetitive formulas, especially in AAA titles, which can make them feel predictable despite high production quality.
- 😀 Indie games sometimes introduce creative mechanics, but finding them is difficult due to the overwhelming number of yearly game releases.
- 😀 The ease of modern engines can lead developers to prioritize what is simple to implement over unique or experimental gameplay ideas.
- 😀 Art and technical requirements today are more demanding, requiring more focus on animation, sprites, and detailed environments than in older games.
- 😀 Nostalgia and revisiting old consoles like the ColecoVision highlight how varied and inventive game mechanics were in the past, contrasting with the modern trend of similarity.
Q & A
What gaming platforms did the speaker play as a child?
-The speaker played a wide range of platforms including Commodore 64, Amiga, PC, Atari 2600, and the Kiko Vision. They also occasionally played Nintendo Entertainment System at friends' houses.
How did the speaker acquire games during their childhood?
-The speaker acquired games by buying box versions whenever they had money and also received them as gifts from their parents. Additionally, they mention the era of rampant piracy where games were commonly copied.
What observation does the speaker make about the creativity of games over time?
-The speaker observes that the degree of creativity in games has decreased since the widespread adoption of pre-built game engines like Unity and Unreal. They note that many modern games feel similar and rely on common mechanics.
How does the speaker describe the difference between older games and modern AAA titles?
-Older games, such as those on the Kiko Vision, had very different mechanics and offered unique experiences, while modern AAA games often follow similar patterns like moving a character with a joystick and performing actions with standard buttons, accompanied by extensive menus and tutorials.
What anecdote does the speaker share about revisiting old games?
-The speaker recounts going back to their parents' house and playing old Kiko Vision games. They highlight that the mechanics of these games were diverse and unlike anything available in modern games.
What reasons does the speaker give for the decline in creative gameplay?
-The speaker suggests several reasons: reliance on pre-built engines which make the easiest solutions more common, the high barrier to entry for creating modern games, and the focus on technical polish and asset management rather than novel game mechanics.
Does the speaker believe that using game engines necessarily reduces creativity?
-No, the speaker acknowledges that it is possible to create new and interesting experiences using engines like Unity, but notes that many developers tend to follow familiar templates rather than innovate due to convenience and starting points of these tools.
What examples of creative indie games does the speaker mention?
-The speaker mentions 'Return of the Obra Dinn' as an example of an indie game with a completely new mechanic, developed using a modern engine, which demonstrates innovation in gameplay.
How does the speaker describe their current gaming habits compared to childhood?
-The speaker plays games less frequently now due to being busier, and they often approach new games with skepticism, expecting them to be derivative or repetitive, which sometimes leads to disappointment.
What factors contribute to the difficulty of discovering innovative games today?
-The speaker points out that with tens of thousands of games released each year, it is challenging to find genuinely creative and engaging games. Discovery is hindered by the sheer volume of releases and the prevalence of familiar game mechanics.
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