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The Cargo Cult of Game Mechanics (Destiny)

by iconicbanana, C2-H5-OH + NAD, Portland, OR, Thursday, January 15, 2015, 15:52 (3401 days ago) @ Cody Miller

(the original article that started this discussion actually argued somewhat convincingly that the limitations of older tech were actually good for game design, not bad) but I suppose that's a point of view you could take if you are really blown away by things like good volumetric lighting.


Deus Ex is a monster of a game, unequalled to this day. But it had bad graphics even at the time. Bad AI. No convincing lip sync, etc. Can you imagine if the game was as it was, but those limitations lifted? It'd be better. It'd be more immersive.

Saying limitations improve game design is like saying that if you only have one color you'd be a better painter.


Well, all of the paintings we find valuable today were painted years ago.


The world of high art is all sorts of messed up, since it more about the sign value of the work, rather than the artistic quality and mastery displayed.

Let's play it your way. If you're saying that we can ignore the perceived value of art from the past than by proxy we can ignore your perceived value of Deus Ex and other past games too. Are we getting anywhere or would you rather run in circles?

And if you want to ignore the fact that plenty of painters chose to work in one color, that's fine, but I think Guernica as an analogy for say, FTL, is pretty fair. Minimalism doesn't make less of something. I think playing FTL was as enjoyable and immersive as Destiny.


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