It definitely takes a certain type of game. Anything with sustained game playing won't work. But I'm surprised how many games are now designed so that they can be played for five or ten minutes at a time.Clemenstation said:I tried this, but I always get caught in a "why aren't you listening to me stop playing that game for just a second" trap. Multitasking either results in getting shot in the face a lot, or Angry Neglected Girlfriend. I think my mistake is playing games that demand a lot of concentration (first-person shooters and so forth). Note to self... Must move to something turn-based.
Interesting thought. So, I guess in the future, instead of pigeonholing games into either the Hardcore or Casual categories, it'll be Immersion vs Quickie games.tendo82 said:It definitely takes a certain type of game. Anything with sustained game playing won't work. But I'm surprised how many games are now designed so that they can be played for five or ten minutes at a time.Clemenstation said:I tried this, but I always get caught in a "why aren't you listening to me stop playing that game for just a second" trap. Multitasking either results in getting shot in the face a lot, or Angry Neglected Girlfriend. I think my mistake is playing games that demand a lot of concentration (first-person shooters and so forth). Note to self... Must move to something turn-based.
It's not even an issue of frequent checkpoints as much as it is games keeping their tasks and pacing limited to five or ten minutes of sustained play before providing a lull. It's like the way we've been trained to watch television has infiltrated game design.
Don't know why people always say that. I'm quite serious about television, and rarely just watch it casually, or spend an hour watching a dozen channels for 5 minutes each. I also know I'm not alone in that regard.tendo82 said:It's like the way we've been trained to watch television has infiltrated game design.
Yeah I don't mean it in the sense that we're all channel surfing all the time, more that commercials really change the way we focus on TV. For instance, I watch Lost pretty seriously, no videogames going on there, but it's basically been cut up into ten to fifteen segments because of commercials. Even using a DVR to fast forward through commercials requires a break in concentration. There's a standard pacing that television shows adhere to, even if you view them on DVD, and I think this pacing has affected how we prefer to consume media.Lvl 64 Klutz said:Don't know why people always say that. I'm quite serious about television, and rarely just watch it casually, or spend an hour watching a dozen channels for 5 minutes each. I also know I'm not alone in that regard.
It's interesting how, early on, videogames very much mirrored television in the way they were paced - delineated by numbered levels and so forth (Pacman, Mario Bros) that provided a predictable sense of progress (sorta like the rote formulas for sitcom plot development, I suppose). Conversely, the games themselves were 'long format', in that saving was virtually nonexistent and if you were going to beat the game you were in it for the long haul or had to devise an awkward workaround. I remember leaving my friend's NES on overnight because we were halfway through World 7 of Mario 3 and didn't want to lose our progress.tendo82 said:It definitely takes a certain type of game. Anything with sustained game playing won't work. But I'm surprised how many games are now designed so that they can be played for five or ten minutes at a time.Clemenstation said:I tried this, but I always get caught in a "why aren't you listening to me stop playing that game for just a second" trap. Multitasking either results in getting shot in the face a lot, or Angry Neglected Girlfriend. I think my mistake is playing games that demand a lot of concentration (first-person shooters and so forth). Note to self... Must move to something turn-based.
It's not even an issue of frequent checkpoints as much as it is games keeping their tasks and pacing limited to five or ten minutes of sustained play before providing a lull. It's like the way we've been trained to watch television has infiltrated game design.