After the personally dissapointing episode of extra credits, I began wondering, what could most non combat games, or games in general do better?
Somebody once said that the simple mechanics were always the best ones, you could add large complex sections into a game without any combat, but it would lose it's appeal too quickly, why? Simple, games should never fully rely on the player.
A game that gives the player full freedom can't ever compensate for what happens when everything has been done, it is then that you realize just how empty the game is when you hit that metaphorical wall. In this case, the game is much more of a simulation than any notable reward. Some of the most noteworthy games I have played are when you know the computer is almost consciously working against you, you realize there is more than just simply getting to the end or collecting everything, and that is what will make you come back when you had originally finished it.
In my mind a perfect game is a game that is simple, and abstract, it takes simple mechanics, so that anybody picking up a controller will immediately know what to do, this joystick moves in this direction while the game autocorrects the animation to make the character do what you did, this button is your all purpose tool (lets say the A button for now), near an object it will collect, doors will open, enemies will get hit, a fusion of control between a person and the computer working inside through simple mechanics, whereas another button (lets say B) will disengage current actions that you are undertaking whereas others will swith between actions you can take, preventing you from being locked in only one action. If you enter a new scenario, hanging from a rope for example, you know that these buttons still do these general things, the joystick will make you swing, A will grab to nearest objects and B will let go of what you are holding, whatever scenario you enter, you can instinctively know the controls without any measure of a tutorial.
What I'm getting at is I almost had this with the first Assassins Creed game which for me was never based around combat, it was based entirely around me telling Altair to do a general thing and the computer figured it out in an abstract way, increased my personal immersion to the point that fighting was about 2% of the things I did in that game. I enjoyed it without any fighting, the prime focus was on the simple, yet complex mechanics working out of sight, the reason that a lot of games don't find appeal to me is because they rely on the person to do everything or give too much freedom, a lot of which is very hard to figure out and the interfaces are anything but intuitive, which is the reason that a lot of games without combat fail.
Getting back on track, a game without combat can only work if there is abstract work, the interface must be able to be used by people who don't know what they are doing, if the computer comes to meet the player halfway, and very clearly states what can be done, and what can't, and deliberatly leaves all else in the grey area, it suddenly becomes a great way to demonstrate non linear game progression. Bringing up another game is Way of The Samurai 3, I had never heard of it before, but I bought it, and found several new intruiging mechanics that would allow a person to play through the entire game without even drawing their weapon, and it was just as, if not more, engaging. It was also one of the best examples of the work I just ranted about, you have these set buttons with these set items that do a general thing of which the animation will vary to get the same result. My question would be, why can't more game developers consider these ideas? And what would you think of them?
Somebody once said that the simple mechanics were always the best ones, you could add large complex sections into a game without any combat, but it would lose it's appeal too quickly, why? Simple, games should never fully rely on the player.
A game that gives the player full freedom can't ever compensate for what happens when everything has been done, it is then that you realize just how empty the game is when you hit that metaphorical wall. In this case, the game is much more of a simulation than any notable reward. Some of the most noteworthy games I have played are when you know the computer is almost consciously working against you, you realize there is more than just simply getting to the end or collecting everything, and that is what will make you come back when you had originally finished it.
In my mind a perfect game is a game that is simple, and abstract, it takes simple mechanics, so that anybody picking up a controller will immediately know what to do, this joystick moves in this direction while the game autocorrects the animation to make the character do what you did, this button is your all purpose tool (lets say the A button for now), near an object it will collect, doors will open, enemies will get hit, a fusion of control between a person and the computer working inside through simple mechanics, whereas another button (lets say B) will disengage current actions that you are undertaking whereas others will swith between actions you can take, preventing you from being locked in only one action. If you enter a new scenario, hanging from a rope for example, you know that these buttons still do these general things, the joystick will make you swing, A will grab to nearest objects and B will let go of what you are holding, whatever scenario you enter, you can instinctively know the controls without any measure of a tutorial.
What I'm getting at is I almost had this with the first Assassins Creed game which for me was never based around combat, it was based entirely around me telling Altair to do a general thing and the computer figured it out in an abstract way, increased my personal immersion to the point that fighting was about 2% of the things I did in that game. I enjoyed it without any fighting, the prime focus was on the simple, yet complex mechanics working out of sight, the reason that a lot of games don't find appeal to me is because they rely on the person to do everything or give too much freedom, a lot of which is very hard to figure out and the interfaces are anything but intuitive, which is the reason that a lot of games without combat fail.
Getting back on track, a game without combat can only work if there is abstract work, the interface must be able to be used by people who don't know what they are doing, if the computer comes to meet the player halfway, and very clearly states what can be done, and what can't, and deliberatly leaves all else in the grey area, it suddenly becomes a great way to demonstrate non linear game progression. Bringing up another game is Way of The Samurai 3, I had never heard of it before, but I bought it, and found several new intruiging mechanics that would allow a person to play through the entire game without even drawing their weapon, and it was just as, if not more, engaging. It was also one of the best examples of the work I just ranted about, you have these set buttons with these set items that do a general thing of which the animation will vary to get the same result. My question would be, why can't more game developers consider these ideas? And what would you think of them?