Friday, November 2, 2007

The Art of Games, and the talent that is needed.

After playing many games in my life, and watching many movies, listening to many complete albums there are many comparisons' that can be derived. In fact, it is an art much like making a movie that has emotion, that teaches a strong lesson far after either the lesson has be taught, or the number of movies that has preceded that film can be taken into consideration. Many developers in the gaming industry are making a strong attempt to make games like movies, or like an Episodic movie like Half Life 2 that does a noticeable attempt to make games as meaningful as movies. The problem that I see that the norm mass media doesn't pay attention to most of the games that try this, for it is very difficult for developers to make a game that a majority of people will play from start to finish.

First let's compare games to movies, Developing games that has emotion, that gives a person who enjoys that entertainment a minute to ponder who, what, or where they are in there life, and if they have made a difference is tremendously difficult, and thus I say that very few titles have achieved this. I am willing to say just a handful of games if that has been able to take a gamer from just playing a game to kill time to taking a gamer through a game to teach him a very valuable lesson on life, or whatever the matter shall be.

There is controversial games in the industry; however, most of these controversial titles are just more death, blood, and sex in the game for the game to sell, and very few of the games carry a message as strong as the controversial image it projects.

My idea is that we start making games with emotions and messages no matter how difficult the task may become, so we can show to the world how powerful a simple game can be. There is a reason that the industry is a $10 billion industry. There is a reason that creating video games is an art.

I am going to attempt this no matter what level, what platform, or what type of game. Any game can carry a message that is strong, and can be supported with much thought, and work; however, for it to become a game with a strong message it must first be created unlike the games that are being made today, and so I will start with the way I start designing the games, what I put in the game (images, music scores), how the game is played, and most importantly how it is built, and distributed.

Now let me quickly compare video games to music. If a complete album is complete in the sense much like a paper that has unity, and flows well, and is popular to the media through a message that many can accept the message then it becomes a popular, or a much well recognized album.

What if we made games that lasted an hour long either episodic, one small title of a game, or a bunch of small games that do relate? If we can create a game that last either 1 or 2 hours, and can carry a strong message like an album can it become successful? I will try to attempt this as well with the "What If Mode" Project.

This will start with the "What If Mode" Game Engine. I have much work to do now.

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