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So lets try to really break this one down. Game development costs significant money so gameplay can't take significant risks. Any viable alternative must be ab
by harryf 15y ago
So lets try to really break this one down.
Game development costs significant money so gameplay can't take significant risks. Any viable alternative must be able to generate comparable returns. Cynically put, for a game to be a success, there needs to be enough instant gratification for mass appeal. Same lessons from Hollywood...
First person shooters a popular primarily because they give us an adrenaline rush, with secondary effects like boosting your ego if you play multi-player. That's why the format works.
So what other options are there?
You could invent another format that produces similar adrenaline rushes such as Amnesia, which is really just a spin on the FPS. Perhaps there are similar things you could try by simulating, say, a rollercoaster or a jet fighter.
But what else is there which provides the same immediate gratification of an adrenaline rush? An endorphin rush...
Now here the obvious choice would be sex, and I'm sure the porn industry is watching closely, but there's too high a risk of censorship for the mainstream game industry I guess; our society is much happier with violence than sex.
But another trigger of endorphins is relaxation. What about games which, when you play for an hour, you finish feeling relaxed, happy and calm? Take flow for example - http://interactive.usc.edu/projects/cloud/flowing/ http://interactive.usc.edu/projects/cloud/flowing/ - there's even a learning element there. Throw in some elements for player creativity, and you have your secondary ego boosts for longer term gratification. I don't think is has been explored enough to understand the potential, so risk is high but at the same time, rewards could also be high if you're the first on the scene.