The rise of games into popular culture has increased focus on the gaming industry and in particularly big production games. This has lead to questions on what makes them successful and if they have any particular weaknesses or disadvantages. A recent blog finding which discusses disadvantageous of big production games have shown wide ranging feedback such as games being too long, end game difficulty and also repetitive game play resulting in gradual decrease in gamer interest.
Big production games can be defined into many genres such as Real Time Strategy and First Person Shooting. Some big time production games from these genres are:
• Starcraft
• Warcraft
• Age of empires
• Counterstrike
• Call of Duty
• Crysis
Small production games are usually the games that are relatively unknown to the public with many appearing online as freeware. People who search beyond the box can discover millions of small games which are generally created by I.T students or small setup game companies.
The definition of what makes a good game can vary between game genres. In a first person shooting scenario, the most important aspect of the game is the visual quality, this includes the environment, how the AI reacts and how the animation is expressed. The number of weapons that are engaged, as well as how many stages there are, is also important. In an online simulation for first person shooting, it depends on the number of players involved. The more players there are, the more presence and interaction are being involved, and hence this builds realistic features. (Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413-434. [Slater2000]) Overall the main importance of shooting games is the believability and the level of realism that is experienced.
In Real Time Strategy games the balance between simplicity and complexity is an important issue in gaming satisfaction and success. The creation of strategy in these games is usually generated using the paper/scissors/ rock model. With the more gaming units and ideas involved in this modeling more strategies can be incorporated into the game and thus increases interest in the game. If the game becomes too complicated in nature with too many features this might bog down game play and decrease the joy factor of gamers. Balance is therefore critical as a too simple minded game might not be able to hold gaming interest as one that is more challenging.
The increase in gaming challenge to the gamer may result in more failures but can also serve to motivate and create a more successful approach. Gamers may repeatedly practice certain skill factors which boost success until they manage to accomplish the game, resulting in a more satisfying personal accomplishment. Another scenario where this can be applied is online game play. Every new player starts off with the same basics as any other players. While challenging other players online repeatedly, a proficiency in playing the game is developed as the opposing talent forces players to development their own to overcome it.
Box9Missingo quotes “Gaming needs to open up more and look for other, more creative ways to make good storylines” http://boardsus.playstation.com/playstation/board/message?board.id=pslounge&thread.id=450141
A very common disappointment felt by gamers in big production games is the lack in storyline depth. Game players refer heavily to the narration where the further they play the less storyline is developed. Gamers lose interest when there is no goal or determination. Smaller production games although being less interactive or visually appealing, scores big for their creativeness and storyline plot. Shorter games allow the user to finish the game quicker and therefore reach the conclusion of the story faster. The game is less challenging therefore unraveling the storyline plot is also much simpler.
In the end big production games are fun and fascinating, but keep in mind smaller games are also amusing and simple. Multiple users want to play a short game because they want to find the ending and move on. Different people has different taste, while some players enjoy improving on one end of the game, others explore the world of games so they play different games which are shorter and easier to complete.
Personally I feel big production games do lack storyline, but this depends on what feature other people desire. I enjoy challenges just as long as they are possible. Because I’m a heavy gamer as well, I have a mind that stays strong and willing to play again and again to challenge other people. I enjoy practicing and creating new strategies to overcome any player that challenges me. However I also enjoy playing small games, being simple is one of them but smaller games sometimes are more enjoyable and less stressful. Some of the smaller games I have played have managed to create an interesting story, and sometimes I imagine, “what if this was like a big game? How sick would that be?” Even so big games should frequently play small games to improve their personal storyline.
http://www.2flashgames.com/f/f-281.htm -- an example of a short game.
Another personal issue with big game productions is the minimum requirements to run the game. Most latest game require a high end computer, to run the game at its full potential. If the PC doesn’t meet the minimum requirement, it ruins the quality of the game hence making the game non enjoyable. The budget on building a high end PC is relatively expensive, whereas with smaller production games any computer is playable. Smaller games have no restrictions to minimum requirements. It is mostly likely to be playable at most PC specifications and therefore another reason for their popularity on the World Wide Web.
References:
• Box9MissingoAccessed on: May 6th, 2008 http://boardsus.playstation.com/playstation/board/message?board.id=pslounge&thread.id=450141
• Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413-434. [Slater2000]
• Anderson, J., Ashraf, N., Douther, C., & Jack, M. A.. (2001). Presence and usability in shared space virtual conferencing: A participatory design study. Cyberpsychology & Behavior, 4(2), 287-305. [Anderson2001]