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The Gamer's Quarter - Issue #6 - TextFiles.com

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8<br />

of them didn’t even have proper endings.<br />

<strong>The</strong>re were always more ninjas to kick. If<br />

the game ran out, well, you started over.<br />

Games were games, movies were movies,<br />

and books were books. I liked the<br />

simplicity of it all. Everything’s be<strong>com</strong>e<br />

so <strong>com</strong>plicated these days, what with all<br />

this line-blurring and all. Am I such a bad<br />

person to want to play a game, just to<br />

play a game?<br />

It isn’t a matter of old-school vs. newschool<br />

though. It’s a matter of games<br />

focusing on what’s really important. <strong>The</strong><br />

limitations on time, budget, and technology<br />

in mobile games are preserving this<br />

simplicity. <strong>The</strong> idea that mobile gaming<br />

will only get more <strong>com</strong>plicated and<br />

obfuscated as the technology evolves<br />

worries me. It makes me really hope that<br />

Carmack’s prediction <strong>com</strong>es true, and<br />

that for the most part, the games will<br />

stay the same, just on more powerful<br />

hardware.<br />

Even if the catalogs are currently full of<br />

hastily made ports of games I played as<br />

a kid, mobile gaming has the potential to<br />

rediscover a design methodology that’s<br />

long been bogged down in unnecessary<br />

garbage. Is it any surprise that one the<br />

most downloaded game for cell phones<br />

is Tetris? Why would anyone rather play<br />

Nethack instead of Final Fantasy X? Nostalgia<br />

can’t be the whole reason people<br />

enjoy Sonic the Hedgehog and don’t<br />

enjoy Shadow the Hedgehog. <strong>The</strong>re’s got<br />

to be some reason why Duck Hunt is more<br />

fun for some people than Time Crisis 3.<br />

Too many designers have forgotten that<br />

there is beauty in simplicity, and power<br />

in restraint. Flash does not necessarily<br />

equal fun and bloom effects don’t always<br />

make that level look better. As of yet,<br />

mobile gaming hasn’t fulfilled what it<br />

possibly could on a design level. Ignacio<br />

Reyes, another Genplay employee has<br />

<strong>The</strong> Gamer’s <strong>Quarter</strong> <strong>Issue</strong> <strong>#6</strong><br />

some interesting views on the future of<br />

the medium. He suggested the possibility<br />

of using cameras built into phones to play<br />

certain games (imagine a Fatal Frame<br />

game played by using the phone’s camera<br />

to take pictures of ghosts superimposed<br />

over the real world) and of having<br />

games that give players the opportunity<br />

to play and manage characters in online<br />

games such as World of Warcraft while<br />

on the move.<br />

Doom RPG is a step in the right direction,<br />

even if the creators only vaguely<br />

understand what they’ve ac<strong>com</strong>plished<br />

or where they were going. <strong>The</strong> possibility<br />

is there though. <strong>The</strong> bat is in the developer’s<br />

hands; it’s up to them to swing.<br />

Mobile games may never make you<br />

shed a tear, or think deeply about life and<br />

the universe. Ironically, classic gaming is<br />

saving mobile gaming, while mobile gaming<br />

is saving classic games. <strong>The</strong>se games<br />

will probably never be considered artful<br />

or moving. But this is the point I’m trying<br />

to make. Mobile games need to keep the<br />

designs of classic games in mind and not<br />

try to be something they’re not. <strong>The</strong> moment<br />

is what mobile games are made for,<br />

and designers need to keep this in mind.<br />

As Augereau put it so well, games played<br />

on your phone are “just a certain pastime<br />

for those boring moments.”<br />

And you know what? I wouldn’t have it<br />

any other way.<br />

Break time!

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