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