Tuesday, September 16, 2008

Core Mechanics at Play



Credit to Perry Bible Fellowship.

It's about time a big name in the game industry finally made the statement. I think the western game industry as a whole is understanding more and more that great games are not defined by their poly count or their shaders, but by the bottom line experience, so much of which is typically in the hands of great core design. Well, honestly this has been a long time coming anyway, it's just about time it came to the mainstream. I'm not saying the hardware drivers don't have their place, but good technical design should serve to ramp up the "sex factor", not the hardware requirements. Blizzard has followed this model from day one and look at where it has gotten them. When they wanted top end graphics (Please note the distinction between the high-end technical sense of the word "graphics" and visual design), they left it to their cinematic team to blow our occular minds.

Take a title like Castle Crashers for example. $15.00 US, phenomenal gameplay experience IMHO and (at first glance) looks like something you would see on Addicting Games. Who said there was anything wrong with that? Great art wont sell a game*, great experiences do. Thankfully LIVE's business model has done wonders to facilitate bringing these games to the mass market.


*On reflection, I take this statement back. Art + Hype = Sales.

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