Sticking Forks into People

The most asked question since the invention of the cellphone: where are you?
I see the utility in the technology, though I do hate when someone in point-blank range rapid fires inanity into their phone. “WHERE ARE YOU? I’M ON THE BUS TOO. DID YOU GET MY TEXT? YEAH THAT’S WHAT I THOUGHT ALSO. YEAH SEE YOU IN A FEW MINUTES.” For a blast of silence, I recommend Shure earphones.
Games can be annoying also; multiple loading screens, laggy menu controls, explodable barrels. Imagine a mobile game that, every time you lost, your phone calls you and says you suck, and the game will only allow you to play again if you answer the call. No, I wouldn’t want to play Put Your Balls in a Vice either, but since we’re already being absurd, there’s no point in being sane now.
Let’s imagine a game that did have a Game Over screen not nearly as outrageous as the one above but had some element that annoyed you; perhaps the sound of your character dying makes you feel like you’ve been kidney punched; perhaps the sequence of flashing lights makes your eyes want to vomit. What if despite these factors, you still liked the game, that the Game Over screen is the only bothersome part? What if you continued playing and realized you aren’t trying to “beat” the game and instead are trying to avoid that infuriating you’re dead screen? The motivation isn’t inspiring, but the result might be that you become a better player at the game.
And if this becomes a style, the most common game expression will be “I hate you.”
Something to think about: Is there such a thing as a well-made, balanced game that isn’t fun?
December 16th, 2008 by Mike / 0 Comments / Trackback / games, game design, player behavior



