I like how the writer of this article (a game developer) honestly analyzes his personal response to an experience with games and realizes that the things he responds the most to are things that have nothing to do with games. Welcome to the club!
Thanks
With regards to his question if the games are "better than a pretty picture", I have a counter-question every game creator should ask themselves:
"Is my game as good as a pretty picture?"!
Because pretty pictures can be very striking, emotionally. And if your game is not as striking with all the benefits your medium offers of interactivity, procedurality and non-linearity, well, frankly, you're doing it wrong.
I absolutely 100% agree with this. I was using "better" there in the since of offering something "beyond," which I do think that an interactive experience should do (otherwise it simply IS a pretty picture), and I think I was almost hoping that someone might jump on it like this
.
I also like how he concludes that a game's interaction needs to serve its aesthetics, that it shouldn't "draw attention to itself". The next step is, of course, to start your project from these aesthetics and design gameplay for the sake of these aesthetics.
I also agree with you here (which I guess makes sense, since you're basically agreeing with what I wrote
), though I think there's still some issue of people confusing aesthetic with graphics and sound, and I don't think gameplay/interactivity should serve graphics and sound: I think all three should serve the developer's vision for the game's aesthetic. The problem with most contemporary games, I think (and what I was trying to say in my article) is that most game developers only believe that graphics and sound need to serve the aesthetic, and that gameplay is this other "dimension", of puzzles and point scoring, that you tack on, on top.
This idea of interactive closure sounds quite interesting! Need to have it in mind!
However, it is needed that the player knows what B is and this can sometimes be hard get across. It might also force the game to be very linear. I guess one can have more fuzzy goals, like "become happy", but the fuzzier B gets, the harder it will be do focus on closure (since the future actions will be harder to know). Any thoughts on this?
Good questions. No answers off the top of my head, but I think there's room for a working theory here.
Finally, just wanted to say that I've been looking around the notgames forums and blog, and I
love what I see here
. Best wishes to everyone.