
![]() | Greg Kasavin Executive Editor | Now Playing: Impossible Creatures (PC), Panzer Dragoon Orta (Xbox), War of the Monsters (PS2), The Getaway (PS2), Animal Crossing (GC) Most Anticipated 2003 Games: Advance Wars 2 (GBA), Final Fantasy Tactics Advance (GBA), The Legend of Zelda: The Wind Waker (GC), Psychonauts (Xbox), Halo 2 (Xbox), Doom III (PC) Game I Played the Most Over the Holidays: Animal Crossing (GC) | ||
Virtual Life and Death
A clear, satisfying sense of progress is what drives us, as gamers, to continue playing. In particular, role-playing games are set up around this idea, and the best of them reward players with the sense that they're constantly getting new and better stuff, becoming stronger, exploring new places, or discovering new information. The more progress we make and the more adversity we overcome, the better we feel, ideally. All games inherently revolve around a conflict of some sort, and in most games, that conflict is of a violent nature. Even if it's a lighthearted Mario game, you're still trying to avoid getting killed. That's OK--not getting killed is a good thing, a concept we all naturally understand. So it's interesting to see, lately, the advent of a number of new and upcoming games that specifically try to defy this most basic gaming convention and instead try to focus on providing the player with a satisfying sense of progress, peaceably.
![]() Everyone should play this game. |
![]() Your choice: You could either hit the gym in The Sims Online, or hit the gym in real life. |
![]() A good game doesn't need a good premise, and a good premise can't save a bad game. |
![]() Myst did an amazing job of making you feel like a solitary explorer. What happens when you add a bunch of other players and real-time voice communication to the formula? |
It's possible that I've become jaded in this regard, but I'm no longer inherently interested in communicating with strangers over the Internet. Sure, 10 years ago I was amazed at America Online's real-time chat rooms. But now I'll take the clever, interesting, funny, cute characters of Animal Crossing over the generally far more boring, far less interesting, and far less literate players of The Sims Online any day of the week. And you know what? Not only do I like them much better, but the Animal Crossing characters are also just as real to me as the sims in The Sims Online.
So in some sense I'm surprised to see so many virtual-life games these days, since I know I'm not the only one who thinks interacting with others online usually isn't very enjoyable, and that games designed around this concept are doomed. Of course, just because a game is action-packed doesn't mean it's fun to play. Think of how many games have good or at least promising concepts but fail in the execution. In the coming months, between all the flashy but fundamentally unenjoyable action games and this new trend of kinder, gentler gaming, gamers and game designers alike are going to find themselves thinking carefully about what it is that they find most appealing about gaming. Here we've already thought it through: It's the satisfaction of causing things to quickly develop in a meaningful way. It doesn't matter whether that sense comes from storming Omaha Beach and crushing the Axis forces in Battlefield 1942 or from buying a table that perfectly matches your bed and desk in Animal Crossing--games like these, first and foremost, are fun to play. And what they're like, what they're about, and who you play them with isn't nearly as relevant as that simple fact.
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