As discussed in Part 1, an internally coherent formal system of analyzing video games as games is not some fanciful pipe dream. Neither is it a savage assault on the nebulous concept of "fun" or any other subjective appraisal value. With this skeletal but strong basis, we can finally tackle what proves so problematic about a swath of design elements and the games that utilize them improperly. And because controversy drives page hits, let's call out as many people as possible for poor game design!
Most of the games and designers targeted in the following text are by no means the only guilty parties, but are certainly some of the most egregious offenders. Games from studios large and small with reputations illustrious to spotty have all in some way transgressed against the idea that power in games should belong to players, and rather than some fictional verdict and sentence, each will conclude with a separate medium in which the assumed aims of the designers could have been better met, and why. Just trying to be helpful, because that's that's just the kind of guy I am!
The best games always seemed to make for terrible movies... |