• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Gamer's Manifesto

Now, that was a great game and the actual game looked fine for its time. But stop treating us like morons. Wait a second... news coming in now, yes, we have an EXCLUSIVE SCREENSHOT OF PERFECT DARK FOR THE XBOX 360.


Drool!


Wow! This must be one of those new second-person shooters we've been hearing about where you spend the whole game looking at the hero's fucking eye. Because surely from now on they'll demonstrate the awesomeness of their game only with shots from the game, right?



:lol
 
Great article, I liked his "video game industry is dying" one from before, even though it seems more like something Iwata would write.

I truly agree with a lot of these points - enough with the load times/corporate logos, the whole "unlocking" trend, and the lack of new game ideas. What truly struck me was the whole "Castaway" type game he mentioned, I swear to god I had an idea for something like that... where being rescued was random, and you needed to hunt to survive (kind of like Snake Eater). Would be a pretty cool idea for a low budget game... maybe I'll try my hand at making something like this in RPG Maker.
 
Wow. Great article.


On jumping puzzles...


"I understand this occurring in games like Turok 3. That's why they're called bad games. But Half-Life 2? Are you serious? BOW YOUR HEAD IN SHAME.

Chances that it will get better-

-THEY SHOULD HAVE NEVER DONE IT IN THE FIRST PLACE. EVER. WHOSE IDEA WAS THIS? I DEMAND TO KNOW. WAS IT TUROK? WAS TUROK THE FIRST? THE VERY FIRST FUCKING PERSON TO EVER PUT A JUMPING PUZZLE IN A FIRST-FUCKING PERSON GAME SHOULD HAVE BEEN FIRED, TIED DOWN AND HAD HIS EARS FILLED WITH PISS."
 
I spent some time last week playing 007: Everything or Nothing (I bought it at $20 before the EA boycott--don't be mad) and it has at least eight of the twenty problems cited in the article. Which is probably why I lost interest in it after about five levels and went back to Gradius V.
 
We actually have the castaway type game coming, Lost in Blue. Also, I don't see Gyakutan Saiban dealing with any race relations in the south, but it does rather nicely occupy the lawyer sim category. If only it had Atticus Finch as a secret character.
 
Crash? Not likely. The crash of 1983/84 occured because anyone who knew how to program (or had a friend who knew how to program) was making (lousy) games. Standards are in place to prevent that from happening today.

Shrinking market? Possibly.

With constant sequels, complicated control schemes, and hints of price increases next generation, the gaming industry is in danger of effectively preventing new consumers from becoming gamers.

It's happened in Japan already. (Granted, there were other factors involved, but SCEJ and Nintendo wouldn't be pushing developers to create original, simple games if what I wrote weren't major contributors.)
 
iapetus said:
Wow. I disagree with almost everything he says. :D

given the crap design of most games...aren't you actually involved in design/programming...doesn't the whole thing make a sort of twisted logic then? (your disagreement).
 
Prospero said:
I spent some time last week playing 007: Everything or Nothing (I bought it at $20 before the EA boycott--don't be mad) and it has at least eight of the twenty problems cited in the article. Which is probably why I lost interest in it after about five levels and went back to Gradius V.
You gave me an idea... there should be a site testing games according to this standard, giving them 5% for each of these 20 propositions fullfilled.
EA Bond = 60% ... seems about right.
 
iapetus said:
Wow. I disagree with almost everything he says. :D

Unfair to just comment and leave it at that, so:

1. Give us A.I. that will actually outsmart us now and then.

I largely agree with this one, though I also think there's room for pattern-based attacks. Doom III isn't a tense military sim with realistic opponents. It's a shoot-'em-up in 3D. The original author's missing the point here.

Where the enemy's supposed to have advanced AI, though, it needs to be better. Duh.

Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?

The End
, perhaps?

Two, as developers have lamented, the guts of the new consoles are geared to make the gaming equivalent of dumb blondes. It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

To greatly oversimplify, in fact. There are plenty of approaches to AI that don't rely on scripted routines that are hit by in-order processing. And I don't believe that even the limited scripting-based AI that tends to get used these days is going to be in any way reduced from what we have now. "We won't be able to do more of the same, but faster," cries the author, in an article where he spends most of the rest of his time bitching about the fact that games are just... doing more of the same, but faster. Woo!

2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

Okay, suggest one. And I don't mean just come up with a goddamn stupid setting, I want to hear about the gameplay and why it's fun, and why it isn't just a variation on an existing genre, and why it's actually a practical idea with current-day technology.

Not so easy, is it?

There are games that break with existing genre convention - that do something new, and do it well. There have been every generation. And they've been limited in number every generation, because for each idea that works well there are a hundred total abortions.

I loathe the idea of innovation solely for the sake of innovation, and I always have done. I'd rather play a mediocre 2D platformer than a godawful pre-op transsexual simulator. It's great that despite the wailing and moaning of the people whose favourite game is bitching about the game industry innovative games still get made. And lo, some of them (like Katamari Damacy) are great. But the level of innovation involved will never make me excuse the shittiness of your game.

3. Don't bullshit me about your graphics

Don't be such a stupid bastard, then. You know what the games look like, don't expect them to suddenly become photorealistic. Apply some critical thinking here.

Yes, it's the fault of anyone who falls for it. But that doesn't mean you're subject to it if you don't fall for it - it's pretty much trivial to find screenshots online for any released game.

I blame the developers formerly known as Square for this.

So would you care to explain why I should be lectured on what gamers want by someone who didn't start gaming until the PSX? That's the only conclusion I can draw from someone blaming Square for something that's been around since day one. Anyone else remember the 8-bit game boxes with the beautiful screenshots and the small print reading "Screenshots may be from a completely different version of the game - yours will be shitty two-colour graphics with hideous colour clash"?

4. Nipples?

Speaking of adult games, where are they?

Speaking of making the same retarded assumption that the maturity of games should be about the levels of sex and violence... And way to go with the consistent thinking, given that you complain about too much nippleage when you're crying over female character design.

I'd love to see more games with adult themes and intelligent writing. Couldn't give a toss (ba-dum-tish!) about T&A and fountains of blood.

5. And on the opposite side of the nipple coin...

I tend to be more sympathetic to his views here. Not so much on the grounds that it's degrading to women (they can fight their own damn corner) but in that it's degrading to men as well. Some of us do not have the brains and hormones of a socially dysfunctional fourteen-year-old, games developers. And when you design characters based on the assumption that you do, we often feel the need to beat you to death with a pre-owned copy of Sudeki.

6. All of the new consoles will have hard drives. Use them.

Limited saves were invented for consoles that didn't have the memory to let you "quicksave" (where you can save at any time, any where, with one keystroke like on a PC). To keep that physical limitation and pretend it's a gameplay element is like Superman 64 claiming its programmers' inability to render any background scenery was "Kryptonite Fog."

Yes. Hooray for the fine tradition of PC games allowing you to save, shoot an enemy, save, shoot an enemy, save, shoot an enemy, save, get shot a bit, load, shoot an enemy, save...

Well-planned save points are fine by me in games where it's appropriate. What I would like to see more often, though, is the ability to save at any point - but only continue from that point once. There are some games that have done it, and I applaud them for that. HD saves should make it easier to do in more types of game, and I'd like to see it becoming more standard.

7. Loading...

DVD movies don't load between scenes.

Actually, they do in some cases, albeit not for very long. :D

Largely I agree with the article on this point. The less loading the better. But I'm not going to get my panties in a twist over it. If I have to spend a couple of minutes loading when I sit down to play a game for an hour or so, that's a price I'm willing to pay. It must suck to have such a short attention span that almost any loading becomes a life-changing event.

8. I understand that John Madden was raised by wild boars...

Have you ever actually watched a real game where Madden was in the booth? Yeah, that's pretty much the way he really talks.

Well, quite.

9. Immersion and the invisible hand of God
10. And while we're at it...

Making the same point twice doesn't make it any stronger. And this is one that I violently disagree with.

It's a difference in what people want out of games, I guess. The author of this manifesto wants everything to be ultra-realistic, with spot-on accurate physics, a complete modelled world in case you want to step out of the area the game wants you to be playing in. He probably wants it to be a FPS. I hate him already.

I want my game to be fun. If the gameplay calls for a confined area, then I'm all ready with the willing suspension of disbelief. I'm not going to go whining "But why can't I drop the blocks outside the box? Why can't I break them into pieces so they fit?" every time I play Tetris. I've never felt the need to jump over the enemies or run off the screen when playing Robotron 2084. Hell, I even felt Pacmania's jump button was kind of morally repugnant. :D

Just because we can make every game ultra-realistic doesn't mean we should. It's like saying every piece of rock music should sound like Yngwie Malmsteen (which is actually my personal idea of hell).

And please, no insistence on all barriers being made ludicrous to provide an excuse for us not being able to get past them. A world full of giant glowing magical barriers and force fields hurts my wsod more than a million utterly impassable wooden doors with pictures of red fish on them.

Well, more than two or three, anyway. And I loathe the stupid Resident Evil (yes, I know RE didn't invent it, thanks...) coded key/door thing as much as the next man.

11. And while we're still at it...

Superimposing shit on the screen.

Screw you. Instant feedback is a good thing, and until there are games that provide feedback that allows you to feel what it's like to lose 25 of your 36 HP in a single blow, I'll settle for on-screen notification. When we do have those games, I'll turn on the on-screen notification option, and you can have the pointy stick in the groin.

There are games that have done this - The Getaway being one of the most obvious examples - and people have bitched about it because, at the end of the day, on-screen presentation of information is one of the easiest ways of getting across information that your character in the game has and you don't.

"Cinematic" camera angles. No, thank you. Understand that we need to see what my character sees.

See. Told you he'd want it to be an FPS. Once more, screw you. Just because you can't stand any other form of entertainment, doesn't mean you have the right to tell the rest of us what we like. I enjoy games where I can spin the camera round Mario. I enjoy them more than FPS games in virtually all cases. And I'm quite capable of playing a game where the player runs into the camera if that's what the gameplay calls for. Sure, in your incredible immersive world we'd be running away from the camera, having to guess where that dragon's going to breathe his next fireball. Plus 1 for verisimilitude, minus several million for enjoyable gaming.

Shitty voice acting. When it's good it's great, when it's bad it will haunt your nightmares for years.

Voice acting is way down the list of things that are wrong with most bad games. Sure, I'd rather have good voice acting. But for someone who's whipping out the violins and crying us a river about the cost of modelling generic city backgrounds you're awfully set on spending a lot of money on professional voice actors, aren't you?

As long as it's not fingernails-across-a-blackboard bad (or Tom-in-Shenmue bad, as I like to call it) it'll do. If it's good, then that is, as you say, great.

12. Don't bullshit us on the difficulty

I agree with some of the points here. One by one:

Arbitrary triggers in RPG's

Why RPGs have to be singled out, I don't know. Arbitrary triggers in all sorts of games.

Ammo starvation. I'm looking at you, Resident Evil for the Gamecube. I have a gun. LET ME USE IT. Don't pretend your game is "challenging" because you only give me four bullets to kill eight zombie dogs with.

Look up. No, over there. You see that thing - just to the right of the sun? That's the point, that is.

If it hadn't passed over your head at such an altitude, you might have noticed that Resident Evil for the Gamecube is NOT A GAME ABOUT SHOOTING EVERY FUCKING THING THAT MOVES. Sorry it's not the game you were looking for, I hope you'll get over it.

Confusing, mapless floor plans.

For me, this is a bad thing, so your point has merit.

For you, providing a map (especially an on-screen one) breaks immersion, so go draw your own goddamn map.

Instant-Failure Stealth Levels

I'm not a fan of stealth levels at all, so I guess I don't like the instant-failure ones either.

Of course, Mister Immersion here would be the first person to complain if a game broke immersion by letting him get away with being seen by guards and not have them step up the patrols, hunt him until he was dead, and lock the door of the secret lab.

Unnecessarily difficult end levels

Fair enough. I don't appreciate a huge spike in the difficulty of the boss either. Don't like the overly easy ones either *cough*Square*cough*.

Speed Cheating

Largely I agree, but it's a small mind that sees this as an advantage solely for your opponents. Abuse it by staying behind until the final lap, and as the game gives you the advantage, charge past the leader on the final straight, winning the race before the rubber-band AI cottons on to the fact that you're now in the lead.

13. Don't bullshit us on the game's features

What law says I have to start out the game with none of the fun shit promised on the box art? Again, is this not just a cheap way of extending the life of the game?

Absolutely agree with this one. All the game's features should be unlocked from the start, so that there's no learning curve and no incentive to play further in the game. In fact, all the levels should be unlocked and selectable from the start. In fact there should be a neat synopsis of the game on a single sheet of A4 in the packaging so that I don't have to play the game and can get straight on to bitching about it on the interweb.

In fact, screw that. There should be a pre-written rant on the disc that fills in my name and posts it on a message board automatically when I put the disc in the console. Then I can just move straight on to the next game.

14. Seriously, get rid of the crates

Seriously, WTF? WTFF?

If this is even the fourteenth most significant thing you can come up with to complain about in gaming then all must be fine in the industry.

15. Stop the Short-Sighted Business Bullshit

Well duh. Not going to happen, though. I have the patent on stopping bullshit.

16. Don't use the online capability as an excuse to release broken games

Two in a row that I can't bring myself to disagree with. That's a new world record, surely?

17. Don't let other features distract from gaming

So does anyone else get worried when Microsoft and Sony both boast about their machines' ability to rip MP3's and play movies and chat online and do your taxes?

Doesn't every feature that gets added, by necessity, take designer's time and energy away from the features that make for great gaming?

Um. No. Go on, name me one game that has been noticeably worse solely because of the fact that if I had wanted to, I could have watched a DVD on the console.

There aren't any, are there?

This is one of those arguments that people trot out every now and again, and which doesn't stand up to much scrutiny. First they claim that it hurts games somehow. How the hell does additional non-gaming functionality make things worse for games? Does a SNES suddenly become a worse console if I duct-tape it to a DVD player? Then they fall back to the good old favourite that the system could have been cheaper, as if the hardware that supports the non-gaming functionality has no gaming purpose. You can't call for the use of DVD capacity and then bitch when the system can play DVDs because it uses a DVD drive.

At the end of the day you're more likely to see benefits in games from non-gaming functionality, whether that's through advanced online features, customisable sound tracks, more storage space, better quality video where video is used anyway...

18. Don't use online play as an excuse to bleed us dry

Amen.

19. NO MORE JUMPING PUZZLES IN FPS GAMES

We'll try to be calm and avoid the violent hyperbole that spoils so many gaming websites, but are you telling me that Congress can hold hearings about steroids in baseball, but they can't do anything about jumping puzzles in first-person games? YOU CAN'T SEE YOUR MOTHERFUCKING FEET. IT DOESN'T WORK.

You insisted on the ability to jump in all games (see point 9 above). You insisted on a first-person view (see point 11, subsection '"Cinematic" camera angles' above). Bite me.

20. Horizontal consoles have been a curse for as long as gaming has been around. I'm not playing another game until I get a machine I can stand on its side. My entertainment center only has three inches of free space and flat consoles are the backstabbing Judas in my life.

Get a better storage system. And for all the vertical/horizontal flexibility of the next-gen machines, they aren't very stackable.

Ah well, I suppose I'll live.
 
Another point that I wanted to press more throughout my response but somehow didn't get made strongly enough for my liking: for someone who's claiming they want to see innovation in games, the author of the article is all for stifling it by mandating realistic physics, a first-person view, a free-roaming world, and the ability to jump. It's vitally important to realise that very often gameplay is improved by placing limitations on your freedom. The game I've spent most time with in recent weeks is Lumines, which has such incredibly simple rules it's hard to believe how complex a game it is at times.

It always annoys me when people try and claim some feature they like (normally one tending towards a more 'realistic' game world) should feature in every game from now on, and anything in that genre that doesn't is automatically outdated. Whether it's real-time combat in RPGs or the ability to drive at random around a city in racing games, you can just go do something biologically improbable.

That's not to say their favourite feature isn't great, just that they have no right to tell me I have to like it. Let's have some games that do it one way, and some games that do it the other. Vive la difference.
 
I think his points are weak in general. Those are big issues with most games today. Sure, a few games DO suffer from what he mentions in the list...but these are NOT issues plaguing the industry in GENERAL. One or two could perhaps be considered valid points that hurt the industry...

First point: He claims that firstly, the AI is not good enough and will never improve. Has he played many sports games? How about games like PD0? If he's gonna say that it's not going to happen, while there is clearly a trend in genres like sports, racers, and FPS games that it is
going to get better, then obviously he's not looking at all genres and just a few examples.

Second point: "Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or..." Does Katamari Damaci work? No, I guess it's a rehash and a slight innovation of titles of the past...

Besides sequels, MANY new games are unique. Take a look at a racer like Forza...it's just like any other racer at first glance but beyond that it's something truely special.

This may be his strongest point out of the 20. But I think most games have done a great job of being "different" and less cookie cutter. Then again, there are TONS of WW2 "sims"

Third point: Gamers interested in FF VIII know that those pics are pre-rendered CG. Gamers aren't stupid. When it comes to tech demos (MS's CG robot and girl demo, and Sony's Killzone 2 pre-rendered CG demo) sure, there could be an issue, but as far as advertising goes, gamers know what is fake and what isn't. Plus, if the line is blurred, some ads feature "Actual Game Footage" to re-assure gamers that the visuals will look like that. In this coming generation, I see less and less use of pre-rendered CG for storytelling, and more real-time machinima for storytelling.

Blah, I won't waste my time on the rest. Again, he brings up real issues with certain games...but most games don't suffer from these issues.
 
iapetus said:
9. Immersion and the invisible hand of God
10. And while we're at it...

Making the same point twice doesn't make it any stronger. And this is one that I violently disagree with.

It's a difference in what people want out of games, I guess. The author of this manifesto wants everything to be ultra-realistic, with spot-on accurate physics, a complete modelled world in case you want to step out of the area the game wants you to be playing in. He probably wants it to be a FPS. I hate him already.

I want my game to be fun. If the gameplay calls for a confined area, then I'm all ready with the willing suspension of disbelief. I'm not going to go whining "But why can't I drop the blocks outside the box? Why can't I break them into pieces so they fit?" every time I play Tetris. I've never felt the need to jump over the enemies or run off the screen when playing Robotron 2084. Hell, I even felt Pacmania's jump button was kind of morally repugnant. :D

Just because we can make every game ultra-realistic doesn't mean we should. It's like saying every piece of rock music should sound like Yngwie Malmsteen (which is actually my personal idea of hell).

And please, no insistence on all barriers being made ludicrous to provide an excuse for us not being able to get past them. A world full of giant glowing magical barriers and force fields hurts my wsod more than a million utterly impassable wooden doors with pictures of red fish on them.

Well, more than two or three, anyway. And I loathe the stupid Resident Evil (yes, I know RE didn't invent it, thanks...) coded key/door thing as much as the next man.


19. NO MORE JUMPING PUZZLES IN FPS GAMES


You insisted on the ability to jump in all games (see point 9 above). You insisted on a first-person view (see point 11, subsection '"Cinematic" camera angles' above). Bite me.

I have to disagree with you on these 2 points. I completely agree with the author that if i'm playing a character that looks like it can jump, clamber, or otherwise bypass an obstacle, I should be able to do it. This does not mean that I expect/want every game to come with a jump button, but are u telling me that it did not annoy the bejezuz out of u that u could clamber over certain obstacles in Killzone, but not others, even though it looked as though you could have? Either make the obstacle look like it's insurmountable (make it too high, have spikes, sharp edge, etc.) or let me go there. Do you find a new path with smoothly slopping terrain everytime u come to a curb other small rise in terrain? I know i dont.

As for jumping puzzles in FPS'es, what the author is agruing agaisnt is puzzles, not jumping, not FP perspective. And as they currently stand, I don't like them. The best ones so far are in the Metriod Prime series.
 
"The game is pretty easy," comments John, moving around in the first single-player level, getting used to the controls. "I've played it for about ten minutes and it looks like the whole game is basically a tour of this space station, with this guy who takes you around and shows you the break room and all that. Hell, at work I'm the one who gives that tour. I - OH, SWEET MOTHER OF FUCK! ALIENS!!!"

I actually sprayed my screen with that one. Nice. :lol
 
iapetus said:
19. NO MORE JUMPING PUZZLES IN FPS GAMES

608211.jpg


never forget.

EDIT: I should add that Jumping Flash is not an FPS but handles it's jumping puzzles in a way that ALL FPS's should learn from.
 
Shadowmancer said:
I have to disagree with you on these 2 points. I completely agree with the author that if i'm playing a character that looks like it can jump, clamber, or otherwise bypass an obstacle, I should be able to do it.

So like the original author, you're subjugating gameplay to graphics? Seems like a very dangerous path to take to me.

For me it's not about whether the character looks like they can navigate the scenery, it's about whether it makes sense within the context of the gameplay for them to be able to do so. I can see your point, but as I said, I violently disagree with it - I don't want my games to be limited by the petty need for 'realism'.

Shadowmancer said:
This does not mean that I expect/want every game to come with a jump button, but are u telling me that it did not annoy the bejezuz out of u that u could clamber over certain obstacles in Killzone, but not others, even though it looked as though you could have? Either make the obstacle look like it's insurmountable (make it too high, have spikes, sharp edge, etc.) or let me go there. Do you find a new path with smoothly slopping terrain everytime u come to a curb other small rise in terrain? I know i dont.

I didn't have that problem with Killzone because I dislike FPS games, and thus didn't play it. :D It's a slightly different issue you're describing here, though, and one that I'm a lot more sympathetic to - this is an issue of internal consistency. Sure, if you can climb over one ledge you should be able to climb over all similar ledges. But that's an entirely different issue, and one that I'd probably have in my own Gamer's Manifesto.

Shadowmancer said:
As for jumping puzzles in FPS'es, what the author is agruing agaisnt is puzzles, not jumping, not FP perspective. And as they currently stand, I don't like them. The best ones so far are in the Metriod Prime series.

He doesn't say he's against jumping puzzles per se, just that he's against them in the sort of game that he insists all games must be. There are plenty of fine jumping puzzles in other types of game, but since he denies their right to exist, I see no reason to care about his opinion on jumping puzzles.

And I've never had a real problem with jumping puzzles in the couple of FPS titles I've come across them in.
 
I love Iapetus. I think he's been holding back recently, but this is him in full flow :)

I agree with everything you said. But then thats easy, because its commonsense, right? Which is why you get so annoyed when professional people that get paid to create multi-million pound projects fuck it up so badly.


Although to be fair, a lot of limitations are there due to people pushing to far too fast, and I'm sure solutions will come with time.

eg, unpassable barriers in games - fine in some like you say, but when I can go past one bush in a FPS, but not another identical one simply because thats the edge of the world - just bad design of the levels. Stick a spiky thing there.


And I've never had a real problem with jumping puzzles in the couple of FPS titles I've come across them in

You haven't played Turok on the N64 then? Nasty nasty nasty.

Being able to jump *should* be a function of gameplay, not graphics. I.e just because you have legs doesn't mean you can jump (why can't I have a shit in a game?).

But sometimes its a valid criticism. Eg Zelda OOT. There I have legs. If I can't jump because of gameplay issues, then fine. But then the game *does* let me jump, but only when it says so. That breaks a rule for me. No jumping, or let me jump.
 
Top Bottom