Frictional: “How gameplay and narrative kill meaning”
We’re not alone! :)
Frictional Games is one of the most ambitious and at the same time under-appreciated independent developers. They are one of very few forward looking companies in the independent scene and don’t nearly get enough credit for it (this year’s IGF proved no exception with its jury ignorantly rejecting Frictional’s new project “Amnesia“).
Anyway, Frictional’s Thomas Grip has written a very clear analysis of how the “focus on narrative and gameplay is holding back interactive media’s potential”. The little essay echoes our own thoughts on the subject but Mr Grip suggests a certain terminology that is very helpful (if not entirely intuitive), opposing meaning to narrative and interaction to gameplay. With us, he is “quite convinced (…) that there is a vast new world to explore if the interaction is in focus, instead of gameplay and narrative”.
While gameplay at the core of game making, it comes with a lot of baggage and makes certain meanings harder to realize in the medium. The most striking issue is the entire failure mechanism that is used in just about any game. You try a certain task, you fail and then have to repeat it. As described in other posts, this can be especially damaging in horror games, where repeating scenes seriously lessens the experience. This mechanism also imposes limits on the player’s rate of progress and effectively tells the player: “Either you complete this or you will not proceed!”. Other baggage include the notion that gameplay must be fun and the need to constantly pose challenges. What I mean with the last point is that players assume that a game will always keep them occupied with some kind of obstacle to overcome. This leads to very little interactive content that is added for its intrinsic sake alone. Instead a game’s interactive content almost always have some connection to the goals of the gameplay.
Read the entire post here.
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