Karstein
Senior member
- Mar 31, 2011
- 392
- 0
- 71
On the other hand...
I'm in total agreement with this. Imagination used to be a massive part of the gaming experience.The increasing quality of graphics has not been an unalloyed benefit to games. "If you think about the games we made a long time ago, the games were more imagination and less exposition. We've come to a place where it's more exposition and less imagination," Walton said. "It's challenging, because people are just not as engaged if their imaginations aren't engaged."
Walton agreed with the comment that Jordan Weissman made when he said he wants to use the Infinite Resolution Rendering Engine inside people's heads. "Will [Wright] says similar things. It's about building the mental models that the player's going to engage in, that lets them have ownership. Both of them are right about that," Walton said. "You can see it proven out when you look at Sims 1. Sims 1 was bigger than Sims 2 and bigger than Sims 3, and it was the least high-res. It gave you iconic stuff instead of expository stuff. And you were listening to that simulation, making up what it meant in your head. You were looking at their tiny little animations and you were putting the emotion in there."
"I worked there, and we had research around this. One of the biggest fears in doing Sims 2 was when you make it more expressive, you're going to lose a lot of the player connection where they're making up what it means. Ten players might think it means three different things or more, and it was all OK. But if you actually see the character make an expression, then you go 'Oh, that's not what I was expecting' and there's more disconnect at some level. I think the numbers prove that out; even though all the products were successful nothing was a s big as Sims 1 because you could put more of you in it rather than it putting it on you."
This is part of what Minecraft has going for it, according to Walton. "It's so iconic that you're filling in more of the blank areas," he noted. "You have to engage your imagination to make that blocky guy look like what he really is. When you look at some of the early phone games you're back to a more iconic thing and just raw fun, rather than it has to be perfect animation and perfect exposition of the character."