Wednesday, April 20, 2005

A Forward To "Why Do Bad Games Get Played"

This Post provided by Halbarad of #mayhem (irc.gamesurge.net)
Editors Notes in []'s

As a key frequenter of bad games, I wanted to post my
own experiences and thoughts (i.e. rant) on the
matter. In response to Vraxx's commentary on "why
gamers buy bad games," and Rawrasaur's entry on "why
do bad games get made," I thought I would try to take
the middle ground and tackle both questions. Why are
bad games bought, and what makes them bad? The answers
to both questions I think are related in the buyer's
mentality.

I will take as an arguing point, my own purchase of
two horrible games. Pools of Radiance 2 (which shall
forever live in infamy) and Lionheart (to which is
assigned a slightly higher numerical value in the
circles of Hell)[We think it's 4... we're not sure]. I bought both these games in the
first week of their relative release dates, and
stopped playing them less than a day afterwards. Why
were they such bad games? Technical problems (bugs)
were certainly to blame. But the game interface, the
gameplay, and sudden break downs in the plot were all
also present. However, I was aware of none of these
when I bought the game. And why not? There were plenty
of previews of the games, and much hype. They each had
good high-concept ideas and initial concepts, which
were much reported on. And so, in the rush to
experience these great ideas, I purchased the game
before a final review came out. This is the
fundamental mistake of why bad games are bought. I
wouldn't necessarily call it hype. I would call it,
rather, a failure to live up to the grand ideas they
started from, either due to technical incompetence,
lack of funding, or rush to market.

I guess I'll leave with the rejoinder that I have
learned... do not buy a game based on the previews.
The finished product is what you play, and it is what
you should base your decision around. It sounds
simple... but in the "get it now" mentality of
computer gaming, it's tougher than I thought. But,
that is why, in my opinion, bad games are made. Not
because they have pretty boxes on shelves, or from
some sorry concept from "on high." But because gamers
like myself give them the benefit of the doubt on the
transition from storyboard (and previews) to retail,
which gives them the money to make those same mistakes
over and over again.

Here endeth the rant. [We're sure there's more to come]

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