Remix.run Logo
everdrive a day ago

A lot of modern games have put a lot of time into their gameplay loop, and in part, this is why a lot of modern games feel like work. Focusing on this too much really can crowd out spontaneous fun. A gameplay loop also does not guarantee that a game is fun. Your loop might be: deploy --> shoot bad guys --> loot things --> come home --> process loot. None of this guarantees that the game is actually fun. Maybe the enemy design sucks, or the weapons feel bad, or the game just feels grindy.

In this way, it feels a lot like modern movies: in a lot of cases, cinematography seems to be some sort of objective science which has mostly just improved. And nowadays even a fairly bad movie will have great cinematography. It's just that the writing / plot / acting / etc. are quite poor.

That is, a proven gameplay loop can still fall flat quite badly. Easy examples would be all the modern hero shooters / looter shooters.

It's also worth noting that the definition of what constitutes a "gameplay loop" is pretty loosely defined. 1993 Doom clearly has a gameplay loop in the strict sense of the word: start level --> get weapons / ammo --> get keys --> kill monsters --> exit level. But this feels much less mechanical and gameified than your average modern game which almost certainly incorporate things such as RPG mechanics / stats / level-ups / FOMO events, etc. The latter feels much more artificial and forced, whereas Doom feels like "just playing a game."

ecshafer a day ago | parent | next [-]

> In this way, it feels a lot like modern movies: in a lot of cases, cinematography seems to be some sort of objective science which has mostly just improved. And nowadays even a fairly bad movie will have great cinematography. It's just that the writing / plot / acting / etc. are quite poor.

I vehemently disagree with this. Cinematography has gotten substantially worse in the last 15 years or so. Your run of the mill direct to vhs type movie in the 90s had better cinematography than your massive block buster of today. Hollywood totally forgot how to do everything. Go compare a garbage movie like "The Parent Trap" with Marvel/Star Wars anything, and see how bad its gotten.

everdrive a day ago | parent [-]

There's a lot of room for nuance here and I'll bet we disagree less than it sounds. I would agree with you that blockbuster movies do cinematography badly. But take your random crappy low-budget horror movie, and compare the cinematography to an equivalent film from the 1970s. The difference is stark. Techniques such as Hitchcock's dolly zoom, or the "power" shots from Citizen Kane are well known and widely used. They're easy to reproduce, but take brilliance to initially envision. Combine this with some of the modern technology; drones, camera stabilizers, etc. and things get taken further Try looking at a car chase from your average 70s film: you'll get a very shaky shot because it's filmed from inside the car, and in most cases the footage will be sped up because it wasn't save enough to film the real event. You end up with something which is totally implausible. The same for flyover shots -- previously these would be done in a helicopter and you'd get an incredibly shaky distant shot, but now anyone with any budget can put an amazing drone shot in a film for no money whatsoever.

ses1984 a day ago | parent [-]

And yet with all these techniques easily available to them, modern filmmakers still churn out a lot of trash.

It’s a matter of taste and style, not technique or quality of gear.

But I don’t agree that old==good and new==bad. There was plenty of trash back in the day, and plenty of great stuff now.

Breaking bad had fantastic cinematography and it didn’t really use advanced techniques like dolly zoom, crane, drone, etc. It had buckets of style though. Compare it to one of its contemporaries, Dexter, which had completely unremarkable, boring, functional cinematography.

The single most important advancement for modern cinematography is to be able to instantly see what your shot is going to look like without having to develop film. This allowed filmmakers to shoot at night, use natural or diegetic lighting, etc. it used to be risky and require a lot of testing to do anything other than bathe your scene in bright light and then use even brighter stage lights for highlights, to give cameras enough light, and to ensure that performances and stunts are visible in the final product. This is way way more impactful than drones and dollies.

everdrive a day ago | parent [-]

I'd agree with all your statements. I don't think your statements disagree with the observation that on average cinematography has gotten better over time. I might have painted too broad of a brush, and I think you raise really good points.

order-matters a day ago | parent | prev | next [-]

compeltely agree, i feel like more and more games are forgetting to find an actual game. they combine some mix of achievement/gameplay loop and story or account progression and keep you busy feeling like youre still figuring the game out. But i think it is riding on the coattails of great games of the apst that ultimately rewarded players with "end game" experiences after they invest all the time in figuring the game out. Now they only need to be jsut convincing enough that the end game might exist and then never deliver on it, and they get paid and get users but ultimately no one remembers their experience with the game that well, and attitude towards gaming overall takes a hit.

the solution is to get back to identifying what the mechanic (or set of mechanics) actually is that is fun. It should be fun without the loop and then the loop gives you something to optimize and showcase skill. I think of Golf, where the fundamental game is hitting a ball into a cup in the ground. thats a fun way to kill time at the fundamental level for a lot of people. then the gameplay loop comes in for scoring, different courses with obstacles, specific things to hit the ball with, all sorts of things that let you capture the feeling of just hitting the ball with a stick into a cup and add more and more nuance to it which motivates replayability.

pipes a day ago | parent | prev [-]

I hate having endless options of what to do in a game. It feels somewhat similar to a day at work. Flow state is impossible when I constantly feel opportunity cost.

I think modern games focus mostly on content rather than figuring out what is an enjoyable feeling.

These days I mainly only play arcade racers from the 90s as they feel mindful somehow, instant flow.