Ben thinking about this off and on over the year since I posted it.
Another topic that has come up in game dev discourse: The idea that games can have more in common with theater than with movies.
I think "games as theater" and "jank = good, or at least co-occurs with good" are closely related
Another topic that has come up in game dev discourse: The idea that games can have more in common with theater than with movies.
I think "games as theater" and "jank = good, or at least co-occurs with good" are closely related
Reposted from
Max Nichols
I am intrigued by the way that younger players from outside the core "AAA" gaming bubble seem to respond super well to games that are... social, lofi, watchable, and 'janky'.
Lethal Company, Palworld, everything in Roblox, FNAF, even Minecraft
Lethal Company, Palworld, everything in Roblox, FNAF, even Minecraft
Comments
Eg part of what works so well for Jackbox & Among Us is how smooth it is to join a lobby.
Like, you grab a controller and do satisfying stuff that isn't strictly dictated by the game, but if the game provides a framework for that to be meaningful in some broader way, it kind of bridges play and theatre.
A game trying to do a lot and/or something weird, often getting way over its head in scope, but goddamn if they weren’t earnestly trying.
This often led to far more interesting games.
A good example of jank not stopping a good game experience.
Like I'll look past or even embrace jank mechanics, jank graphics, even jank sound but if the game has writing and it comes off as low-effort I am *out*
Same goes for theatre
Whenever you get into a medium that you enjoy, if it’s popular and profitable there will be MANY “safe” ways to create in it for profit.
Seeing the same thing over and over gets boring and finding something that doesn’t do that feels amazing.
Most of the time in higher budget titles I do the exact same thing, following the exact same loop.
This is kinda analogous to cinema, especially big-budget cinema. Get details right, even upon zooming in
I think that there is a different mindset that audiences bring to these different experiences.
I don't really have answers, but I think there is an invisible line between high-fi and low-fi styles of immersion. If your game is highly polished and signals that high polish is an intent, then bugs and low polish DOES interfere
I think a lot of our surprising runaway successes from the last few years have done this
Big budget games try to make every last little thing in the world seem real so that the emotional stakes must be real as well […]
that opens up all sorts of doors for dev teams in terms of budget, system interactions, triage bars, that lets them make different kinds of games, and in different ways, than if they're trying to avoid blemishes.