Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Ed Federmeyer" Newsgroups: scee.yaroze.freetalk.english Subject: Re: What is Gameplay... Date: Fri, 17 Sep 1999 18:06:28 -0500 Organization: SCEA News Server Lines: 56 Message-ID: <7s66ei$dm14@scea> References: <1dy2bsg.3sru775gi5s0N@a1-88-131.a1.nl> NNTP-Posting-Host: 149.112.102.13 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 DEnnis Brinkhuis wrote in message news:1dy2bsg.3sru775gi5s0N@a1-88-131.a1.nl... > It seems that on interviews some questions are favorite. In a lot of > interviews I got the question; > > "Describe GAMEPLAY to us" > > Anybody out there with a clear description of Gameplay? Wow, good question. To me, "gameplay" describes how fluid a game is in responding to a player's controller action. It also involves how consistant and fair the game world is. "Good" gameplay is when a player's actions with the controller translate easily and immediately into intuitive action on the screen. Also, "good" gameplay allows a player to see obsticals in enough time to do something about them. Some things that contribute to "bad" gameplay therefore are: 1) Moving the controller, and waiting for several animation frames to play, before the onscreen character actually tracks the controller. This makes the response seem bogged down and slow. 2) Controller relative movement rather than screen relative movement. For example, moving the stick right moves the character right UNLESS the character happens to be facing the screen, in which case it still moves the character to HIS right, which is now YOUR left. Ugh. 3) Going through an entire game "knowning" that hitting a box does nothing, then coming across a puzzle who's solution is to hit a box. (The solution is not intuitive.) 4) Really low frame rates can cause a controller action to appear on the screen as a sudden, huge jerk in a new direction, which is not intuitive. 5) "Leaps of faith" where a player cannot see where they are jumping to. Whats even worse is when sometimes the leaps of faith are the correct thing to do, and other times they lead to immediate death. Just because the controller-to-screen interaction is "easy" doesn't mean that the game needs to be easy. It just means that it's easy to get your character to do what you want it to do, when you want it to. Learning what the character *should* be doing to win the game can be the hard part. EdF