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Free to Play is like Bad Television


Jonathan Blow talks about how "Free to Play" deeply distorts game design. Also ponders a few of the common retorts made in defense of F2P:
  • "It does not affect good game design"
  • "F2P is the future of games"
  • "But people have fun playing Candy Crush!"

On other news, I gave a talk that required me to diagram this:


On other news, I give a talk in two days at Los Angeles, California, at GDC Next (which, noncoincidentally, has a ton of talks about Free to Play).

I edited a snippet of an interview about Storyteller:
PM: Has working on Storyteller changed the way you think of your own stories for future games?

DB: I realized while making Storyteller that western middle-class culture is highly trained in consuming stories in various forms, but the moment you have to create a narrative, that skill is almost useless. Making stories is still in the hands of storytellers -- we are just more sophisticated consumers.

Storyteller picked a small island of the possible stories that can be created and try to guide players through it smoothly. It tries to make a subset of story creation accessible and engaging. The surprising part is that even with simple elements, you can create pretty sophisticated situations.

15 comments:

  1. No sé de qué tratará la charla que te hizo diagramar semejante cosa, pero calculo que para la que diste en EVA hiciste un plan similar (que por cierto, a pesar de que dijiste que los conceptos eran difíciles de explicar con palabras, lo lograste muy bien, fue mi charla favorita)

    Sobre la charla de Blow, creo que hay una frase que resume bastante el sentido de su charla:
    "F2P changes the core bearing of what games are towards the audience. The job of the designer is no longer to engage meaningful or deep exchanges with the experience and the player, but it became about ensnaring the user for payment. "

    Seguí metiendo pata con Storyteller que tengo ganas de jugarlo desde que lo anunciaste :)

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