Let me preface this by saying that I have a hobby/interest in researching game design/development and why things are designed the way they are. This topic started back when Call of Duty 4 Modern Warfare released, and actually, it started the day this video was released:
COD4 - Deep Impact Multiplayer Perk Trailer
http://www.youtube.com/watch?v=WN_bRbMmCYU
Prior to watching that trailer, I was a huge COD fan, played a ton of LANs at my college with COD1 and COD2 and couldn't be more excited for COD4, up until that trailer hit.
Two things in the trailer peaked my interest: 1. The zero lack of recoil on the M249 SAW when fired at the hip and ads, and 2. The white hit marker being shown as bullets are going through walls/objects.
I immediately thought...why? Why is there no recoil? COD1 and 2 had it, especially on the BAR, when fired full-auto, that thing had kick that you had to compensate for. Soon after that I went to the forums and raged on IW for doing this dumbing down thing to COD4. During the summer of 07 I was engaged with the IW devs via the beta forums and had even made friends with one of the map makers. Long story short, one time during the beta of COD4 I asked him, where in the hell is the recoil on the guns? He said he thought it was there, but after he asked some questions around IW office, found out that the recoil was originally in the mutliplayer build but was removed via a request from the suits at Activision. Really? Executive management from the publisher is now directing game design? I couldn't believe it.
When asked why the removed it, their reply was, "our focus group testing came to a conclusion that the recoil made the game less fun, so our solution is to remove it."
One thing to note, if you play COD 4 single player campaign, the recoil is there, it's very obvious, take any full-auto gun and hold down the trigger and you will see a vertical life in the muzzle, this is NOT in multiplayer.
COD4 went on to sell millions upon millions of copies, it became the best selling game of all time, and at that time I saw a drastic 180 degree change in the game industry. This wasn't just with first person shooters, it had an effect across the board on all genres. Accessibility became the new buzz word and when at the drawing table for a video game, the first thing that was thought out was, how do we make this game accessible for anyone to pick up and play, ya know, in hopes of getting a piece of the COD$$-pie.
Take a look back of all the games since 2007, Halo 3, Halo Reach, the yearly COD release, story-driven single player experiences, Gears of War, Battlefield, all of them effected by this dumbing down experience. More hand-holding in games, more quick time events in games, more linear experiences, more cut-scenes to act as filler to the lack of gameplay, more auto-aim, more sticky-aim, more perks, more instant spawns, zero recoil, etc, etc, etc.
Then the unthinkable happened on August 27, 2014 to a game that many consider the chess of FPS, Quake Live. It got a title update. The reason behind the title update was to prepare it for its launch on Steam. This update made some subtle changes to the gameplay mechanics, but luckily the classic Quake still remained. These gameplay changes intentionally dumbed down the game in order, or hopes is more like, that noobs to Quake Live would somehow enjoy their experience more because the barrier of entry into the game had been lowered. The interwebz raged hard and still continue to. The classic ranked games of Quake Live got turned into unranked games. The dumbed down gameplay changes made their way into the ranked modes of play.
Why? Why this need to dumb down games? Are developers and publishers this desperate and scared to make great games anymore? And why oh why do we continue to see this need to chase the success COD4 had back in 2007? It's been seven years, no game yet has been able to match or exceed the success the COD franchise has had...so why continue to chase it?
I remember another great game that was asked to be dumbed down by Microsoft, a little game called Braid by Jon Blow. In several news stories, he stated that he was asked by MSFT to add hints into the game because the game was too hard and that people may not be able to figure out the puzzles. His response was that if he were to put hints in the game, it would destroy the integrity of the game and there would be no point to release it.
I agree. And the game is fantastic without hints.
http://www.gamespot.com/videos/jonathan-blow-how-mainstream-devs-are-getting-it-w/2300-6365133/ Johnathan Blow interview on how mainstream developers are getting it wrong.
"When you build an entire game that's Ill tell you what to do and you do it, ok you're not going to lose a player, but you've prevented that player from having any joy of discovery at all." - Johnathan Blow
COD4 - Deep Impact Multiplayer Perk Trailer
http://www.youtube.com/watch?v=WN_bRbMmCYU
Prior to watching that trailer, I was a huge COD fan, played a ton of LANs at my college with COD1 and COD2 and couldn't be more excited for COD4, up until that trailer hit.
Two things in the trailer peaked my interest: 1. The zero lack of recoil on the M249 SAW when fired at the hip and ads, and 2. The white hit marker being shown as bullets are going through walls/objects.
I immediately thought...why? Why is there no recoil? COD1 and 2 had it, especially on the BAR, when fired full-auto, that thing had kick that you had to compensate for. Soon after that I went to the forums and raged on IW for doing this dumbing down thing to COD4. During the summer of 07 I was engaged with the IW devs via the beta forums and had even made friends with one of the map makers. Long story short, one time during the beta of COD4 I asked him, where in the hell is the recoil on the guns? He said he thought it was there, but after he asked some questions around IW office, found out that the recoil was originally in the mutliplayer build but was removed via a request from the suits at Activision. Really? Executive management from the publisher is now directing game design? I couldn't believe it.
When asked why the removed it, their reply was, "our focus group testing came to a conclusion that the recoil made the game less fun, so our solution is to remove it."
One thing to note, if you play COD 4 single player campaign, the recoil is there, it's very obvious, take any full-auto gun and hold down the trigger and you will see a vertical life in the muzzle, this is NOT in multiplayer.
COD4 went on to sell millions upon millions of copies, it became the best selling game of all time, and at that time I saw a drastic 180 degree change in the game industry. This wasn't just with first person shooters, it had an effect across the board on all genres. Accessibility became the new buzz word and when at the drawing table for a video game, the first thing that was thought out was, how do we make this game accessible for anyone to pick up and play, ya know, in hopes of getting a piece of the COD$$-pie.
Take a look back of all the games since 2007, Halo 3, Halo Reach, the yearly COD release, story-driven single player experiences, Gears of War, Battlefield, all of them effected by this dumbing down experience. More hand-holding in games, more quick time events in games, more linear experiences, more cut-scenes to act as filler to the lack of gameplay, more auto-aim, more sticky-aim, more perks, more instant spawns, zero recoil, etc, etc, etc.
Then the unthinkable happened on August 27, 2014 to a game that many consider the chess of FPS, Quake Live. It got a title update. The reason behind the title update was to prepare it for its launch on Steam. This update made some subtle changes to the gameplay mechanics, but luckily the classic Quake still remained. These gameplay changes intentionally dumbed down the game in order, or hopes is more like, that noobs to Quake Live would somehow enjoy their experience more because the barrier of entry into the game had been lowered. The interwebz raged hard and still continue to. The classic ranked games of Quake Live got turned into unranked games. The dumbed down gameplay changes made their way into the ranked modes of play.
Why? Why this need to dumb down games? Are developers and publishers this desperate and scared to make great games anymore? And why oh why do we continue to see this need to chase the success COD4 had back in 2007? It's been seven years, no game yet has been able to match or exceed the success the COD franchise has had...so why continue to chase it?
I remember another great game that was asked to be dumbed down by Microsoft, a little game called Braid by Jon Blow. In several news stories, he stated that he was asked by MSFT to add hints into the game because the game was too hard and that people may not be able to figure out the puzzles. His response was that if he were to put hints in the game, it would destroy the integrity of the game and there would be no point to release it.
I agree. And the game is fantastic without hints.
http://www.gamespot.com/videos/jonathan-blow-how-mainstream-devs-are-getting-it-w/2300-6365133/ Johnathan Blow interview on how mainstream developers are getting it wrong.
"When you build an entire game that's Ill tell you what to do and you do it, ok you're not going to lose a player, but you've prevented that player from having any joy of discovery at all." - Johnathan Blow