Especially when it comes to action games?
I was thinking about videogame analysis in general, and it got me wondering how should we analyze videogames. If you take a look at most action games we often talk about them in terms of "depth", which is basically how much decision making there is in a given situation. Do you need to analyze the gameplay always in function of decision making or are there any exceptions? Can a game still be good even if most decisions make themselves? What about other genres? Even puzzle games are games where you need to make decisions in order to give an answer, only that (compared to action games) the execution barrier is low and there are only a few paths that lead to victory.
Platformers on the other hand can be much more rigid, but there are still various shades of decision making you do when playing them, even some of the more rigid ones like Super Meat Boy or Celeste ("Should I start a jump from here or from there?" "If I stop running now I can make a safer jump to the other platform" etc.).
Then you have sandbox games, where maybe there isn't a clear objective except to be entertained, but you're still making decisions based on what you want to do and how you want to spend time in the game.
One exception I can think of is rythm games. There you either get the note or you don't, it's binary, but decision making isn't important because it's replaced by mechanical engagement. You are still entertained because you are always in the game, thinking about the next move to do, even if there isn't any decision making involved. Can this be applied to action games? Where there is one clear strategy but with an execution barrier so high that you still remain engaged in the game?
I believe that there is kinda of a graph for every game, where on the X axys you have mechanical engagement and on the Y axys you have decision making. For a game to be entertaining (purely on the gameplay side) you need to have either one or the other or a healty balance of the two. If you have a game with tons of decisions while also being mechanically difficult it will probably fry some brains. NGII for example is hard but not really mechanically hard, while DMC3 has less difficult encounters but has a higher execution barrier.
And where do walking sims fall in this discussion?
Curious to hear what you guys think.
I was thinking about videogame analysis in general, and it got me wondering how should we analyze videogames. If you take a look at most action games we often talk about them in terms of "depth", which is basically how much decision making there is in a given situation. Do you need to analyze the gameplay always in function of decision making or are there any exceptions? Can a game still be good even if most decisions make themselves? What about other genres? Even puzzle games are games where you need to make decisions in order to give an answer, only that (compared to action games) the execution barrier is low and there are only a few paths that lead to victory.
Platformers on the other hand can be much more rigid, but there are still various shades of decision making you do when playing them, even some of the more rigid ones like Super Meat Boy or Celeste ("Should I start a jump from here or from there?" "If I stop running now I can make a safer jump to the other platform" etc.).
Then you have sandbox games, where maybe there isn't a clear objective except to be entertained, but you're still making decisions based on what you want to do and how you want to spend time in the game.
One exception I can think of is rythm games. There you either get the note or you don't, it's binary, but decision making isn't important because it's replaced by mechanical engagement. You are still entertained because you are always in the game, thinking about the next move to do, even if there isn't any decision making involved. Can this be applied to action games? Where there is one clear strategy but with an execution barrier so high that you still remain engaged in the game?
I believe that there is kinda of a graph for every game, where on the X axys you have mechanical engagement and on the Y axys you have decision making. For a game to be entertaining (purely on the gameplay side) you need to have either one or the other or a healty balance of the two. If you have a game with tons of decisions while also being mechanically difficult it will probably fry some brains. NGII for example is hard but not really mechanically hard, while DMC3 has less difficult encounters but has a higher execution barrier.
And where do walking sims fall in this discussion?
Curious to hear what you guys think.