Moderator: JC Denton
by AtariKee » 15 May 2007 21:39
by GnaM » 10 Jun 2007 05:35
by kingpet » 20 Jun 2007 06:50
by icycalm » 21 Jun 2007 16:34
kingpet wrote:Well I think this article sums up the argument nicely.
http://en.wikipedia.org/wiki/Gameplay
Though it looks like you had a hand in it :D
kingpet wrote:Anyways, gameplay does sorta sound silly. But truth be told, it IS an attribute NOT ENCOMPASSING the game experience as a whole.
AtariKee wrote:These days, it's a total package, with graphics, storyline, mechanics, etc.
by filterpunk » 11 Jul 2007 03:54
by icycalm » 20 Oct 2007 18:42
by FrederikJurk » 20 Oct 2007 21:26
by icycalm » 22 Oct 2007 16:24
by Dale » 09 Nov 2007 04:12
by FrederikJurk » 10 Nov 2007 12:28
by icycalm » 04 Dec 2008 05:14
by EightEyes » 04 Dec 2008 05:40
by Recap » 04 Dec 2008 13:57
EightEyes wrote:We could probably come up with a more elegant term for it,
by Recap » 05 Dec 2008 00:46
"Play" is what the player does.
by icycalm » 05 Dec 2008 01:18
The Core Gameplay is the gameplay provided by the game itself.
This text is part of my book"The Hows and Whys of Level Design". It includes the introduction of the Gameplay part as well as the floorplan section of the Multiplayer Gameplay chapter.
by EightEyes » 05 Dec 2008 04:18
icycalm wrote:I think the proof is in the practice. Since I wrote this article I've written several hundred pages on the subject of videogames, be they reviews or articles, and never even once felt the need to use the word gameplay or any derivative thereof. And besides, EightEyes himself admitted that 'core gameplay' is not exactly an elegant term, which should be reason enough not to use it.
Then compare the above with what people on, say, 1UP do, who throw the word gameplay around every other paragraph. Isn't THAT proof enough that it's useless?
For extra lols:The Core Gameplay is the gameplay provided by the game itself.
by icycalm » 06 Dec 2008 03:44
When a player opens a door and watches a cinematic revealing the final boss, she isn’t experiencing a story as a video game, she’s watching a movie. When a player opens a door and stops to read a computer printout before going inside to fight the final boss, she’s telling her own story as a function of the gameplay.
When a player opens a door and watches a cinematic revealing the final boss, she isn’t experiencing a story as a video game, she’s watching a movie. When a player opens a door and stops to read a computer printout before going inside to fight the final boss, she’s playing a game.
by icycalm » 06 Dec 2008 03:49
When a player opens a door and watches a cinematic revealing the final boss, she isn’t experiencing a story as a video game, she’s experiencing a narrative as a function of the moviewatch. When a player opens a door and stops to read a computer printout before going inside to fight the final boss, she’s telling her own story as a function of the gameplay.
by Cpt. Coin-op » 07 Dec 2008 01:12
by icycalm » 07 Dec 2008 01:27
by EightEyes » 08 Dec 2008 01:25
icycalm wrote:I guess when cinematics began to appear back in the late 80's, or whenever it was that they first appeared, there arose a need to distinguish between the cinematic part of the game from the game proper.
by BlackerOmegalon » 12 Dec 2008 09:18