It's not the graphics. It's all about the limitations

Written by Matt Paprocki
Published September 14, 2004
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Moving into more modern times, we'll look into the saga of "Grand Theft Auto III/Vice City," a series of games I find myself writing about far too often. Here is a game that screams at players during the advertisements: "Go anywhere! Do anything!" Really? Even if it were possible with this generation of hardware, would you even want to be able to do "anything?" Would it even be a "game" anymore?

The sheer definition of a "game" has limitations. Would Monopoly be fun without the brilliantly designed rule set? No. So, if you could walk into a high school gym (in the game) while playing "GTA", pull out one of those blue mats and start doing gymnastics on them, would you really be having fun? No. There's also a reason other cities are unavailable from the start. It gives the game a purpose, a reason to keep playing.

Most players today (especially most of the younger ones I believe ) don't realize that this is why classic gamers and games are still around. Designing a game and making it more expansive only needlessly complicates things. Sure, some games pull it off, but then why is "Tetris" said to the video game most played in the history of the industry? In the end however, I probably can't say it any better than Eugene Jarvis (the creator of "Defender" and the "Crusin" series) did in a 1996 interview:

Question: So too much freedom is a bad thing?

Answer: "Yeah. We forget that games are about limitations. Limitations are what really make games. Take the game of Chess - possibly the greatest game of all. You're on this stupid board and you've got 64 squares, you can't move in three dimensions, you can't move off the board, and the pieces only move in certain, really horrible ways that are totally stifling to your creativity. Yet, here is this incredibly rich game."

Sounds like "Samurai Shodown II" to me.

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Matt Paprocki is the former reviews editor for Digital Press, a video game website with an appreciation for the retro side of the industry. The deep game collection which spans nearly 30 systems and 2,000 games line his walls for research purposes. Matt strives to bring credibility to video game journalism, and take it in a new direction to aid the industry in becoming respected with all forms entertainment media. He currently freelances for GameArgus.com and MultiPlayerGames.com.
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It's not the graphics. It's all about the limitations
Published: September 14, 2004
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Section: Gaming
Writer: Matt Paprocki
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#1 — September 14, 2004 @ 04:26AM — Dirk [URL]

As far as I can remember I have been fascinated by the idea of games enabling you to do anything.

Space Invaders is nice, but I wouldn't lose sleep over it now. It's too basic, I want variety, move freely in a world and do whatever seems right to me.

#2 — September 14, 2004 @ 12:55PM — Patrick

I'm a big fan of "classic" games (though I gotta feel a bit older, with these new Plug-n-play joysticks saying "play the games your parents played when they were your age!", when I was raised on Centipede and Galaga). Yea, sure, the new ones *look* better and have a more complex storyline, but you know..I don't want to waste hours of my time to tell if a game sucks or not. I can tell w/i minutes of playing an older game if I'm going to have a good time or not and the there's none of that backtracking to solve a puzzle or whatever that just draaags in newer games, especially when I'm having just as much fun playing that game from the 80's.

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