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Gaming is a place of many places: almost every conceivable location and situation has been depicted in a game at one time or another - and this is what makes the ever-expanding universe of videogames so unique.
Yet within the many diverse gameworlds it's the extravagant, imaginative and surprising touches which makes playing games so appealing and special.
I tend to be attracted in any game which places "fantasy" at the forefront of its gameplay and visuals, but far too often in games of this nature I find that the fantasy elements are not implemented in the extreme and flamboyant manner which I expect. Time and time again I witness the golden beginnings of an interesting vision slip slowly into the swamp of cliché and mediocrity.
So [even though I'm already doubting the content of this post] I thought I'd point my finger in the general direction of four of my favourite ingredients which I believe should appear in every fantasy-based game as standard.
*DREAMING OF ICARUS*
That is: the superhuman ambition of flying without the assistance of standard technology. Every fantasy adventure should incorporate this character ability into the gameplay. It doesn't really matter how it's done: on a magic carpet, on the back of a mythical warbird, by way of a magical cape, as an attained special ability, utilizing a jetpack etc…. Exploring a fantasy gameworld via the freedom of the sky is always enjoyable, and seeing that the environments of these types of games are becoming larger and larger, I think it's definitely the best and most pleasing manner in which to quickly get about. It certainly beats the uninspiring and overly-used warp portal method. - As a wise old sage once said: "I'd rather fly like Icarus than be beamed-up by Scotty."
*CASTING THE LIGHT FANTASTIC*
There's hardly anything worse than mediocre spellcasting, or the lame destruction of enemies. In a game wherein casting spells and using magic in general is a main feature of the gameplay, I want to see nothing less than a psychedelic fireworks display of Jimi Hendrix proportions. Every time I press the spell-attack button I want a light-bedazzling extravaganza of devilish exploding colour. It's got to be so spellbindingly impressive that even a spaced-out hippie would sit up and take interest. Spellcasting only hits-the-mark when it's juiced-up to the max, and that means: a visual orgy of orgasmic rainbows.
*TRANSMOGRIFICATION*
That is: "to change or transform into a different shape, especially a grotesque or bizarre one".- Unrealistic gameplay is the heart and soul of the fantasy adventure. The ability to shape-shift the controllable character into monstrous forms is another always-satisfying trick. Empowering the player is where the enjoyment lies, so there is no point in stifling him or her with the limitations of so-called realism. Thus the special-attack of instant-evolution into an all-powerful doombringer is just about essential. The ability to go temporarily "beserk" and annihilate everything on-screen is always a welcome and wholesome treat. - As a wise shaman once told me: "Allow the lush monster within to gallop free."
*CLOUD-CUCKOO-LANDISHNESS*
The more outlandish and fantastical the game environment is the better. The whole point of fantasy is to see things we've never seen before, and to do things which are most definitely not possible in reality. Fantasylands should always embrace and capture the peculiar, the grandiose, the preposterous, the sublime, the fairytale, the fabulistic, the bombastic, the eccentric, the romantic, the wondrous, the curious, the awe-inspiring, the exotic, - [I'd better stop there because I'm running out of adjectives]. - Anyway, I've invented a silly word ["cloud-cuckoo-landishness"] which for me sums up the philosophy which I believe should always course through the veins of every fantasy adventure.
The "F" in fantasy stands for flabbergast: never let the dynamism of the visuals and the gameplay be limited by the shackles of realism.
I am sooooooooo funny...
You never know quite what you're gunna find next!
If all games were based on life as we know it, then we'd be bored as hell with gaming. It'd all be so predictable, with nothing new or surprising to look out for. Can you imagine a game like Zelda if it was based on today???? :S
I think Shenmue is an exception though. Even though it's based on and set in reallity, it's still a great game. Maybe it's because of the range of things you are allowed to do?
>It has to be "believable".
>Don't get this word wrong. I don't mean make it believable by making it realistic. I mean make it believable by bringing the world to life.
Yeah, I know what you mean. That's important.
But I must say that I like it when games have irrational twists in plot or are built around an almost ridiculous premise.
For instance Silent Hill 2: by the end of the game I was convinced that the idea behind the whole game was that it was all just a ghoulish nightmare in the lead character's head. The line between the logical and the illogical slowly became blurred as the game progressed, and by the end, hardly anything made sense - but that's what made it interesting and unnerving.
Another small example of this kind of other-worldliness is Rez: venture into cyberspace which has the appearance of a psychedelic disco and blast computer viruses in attempt to liberate a mysterious female entity - er what? It doesn't really make sense, but maybe it doesn't have to.
I dunno, maybe I just prefer the surreal to the real. I like the phrase "peculiar heart", because it just about sums up the atmosphere I like to see in games.
½pint wrote:
>because it reminded me of the song Wonderboy which is a brilliant song.
Hmm, I don't think I've heard that song….
>I agree with the whole fantasy thing, not only do I dislike 'real life' games, but fantasy is just cool.
It is cool, always better than so-called realism; but for me the fantasy elements in games can be taken further than they currently are. I've never played a game which meets my vision of the perfect fantasy game. They always seem to fall short, and it's always because the dreaded realism always rears its head and gets in the way. But then again, maybe I ask too much.
I agree with the whole fantasy thing, not only do I dislike 'real life' games, but fantasy is just cool. Seen a sword comparable to Cloud Strife's in real life? Doubt it.
If you want to make a fantasy game, collectables and character improvement have to be in place. Whether it is gaining new abilities (like in Donkey Kong 64 and Banjo Tooie [which you've obviously taken inspiration from]), or making your character a pure beef machine via experience, you NEED to become better as you play.
I like fantasy and have to cut this a bit short due to the need to watch the Simpsons. And I mean it about that winning a pize thing, because Wonderboy really DOES rock.
That's Telekenesis.
I didn't even read the topic, because I'm in a rush, but you deserve to win something for your troubles because it reminded me of the song Wonderboy which is a brilliant song.
There has to be another element too though:
It has to be "believable".
Don't get this word wrong. I don't mean make it believable by making it realistic. I mean make it believable by bringing the world to life.
Every world has to obey it's rules.
You can make your own rules for your world and then you have to stick by them. Otherwise it'll just seem silly and random.
A well designed fantasy world is teeming with life and little details.
Different places have different people who think of each other in different ways. If you can make a land with such details that make it seem like such a living breathing world, people will be trully encaptured by it.
An example is the Star Wars universe.
Although it's based on wild fantasy (space and laser shooting), it also follows rules and has a believable "system" of races and people.
I'm not sure if I've explained myself so well by I hope you'll see what I'm getting at...
Gaming is a place of many places: almost every conceivable location and situation has been depicted in a game at one time or another - and this is what makes the ever-expanding universe of videogames so unique.
Yet within the many diverse gameworlds it's the extravagant, imaginative and surprising touches which makes playing games so appealing and special.
I tend to be attracted in any game which places "fantasy" at the forefront of its gameplay and visuals, but far too often in games of this nature I find that the fantasy elements are not implemented in the extreme and flamboyant manner which I expect. Time and time again I witness the golden beginnings of an interesting vision slip slowly into the swamp of cliché and mediocrity.
So [even though I'm already doubting the content of this post] I thought I'd point my finger in the general direction of four of my favourite ingredients which I believe should appear in every fantasy-based game as standard.
*DREAMING OF ICARUS*
That is: the superhuman ambition of flying without the assistance of standard technology. Every fantasy adventure should incorporate this character ability into the gameplay. It doesn't really matter how it's done: on a magic carpet, on the back of a mythical warbird, by way of a magical cape, as an attained special ability, utilizing a jetpack etc…. Exploring a fantasy gameworld via the freedom of the sky is always enjoyable, and seeing that the environments of these types of games are becoming larger and larger, I think it's definitely the best and most pleasing manner in which to quickly get about. It certainly beats the uninspiring and overly-used warp portal method. - As a wise old sage once said: "I'd rather fly like Icarus than be beamed-up by Scotty."
*CASTING THE LIGHT FANTASTIC*
There's hardly anything worse than mediocre spellcasting, or the lame destruction of enemies. In a game wherein casting spells and using magic in general is a main feature of the gameplay, I want to see nothing less than a psychedelic fireworks display of Jimi Hendrix proportions. Every time I press the spell-attack button I want a light-bedazzling extravaganza of devilish exploding colour. It's got to be so spellbindingly impressive that even a spaced-out hippie would sit up and take interest. Spellcasting only hits-the-mark when it's juiced-up to the max, and that means: a visual orgy of orgasmic rainbows.
*TRANSMOGRIFICATION*
That is: "to change or transform into a different shape, especially a grotesque or bizarre one".- Unrealistic gameplay is the heart and soul of the fantasy adventure. The ability to shape-shift the controllable character into monstrous forms is another always-satisfying trick. Empowering the player is where the enjoyment lies, so there is no point in stifling him or her with the limitations of so-called realism. Thus the special-attack of instant-evolution into an all-powerful doombringer is just about essential. The ability to go temporarily "beserk" and annihilate everything on-screen is always a welcome and wholesome treat. - As a wise shaman once told me: "Allow the lush monster within to gallop free."
*CLOUD-CUCKOO-LANDISHNESS*
The more outlandish and fantastical the game environment is the better. The whole point of fantasy is to see things we've never seen before, and to do things which are most definitely not possible in reality. Fantasylands should always embrace and capture the peculiar, the grandiose, the preposterous, the sublime, the fairytale, the fabulistic, the bombastic, the eccentric, the romantic, the wondrous, the curious, the awe-inspiring, the exotic, - [I'd better stop there because I'm running out of adjectives]. - Anyway, I've invented a silly word ["cloud-cuckoo-landishness"] which for me sums up the philosophy which I believe should always course through the veins of every fantasy adventure.
The "F" in fantasy stands for flabbergast: never let the dynamism of the visuals and the gameplay be limited by the shackles of realism.