Last week I have started playing Death Stranding (the first chapter, on PS Plus), and yesterday I have also read an interesting interview to the CEO of Supercell on the need for new type of games. I very much agree with that, so I started connecting the dots.
What console and indie games have that mobile still hasn’t get yet is the “useless beauty”. Things that are not designed or implemented for a specific KPI or data goal. Useless beauty is not that useless to me on the long term, also if you cannot see the immediate benefit. It shows our humanity, and prepares the terrain for cultural and trend settings.
Death Stranding is one of the most impactful experiences I am having in the last 10 year, on gaming side. And it contains a lot of things that make me thing “man, that’s weird, why did you put that?”. Actually, one after another. It’s overwhelming, and beautiful, and it doesn’t explain everything.
Also the last experiments from Supercell, which from a numbers perspective still haven’t found the formula, have something like that. They are much less authorial, the result of a team effort, different purpose, but still. I am sure that Kojima too is willing to make something to be remembered forever, but not played maybe. Different goals, but similar philosophies to me.
I don’t know if they will ever manage to create new genres, but to me the road is correct: not everything must have a direct impact on measures, useless beauty is human and players need wonder, not just mechanics.
daily thoughts on game design
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