Guns, maps and goo

These days, however, I'm struggling to care about my consoles. I spend a lot of time on Rock Band and Guitar Hero - but they're just another way of listening to music (even if some of that music is by Tool).
Then there are those "open world sandbox games" that promise a million solutions to each task. They always sound promising, but they can't hide the fact that the task in question is, without fail, killing someone. Your choices ultimately boil down to this question: "Which noun would you like to use in committing a brutal murder?" As someone whose favourite game moments came in the cartoony, imaginative brain-teasers of the Super Mario and Banjo Kazooie series, the endless parade of headshots and body armour and healthpacks and "melee assaults" is horribly uninspiring.

The obvious conclusion is this: Games need rules. It's as true of Monopoly as it is of kiss chase. I’d rather that designers concentrated on giving me focussed, structured gameplay than sending me on aimless quests around endless maps telling me I should enjoy the freedom. Wandering around unsure of what you're supposed to be doing is what you do when you've got Alzheimer's or a seat in the European Parliament. If it not fun, it's not a game.

This weekend, you can get it for the bargain price of $0.01 (or whatever sum you decide to pay, Radiohead-style). I heartily recommend that you do.
In the meantime, here's a lovely little video from Adam and Joe's Radio 6 show that perfectly encapsulates my formative gameplaying experiences.
Labels: Games