Go Farther: Fantasy Game Economics

Some time ago I wrote, wistfully, that writers of fictions and worldbuilders of all kinds could do better – and have interesting ideas if they focused on economics.  Economics helps you build a world, create plots, and of course, make a story more relatable since we deal with economic issues all the times.

I'd like to return to that issue by noting a specific area of fantasy fiction and gaming – especially gaming – that I'd like to addressed further.  Those of you writing, those of you building games, and so on, keep this in mind.  It will help you create better.

(And this issue really bugs me).

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Filling Bars: How Video Games Make Simple Progress Meaningful

"It's a great way to fill bars" is a reference around my apartment about games that have a "grind" element.  For those don't immediately get the metaphor, it refers to games that have some kind of progress bar in it (often experience in an RPG) that one fills by various activities, and when it is filled, there is some advancement in a game.  You get the idea.

How many of our games are basically bar-filling?  We gain experience points to level a character, get enough science scores to give our fledgeling virtual civilization a technical advancement, or or just plain earn enouhg money to build that next railroad.  A lot of our games are filling bars, meters, or coffers, often from highly repetitive behavior.

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Why Motion Control On Game Consoles Isn’t an Edge

The Wii started the whole motion control thing with the Wiimote.  Now as I write this we have the Playstation Move and the Microsoft Kinect adding motion control to their respective consoles.  We are entering an age where everyone can make a total dork of themselves in their living room for the sake of video game entertainment.

As we approach the time where all of us have the chance to scare the cat while playing videogames, one question comes to mind (at least my mind) – does this actually matter to any company or their sales?

I'm not sure, but one thing I've been wondering about, one thing I want to share, is that perhaps this is the wrong question.  I'm starting to think Motion control is going to become "expected" in games consoles.  In short, is it a "new normal"?

Every major console will have Motion control, and of course the usual games that go with it (your usual family entertainment, some others that are expected, etc.).  At that point the question comes up – what makes them different?  What in short is the advantage when everyone is doing it?

I don't think it does to a significant extent.

The consoles have carved out some pretty good niches for themselves.  I don't see adding motion control affecting sales and usage overmuch.   It might at most dilute some competition, but the consoles already have distinct mindshare and pueblo c images.  Changing that is not going to come from releasing some motion control games.

Secondly, motion control is not suited to every game or every type – any experienced gamer has played games that wouldn't work well with point-and-press or waggle-and-wiggle.  There's only so much room for innovation in the games with this control scheme.  I don't think it's going to produce any other revolutions in gaming for now.

What I think motion controls mean is not some radical change or shift in gaming.  I think motion control is going to become the norm because everyone is doing it – and it seems to be expected.  Companies doing motion control will help keep their market, and perhaps expand it slightly – not make radical changes.

So I'm not expecting a revolution.  I don't think Wii players will move to the XBox in droves,  the XBox wont steal PS3 players due to Kinect.  I think this is just expected and normal and means that someone who likes the Wii may play some PS3 games, and the like.  There are many other reasons to buy and play consoles beyond motion controls – and the solid mindshare the consoles have has already defined their markets.

In a few years motion control will just be a normal option for any game console.  It's nothing radical.

Steven Savage