[quote]You can play WarCraft 2 today, many years after it came out, and probably not say “boy I wish the buildings were all 3d”. The graphics and sounds are right for the game and the mechanics of the game play are well thought out. As a result, WC2 is almost timeless.
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I think you’ve hit the nail on the head here. Without question, graphics, sound, etc all contribute to the aesthetic experience of a game. IME though, if the game mechanics or gameplay are not compelling on their own, no degree of aesthetic embellishment is going to give you that “timeless” experience.
When I think about gameplay vs graphics, it makes me think about chessboards and monopoly sets. There are thousands of “custom” designed varieties of these games, but they are still the same game. If I buy a Civil War chess set, it becomes a game of North vs South. If I buy a Baseball chess set featureing the Yankees vs the Mets, it becomes a metaphor for the World Series. If I buy the Star Wars Edition of Monopoly it changes the theme of the game from real estate development to galactic conquest. Most of those who buy these “designer” games already own either a generic (in the case of Chess) or the original (in the case of Monopoly) version of the game, so clearly these customizations add to the aesthetic enjoyment of the game for those who buy them. However, the game mechanics are the same, no matter what form they come in.
I’ve heard people use the following argument against the FPS genre of games: A great game comes out, you play it for a while, and then the next year a new game comes out with better graphics and a new and more complex “story” and the old game, while perhaps not forgotten, goes on to gather dust on the shelf. If this is the case, then how can you call any of these games “timeless”? But what about “Doom?” people say, or “Half-Life?” those were great games and they still are! Perhaps, but how many of you will go back and spend hours again on Half-Life after HL2 comes out?
Just like the Baseball Chess set or the Monopoly: Star Wars Edition, the design of these games contributes greatly to the aesthetic experience of the game, but this is an ephemoral quality, whereas the gameplay is what makes the game of FPS popular and will probably continue to do so for years, if not centuries to come.
Another way to look at this is to make an analogy with another medium. Romeo & Juliet has been performed for centuries, has been set in a variety of locations and time periods, and has been used as an allegory for a host of different subjects & issues (compare the Franco Zeffirelli film with Baz Lurhman’s) The acting, the direction, the sets, light, etc. all contribute to whether a particular production is successful, but what makes R&J “timeless” is the thing all these productions have in common, namely the story.
“Stories aren’t games!” you cry, “and games aren’t stories!” Very true. Theater and film and books are narrative experiences, games are interactive experiences. The way I see it, game mechanics are the interactive analog to stories in narrative media. It’s what defines a game, and the “story” of a game (in the narrative sense), is like the acting, sets, props and costumes in a play. It can contribute greatly to the success or failure of a particular interpretation of a game, but is independent of the qualiy and timelessness of the game itself, which is embodied in the game mechanics and gameplay.