Making great games isn’t about the size of your… console

Big thanks this week to Evoke Marketing Group and Sony Playstation 3 for inviting us to an “exclusive ticketed event at Motion, Bristol”, where they were showcasing some currently un-released Playstation3 titles.

We wheeled up on last Thursday evening and entered into a real gamers electronic wet dream (dangerous, that). The club was kitted out with comfy sofas, a free bar, a DJ and MAHUSSIVE HD screens attached to shiny games consoles, free for anyone to mooch on over and play!

So in we trot, eyes glinting and super ready to be bamboozled by mind-bending challenges mixed with fancy graphics and some of the best games the goliath of Sony could throw at us.

But… while the staff at the event were great ambassadors for gaming, geeing you on with silly chat and mini-competitions, I’m afraid I felt these “unreleased games” would stay better being unreleased for a while.

Playing on the console they were unresponsive, unnatural and failed to make me care about the character. It’s odd; that companies with so much gaming heritage can miss out on a few simple pillars of game design.

While I don’t presume to understand the complexity of design of a PS3 game, it just felt there were a few playful basics missing:


Players don’t want to feel cheated by their character when controls repeatedly don’t react naturally. Play Booty Juggler!


Games need to have a reason, we like ones with playful learning. To be honest though. we’ve all played enough First Person Shooters and puzzle games, they now need something better than ‘just shoot baddies’ to keep me playing. Play Artist Rooms!


..fancy graphics later. Play Fire Kills!

The games we were playing were: FIFA12, GoldenEye, Uncharted 3 and Resistance 3.

So thanks Playstation, but I think I’ll be sticking to lots of other games for the time being.

Views expressed are entirely Dan’s, so there.



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