Recently I was reading the history of Slam Dunk the manga, which is the highest number sold per volume manga ever, how it stopped at volume 31 because the author decided that was the last best game he could write about. Even though Slam Dunk was practically a license to print money, he decided it wasn't going to continue if it wasn't going to be measure up to itself and walked away. So this got me thinking. How many games are the same? Now games are obviously more commercial in nature due to their scope, and making money is not a sin, but I feel a vast majority of games compromise to put stuff that'd make it sell more. I'd say that you cannot sell for large numbers, certainly not > 1 million, without compromising some *pure* aspects of a game. That is not to say small budget games are any purer (they could be striving for money too, just smaller amounts).
I have never played Katamari Damancy, but I think that'd be the prototypical game designed for pure gaming's sake. It's hard for me to imagine the developer came up with such a whacky concept and say 'this will make us all rich!' But beyond Katamari, what others games are like that? I think ever since game design become a big business thing, games by their nature has to sacrifice for commercial aspect just because it takes way too much money to develop one now, but there are a few games I think that still cares more for delivering an experience than making money.
My list of such games would be:
1. Skies of Arcadia
2. Vagrant Story
3. Xenogears
Skies of Arcadia certainly has plenty of your generic RPG aspect designed to drag out the game, and stuff to make people buy hint books or use the Dreamcast's online service thing. But I think the game has enough vision to consider it as gaming for gaming's sake. I don't know if it's related to the fact that nothing on Dreamcast sold very well so nothing on DC ever had good commercial success. Despite the game's significant shortcomings, I can't imagine you've a world as fun as Skies of Arcadia to explore in, and they only created this world to sell more copies or hint books. I consider the game's plot secondary to the exploration aspect.
Vagrant Story obviously is under some commercial pressure to succeed, as gameplay was extended from about 6 hours to 20 hours to fill in your obligatory "X hours of gameplay" quota on the back of the box. But even though the game added 14 hours of puzzles that involve pushing boxes, I think the game's vision still shows. It is almost like watching a play. When the game ends, everything is still fresh in your mind. There is no convoluted plot to follow. Everyone that shows up is basically important, and there are only a few important guys. It tells the story exactly it needs to. I also consider the gameplay secondary to the environment of this game. I think it's a testament to the game's compactness when you've characters that only show up in about 2 scenes in the ending, and you still know who they are. It's not necessarily because they're memorable, but because the game doesn't waste time with useless stuff so that you end up forgetting why soandso is even here in the first place.
Of course, if Vagrant Story is a game about compactness, Xenogears would be the opposite. Xenogears certainly has a lot of commercial expectations, but I find it hard anyone can actually believe such a long-winded game was going to succeed commercially. The game was painfully too long and convoluted, but it stuck to its longwinded way the whole time. Supposedly the 2nd CD got changed to the 1-hour-of-text-at-a-time format because it'd have taken too long, but I think if they didn't have all these narrated scenes with the cross of Nisan swinging in the background, the whole game would've been ludricously long, like taking 100 hours to finish, which would kill any chance of commercial success. Even though at the end I don't even know who my party members are or why they are with me, you have to respect that the game designers had a vision and they were going to tell their convoluted story no matter what.
I have never played Katamari Damancy, but I think that'd be the prototypical game designed for pure gaming's sake. It's hard for me to imagine the developer came up with such a whacky concept and say 'this will make us all rich!' But beyond Katamari, what others games are like that? I think ever since game design become a big business thing, games by their nature has to sacrifice for commercial aspect just because it takes way too much money to develop one now, but there are a few games I think that still cares more for delivering an experience than making money.
My list of such games would be:
1. Skies of Arcadia
2. Vagrant Story
3. Xenogears
Skies of Arcadia certainly has plenty of your generic RPG aspect designed to drag out the game, and stuff to make people buy hint books or use the Dreamcast's online service thing. But I think the game has enough vision to consider it as gaming for gaming's sake. I don't know if it's related to the fact that nothing on Dreamcast sold very well so nothing on DC ever had good commercial success. Despite the game's significant shortcomings, I can't imagine you've a world as fun as Skies of Arcadia to explore in, and they only created this world to sell more copies or hint books. I consider the game's plot secondary to the exploration aspect.
Vagrant Story obviously is under some commercial pressure to succeed, as gameplay was extended from about 6 hours to 20 hours to fill in your obligatory "X hours of gameplay" quota on the back of the box. But even though the game added 14 hours of puzzles that involve pushing boxes, I think the game's vision still shows. It is almost like watching a play. When the game ends, everything is still fresh in your mind. There is no convoluted plot to follow. Everyone that shows up is basically important, and there are only a few important guys. It tells the story exactly it needs to. I also consider the gameplay secondary to the environment of this game. I think it's a testament to the game's compactness when you've characters that only show up in about 2 scenes in the ending, and you still know who they are. It's not necessarily because they're memorable, but because the game doesn't waste time with useless stuff so that you end up forgetting why soandso is even here in the first place.
Of course, if Vagrant Story is a game about compactness, Xenogears would be the opposite. Xenogears certainly has a lot of commercial expectations, but I find it hard anyone can actually believe such a long-winded game was going to succeed commercially. The game was painfully too long and convoluted, but it stuck to its longwinded way the whole time. Supposedly the 2nd CD got changed to the 1-hour-of-text-at-a-time format because it'd have taken too long, but I think if they didn't have all these narrated scenes with the cross of Nisan swinging in the background, the whole game would've been ludricously long, like taking 100 hours to finish, which would kill any chance of commercial success. Even though at the end I don't even know who my party members are or why they are with me, you have to respect that the game designers had a vision and they were going to tell their convoluted story no matter what.