by Peter Molyneux
Clear Concepts. More than ever, Molyneux said, games need to begin with a clear, absolute concept. In Fable, for instance, the concept is: "Be a hero." In Grand Theft Auto, it's "Be a gangster." These simple but clear concepts are the key to a successful game idea.
Greater Accessibility. Once upon a time, gamers were willing to spend hours learning how to play a video game. But as gaming becomes a truly mass market industry, players demand ever simpler, ever more accessible gameplay experiences. Molyneux now believes that designers have about ten seconds to grab a player before the player will lose interest.
Simple to Understand. Along similar lines, Molyneux believes that players must be given a clear sense of what they can do and what they are supposed to do in a game. One of Molyneux's guiding principles is to create games with very simple, very concise controls that anybody at all could jump right into without needing a tutorial.
Deeper Interaction. As gameplay gets simpler, game depth needs to expand. When an interface reaches critical simplicity, a player must trust that those few available commands will lead to a great depth of possible experiences.
Morphable Gameplay. The success of games such as Fable and Grand Theft Auto, said Molyneux, is that they allow a player to both play through a game, and play in the game. One person's experimentation is another's gameplay ? so allowing for a diverse range of playing styles opens the field to attract multiple gaming audiences.
Cool Stuff. Lastly, Molyneux emphasized the important of continuing to think of new, cool things to attract gamers to games. In spite of the continuing technological and creative innovations in the industry, gamers ultimately play games because they want to have fun and do cool things.
I completely agree with Molyneux. Games of the future, are for the masses and so we need to think with a wide audience scope in mind.
We can add to this, Andrew view at grandtextauto
"Without well-formed experiences - efficient pacing, filtering out the 'boring bits' - games may not breakthrough to a mass audience. Most people just don't have the time to spend hours and hours playing a game for a few moments of meaningful drama. Games will need to be as "efficient" as movies, TV and books in this regard."
And then my last thought on conventions and transparency
"When we arrive at a point where the gameplay will be as transparent as film mechanics, stories will become the center of the experience." And so emotions will be diversified enough to build unforgettable art pieces that will last for decades and maybe centuries.