I think that may be the mark of a truly masterpiece game - when a game’s experience is so good, that I want to do it over and over, rather than needing new choices or paths to create new content and make it fresh again.
It’s so true. Most new games claim replayability by having new choices to make, but I find that many times, the gameplay just wasn’t amazing enough to play again with different choices. Yet, some games you play over and over, despite no new choices.
Ben Kuchara has a wonderful and balanced article about video game violence in reponse to the recent Connecticut shooting:
Here is a fun thought experiment: if you could do anything, be anyone, or have any power, what would you want to do? Fly? Swim to the bottom of the ocean? Be an officer on a starship and explore space? Make love to a beautiful or handsome man or woman? How far down the list is the fantasy of killing someone? Yet when we open up Steam or walk into a video game store, the killing fantasies are the most popular, and generally the most advertised.
Why does a studio remove someone from a game’s credits, and why do developers put up with it? Most importantly, why do credits matter?
When I was learning to program, my dream was (of course) to help make something like Starcraft, and then be able to see my name in the list of people who made it. It’s saddening to learn that even with work invested in a game, that’s not necessarily going to be the case. Not just saddening, it’s jacked up.
But beyond any of the practical concerns, or the high-minded talk of posterity, the best reason to insist on proper crediting is simple human decency, respect, and love of the truth.
It reminds me that it’s important for you to appear in the constributors list of a project you work on, or even in a humans.txt file of a website.