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Column > Setting the Mood
Setting the Mood
By Dylan Stadler of RareDark.com


     Half-Life, Zelda, and Final Fantasy are games that are known by both the younger gaming crowd, who have been playing since the PSX and N64 days, and the older gaming crowd, who have been playing since the NES or SNES days. Of course, a quick glance at these names probably sparks memories, memories that are of great gaming experiences. But, what makes a great game? Well, everyone has their own opinions, but I’d say a majority would say game play is what makes or breaks a game. Graphics, sound, and replay value are also very important. In my opinion, I’d rank replay value at the top. I’d rather not play a game for a few weeks, and then have it collect dust for the rest of time.

     Two other examples are The Legend of Zelda: Ocarina of Time and Goldeneye 007. Zelda had good music to fit where you were, and what you were doing. Every dungeon had a spooky feeling to it. Goldeneye 007 for the N64 was a great game all around. The music was perfect for every level, and I think I speak for everyone when I say Goldeneye had one of the best first levels in a game ever. It really drew you in to the concept of being a stealthy operative in James Bond.

     So am I saying games are bad if they don’t draw you in? No. In my opinion, it sure does a lot though, as you can never put it down, and it’s something you won’t forget. Those are two things I find very valuable in a game. Also, every game can’t be applied to this concept, mostly games like NBA Live, sports games or something like Super Smash Brothers that doesn’t really need a mood. But many games could benefit from it.

     Am I saying the industry should immediately follow this trend? Well, if I had my way, yes, but realistically, developers aren’t perfect. But they sure can learn from it. Things like music, extras, multiplayer modes, and hidden goodies, all add to what can be a great game. Developers of course don’t want to ditch a great storyline or nice graphics. Perfect Dark and Super Smash Brothers are two examples of multiplayer games that don’t require a mood, and make for an awesome game. If you’re playing Capture the Flag in Perfect Dark with friends, do you need moody music? No. If a developer were to do that, I think it might be going a bit far, as you really wouldn’t concentrate on the mood, but rather on the fun with friends.

     Do I think a new trend will start? No, not at least any time soon. Mood is not something gamers are demanding. And, a fair percentage of the videogame user base is made up of casual gamers that don’t care too much about mood or setting. I don’t think games will be perceived as movies. What I am saying is, movies are more of a category that can be associated with mood and pulling you in to the experience. If gamers see mood as a vital part of the gaming experience, then this will change, and games will concentrate more on a gamer’s experience. But I do not see this as catching on anytime soon.

     So, my final point is, a game that you can’t put down, a game that sucks you in, and an experience you won’t forget is something that will earn developers a lot of money and will have a good chance for success. I think developers should concentrate and put more effort into this concept. Like I said before, not all games and modes need to have this, and a game can be great without a dedicated mood, but all I ask is that developers take a closer look at what made great games great, and consider trying to pull the person into the game.

© Dylan Stadler, September 2001 for RareDark.com

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