Thursday, December 31, 2009
Obligatory New Year's Eve Post About Video Games.
It's amazing to see how much I've changed since then.
As the decade progressed, I learned to love games from all different systems. The big turning point was when I decided to buy myself an xbox, the first non-Nintendo console I ever owned. I have Halo to thank for that.
But more importantly, I began to see video games on a few different levels. Ocarina of Time was one of the first games that made me realize the artistic and storytelling potential of a video game. But it was during this last decade where I really began to understand what that meant. The way Silent Hill 2 pulled me into it's world was something I had never experienced before. It was the first video game that I had to play multiple times just to get my head around the inner meaning of the story. Rez HD was a fantastic mixture of audio and visual design that provided total sensory immersion. And even though games like Flower and The Path were mostly artsy just to be artsy, I still found new and exciting elements in each one.
Of course I still had all the old standbys to keep me occupied as well. I had my Zelda, my Mario, my Warcraft. These were all games I could enjoy on my own time, away from other people. But I'd be lying if I said I didn't relish the Friday nights lost to massive Halo 2 LAN parties. It was the social aspect of these parties that I really enjoyed, and while I always knew that games were sociable, there was something different about a LAN party. Maybe it had something to do with the fact that we had 16 players instead of the standard two to four. Whatever it was, the advent of Halo 2 helped redefine how I played games with friends. I'm reminded of this every time I plan another Team Fortress 2 party.
I could continue to talk about how important the past 10 years have been for gaming and predict how games will change in the next decade. Maybe even make a personal top 10 games of the decade list. But everybody else is doing that. Instead I'll just end by wishing everyone a Happy New Year. Here's hoping the next decade of gaming is just as exciting as the last!
If you'd like to share you own stories, just write a comment.
Tuesday, November 10, 2009
Does Multiplayer Kill the "Games are Art" Argument?
Monday, August 10, 2009
Adventures in Azeroth #1: The Metagames of Warcraft or YO DAWG I HEARD YOU LIKE GAMES!
But what about the times when a player doesn't want to do any of that? How do they play the game when they're not actually playing the game? Being in a guild like The Knights of Arcadia (KoA), I found that the social nature of players inevitably leads to the creation of random games and events specific to that guild.
Some of those activities take advantage of what's already programmed into the game. For example, guild members will occasionally head towards a major in-game town for an impromptu dance party. As you may (or may not) have guessed, pants are optional at these dances. Naturally, I decided to follow tradition.
And yes I also dance with my pet turtle between my legs. That's just how I roll.
This was one of the first events I participated in after joining the guild, and it gave me a chance to meet some of the guild members I was not previously familiar with from the real world.
In general dancing in WoW seems to be quite popular for some reason. When guild members hold a "Pants Off Dance Off," many players passing through the town will stop and join in the festivities for a while before returning to their previous tasks. Even when I'm questing, I'll occasionally find a group of players dancing. Sometimes they'll be wearing pants, and sometimes they'll be dancing on the top of a light post. Oh, and the players will also be transformed into bears.
I'm not quite sure how three bears even get up to the top of a lamp post in the first place.
Another aspect of play built into the world mechanics is the various novelty items found within the game. At this year's Comic-Con, my friend Mathne won a free in-game item that was essentially an ethereal tiger designed to look like one of those sandbox animal rides you see in playgrounds at public parks. He brought it out for the entire guild and we all took turns riding it.
Needless to say, I think we had more fun with it than we should have.
There are also a number of items players can toss to each other. While the first thought that comes to mind is players can play catch with these items, my friend Karami came up with a better idea.
She and a few guild members would take turns holding a snowball, while the players without snowballs went to hide. The ball holder would look for the other players and throw the ball to the first person they found. The person tagged with the ball would then hunt for everyone else in the next round. It's basically hide-and-seek with magic, but the game would occasionally be structured in a way so that there was a point system. I should also note that Karami is a rouge and has the ability to turn pseudo-invisible.
Of course players who aren't rogues see this as an unfair advantage and will pelt poor Karami with snowballs whenever they get a chance.
So what does this all say about World of Warcraft as a game? Is the fact that players tend to create their own form of fun within the game a sign of poor game design? After all, why even bother playing the game if you're just going to sit and make your avatar dance all the time. I think that opinion of the game is a bit shallow in its analysis. It forgets how social WoW and many other so called "virtual worlds" are. One of the reasons many people play WoW is for the social aspect of the game. People enjoy doing things with other people, whether it be doing a dungeon raid on the latest boss, or dancing in Ironforge. The difference between those two events is that dancing is less structured than a raid and allows players to just relax and socialize with other players.
Another way to look at WoW is from a virtual world point of view. If a virtual world is supposed to simulate a real world lifestyle in a fantastical setting, then why shouldn't its inhabitants have some downtime in between epic journeys and fights against the forces of evil? Even in a fictional world like Middle Earth, Theoden and party still had time to have a couple pints before they journeyed to Gondor's aid. The point is, even in a virtual world that's centered around conflict, people will still (and should) find time to relax and play with friends.
However, there are some games that might actually suggest parts of the game are poorly designed. These games come in the form of third party add-ons that players can install in their game's GUI. One of the biggest ones? A WoW themed version of Popcap Games's casual hit Peggle:
The idea behind the Peggle add-on is that it gives players something to do on long flying mount rides across a continent or while they're waiting for their raid to start. Raid leaders can even use the game as a way of deciding who earns loot at the end of a boss fight.
While I like the idea of using Peggle as a loot divvying tool, playing the game because of waiting times inherently placed in the game definitely suggests there is a problem with some of WoW's mechanics. The game already provides players with items and animations for making their own fun, so why is a game that comes from outside of the world necessary to make the game fun? If a player is so bored that they have to play a different type of game inside of a game, then Blizzard might want to look at how to keep such a situation from happening.
Next Time on Adventures in Azeroth: Traveling the World(s)!
Sunday, August 2, 2009
Gamestop Specials Come With A Catch
Sunday, July 26, 2009
ICO and Braid are Boring, Yet They Are Good
Wednesday, July 22, 2009
Attack the green one! ...Wait, which one is the green one?
The same holds true for video games. In the 20 or so years I've been a gamer, I never had a problem with a game's color pallet. However, that all changed when I played the HD remix version of Super Puzzle Fighter II. I was familiar with the game as it was a staple of arcades and pizza places during my childhood. But when I played this new version I was suddenly put at an extreme disadvantage against my opponents as I could not tell the difference between the red blocks and the green blocks. This problem was never present in previous versions of the game, so it must have been the HD up-scaling that turned an enjoyable game into an unplayable one. It was the first time I ever remember wishing there was a colorblind option in a game.
Well it seems like my wish is starting to come true. I've noticed that more and more games are offering an option to make the color pallet of the game more colorblind friendly. In particular three of the games on my computer come equipped with the option: Peggle, Left 4 Dead, and World of Warcraft.
While I appreciate having the choice in these games the only time I've ever actually needed to check the colorblind box was in Peggle. The color scheme in Peggle was almost impossible for me to comprehend. The green pegs blended in with the orange ones, and it took me forever to find the purple peg amidst all the blue ones. Let me show you what I mean:
Here is a picture from Peggle on normal settings. One who has the proper number of red and green cones in their eyes would probably have no trouble discriminating the differences between peg colors. But here's an approximation of how I see it:
It's the exact same picture run through an image filter designed to simulate a person with Deuteranopia red/green colorblindness, which I believe is the type I have. The filter should work right if you have trouble finding the green pegs among the orange ones. There's a small chance this is the wrong filter, but since both images look identical to me, I'll assume I picked the right one.
As you can see, it makes sense for Peggle to have a colorblind option. Like Puzzle Fighter I have a hard time discerning colors. Adding icons that show what each peg is makes the game exponentially more playable.
But what about the other two games I listed? To be honest, I don't find a colorblind mode in either L4D or WoW any more useful than when the mode is turned off. Left 4 Dead is simply too dark and has too much of a stone gray color scheme to pose any color threat. Here's the difference between normal and colorblind modes:
The only real change I can see is the tint of the health bar. Any other silhouettes or set pieces appear to be virtually unchanged. Even if this colorblind mode might be for a different type of colorblindness than what I have, the fact remains that I find this option in Left 4 Dead less necessary than a game like Peggle. The same can be said of World of Warcraft. Each color is vibrant enough, I easily recognize the reds and the greens. The plethora of addons that allow a player to customize their interface also helps in color discriminating.
So why is colorblind mode more important in games like Peggle and Puzzle Figher and less important in L4D and WoW? One idea might be the fact that more emphasis is placed on color in some games than in others. In Peggle, you're supposed to hit every orange peg in order to win, while in Puzzle Fighter, matching colors is vital to defeating your opponent. In L4D, you're not supposed to hit only the green zombies. You're supposed to hit anything that's moving towards you in a menacing manner regardless of color. There is always the possibility that these colorblind modes are not for red/green colorblindness, but I doubt the results will be any different.
Of course, these are only four games I've mentioned so far. There may be a game out there that's not a color-matching casual game that would benefit greatly from a colorblind mode. If you know of one, leave a comment. I think it's great games are now starting to offer these kinds of options. I'd just like to see them implemented in more useful ways.
In other news, my research on cinematics in video games is going quite nicely! In fact, I may even be co-author of a poster exhibiting my research at this year's SIGGRAPH conference! More on this story as it develops.
Saturday, July 18, 2009
Finished Klonoa 2: Lunatea's Veil
Saturday, July 11, 2009
The Importance of Immersion in Games
Friday, July 10, 2009
Review: Call of Duty 4: Modern Warfare (XBOX 360)
Wednesday, July 8, 2009
Games That Make You Vomit
Friday, July 3, 2009
BAD ASS POEM ABOUT FIGHTING GAMES!!!
The fighting stick stuck to my fingers.The fighting stick wouldn't let me go.Despite my mashing the buttons,The endless fire flying from Ryu's fingers,The fighting stick wouldn't let me go.Thus, I had the fighter's spirit, Till the end of my days.
-Robert Frost
Wednesday, June 24, 2009
What to Review a Game on
Monday, June 22, 2009
Some questions, some updates, and some announcements.
In other news, I just wanted to let everyone know that I've started working at Calit2 again doing more video game research. The difference is that this time they're paying me! :D If I can, I'll occasionally post some excerpts from the work I'm doing for discussion or critique. First up on the agenda is examining the use of cutscenes in video games. More on that as I continue my research.
But now, on to the actual reason why I'm posting this blog:
I'm playing World of Warcraft again.
...I'll pause for a moment so you can gasp, cry, or yell at me.
Finished? Excellent! Let's continue.
WoW has always been an unusual game for me. Before you ask, no I've never been addicted to the game. I'll have sudden bursts of desire to play it followed by an extremely long period of time in which I forget the game is even installed on my computer. Since buying the game about three years ago, I've approximately played the game less than 24 hours, which would explain why I never made a character that leveled fully from 1 to 60 (or 70 or 80 as the expansions were released).
Part of the problem was that I never had anyone to play with. I have two main characters on two different servers. The servers I picked were based on the social potential of those servers. For my human mage I chose a server a good friend of mine played on, while my undead warlock was assigned to the server my old Warcraft III clan had moved to when WoW was first released. However, I eventually ran into problems. About a month after I started playing my friend on my Alliance server (you know who you are) suddenly moved to a different server, leaving me stranded to level my mage alone. Meanwhile, my warlock was suffering the same problems. I was an active member in my clan during the Warcraft III days, playing games/griefing with them on a weekly basis, and posting on the clan forums as often as possible. But I was late to the party when it came to WoW; two years too late to be precise. By the time I started playing, almost everyone I knew from Warcraft III was gone. They had stopped playing, or left the guild either for real life issues, or personal issues with the management of the guild. All that remained were new recruits that I never connected to as well as the old members.
As a result of these setbacks, I never played. I would log off for about six months to a year before I got the urge to play again. After a month and $15 down the drain, I remembered that having no one to play with was boring, and I stopped playing again.
That has all changed though. Recently, a group of my friends harassed me enough that I decided to start playing again. Except this time, I transferred my mage character to their server. They also let me into their guild: The Knights of Arcadia, which is a guild originally founded by Gabe and Tycho of Penny Arcade.
I can safely say that since the move, playing WoW has actually become fun. Having the social connection has helped exponentially. Not only do I have friends to talk to and who can guide me, but the guild itself is comprised of quite a number of entertaining people. Because of this, I am now determined to finally experience WoW from 1 to 80.
And I'll be writing about it too.
I'm going to start a semi-regular series of articles detailing my experiences within the virtual space of World of Warcraft. These articles will cover everything from my opinions on questing to the role of narrative within a persistent world, to important milestones in my character's career. I'll also occasionally talk about the people in the guild including the few members that introduced me to The Knights of Arcadia (who will be referred to as Mathne, Squibbie, and Karami unless they don't care if I use their real names). So be prepared to see a lot of this guy:
This is Lizezul. Also know as Lee, Liz and Lizezuzlzulele (long story). I'll be playing him on this journey to level 80 and beyond. Along with him will be Lizezul's pet turtle Speedy:
Adorable, isn't he? He provides no inherent bonuses to my mage other than to sit there and look cute while I'm killing random creature X. You'll be seeing Speedy a lot too.
I'm not exactly sure where I'm ultimately going with these WoW articles. The game is such a case study already I'm not sure what to say that hasn't already been said. But my goal is to point out something interesting about the game in each article. Some will be more thought provoking than others, and some will be more entertaining than others. Either way, it's an experiment and I hope to learn something from just being a part of the process.
I can't make any promises, but I hope to have the first article up within the next week or two. The topic? How people play WoW when they're not actually playing WoW. Until then, I'll be on the docks with my turtle:
Speedy really likes the water.
Saturday, June 20, 2009
Gears of War 2 (XBOX 360): Review
Saturday, June 13, 2009
Mini Review: Ninja Gaiden Black (XBLA)
Today (three months ago), I beat Ninja Gaiden Black, an improved version of the XBOX game Ninja Gaiden by Japanese developer Playboy Mag-I mean Team Ninja.
Ninja Gaiden Black is a 3rd person action game in which you play as Ryu Hayabusa, a ninja. For most of the game, you wear a black jump suit and kill everything except for an old man and two hot-sex ninja women who help you by giving you tips, coating themselves in liquids, and putting themselves in danger so you have to rescue them (the old man doesn't do some of these things; he does offer you services for a fee, if you know what I mean).
The game has a story, but it’s only an excuse for moving you to different fights in different environments. You're on a revenge quest against a bad person who something about a sword that something something end of the world must prevent. Romance avoided. Not enough porn.
The story mode offers you 10 melee weapons and 5 projectile weapons and a few magic attacks (assume I'm right). Assuming you decide to play this game no more than once because you don’t have brain damage, the only melee weapon you’ll use for most of the game is the dragon sword, i.e. a katana.
Bad things about the game. Many people claim that the game is too difficult: that the enemies do too much damage; that you have to memorize visual cues and react to them quickly (And there are different cues with every kind of enemy, and many save points are not placed close enough to the hardest battles). I agree that difficulty is a problem, but not for those reasons. The real difficulty problem is that you have to manage the camera a lot or die 2 billion times instead of just 1 billion times. If you don’t press the right trigger button more than all the other buttons combined, your view of your enemies won’t exist well. Another morally bad thing about NGB is falling to your death due to the camera moving a lot - and fingering the right stick in the right direction ALL THE TIME becomes impossible and unorgasmic. Another annoying thing about this game is that the writing and voice acting blow. But they don't suck in a laughter-inducing way; they just blow. A missed opportunity the story is; they should have made it a comedy. Also, enemies respawn. Maybe the developers put this in because an endless supply of enemies provides an endless supply of the-thingy-that-is-used-for-money-in-the-game, but because the average enemy will kill you if you finger the buttons wrongly, re-fighting enemies is tedious.
I found the puzzles tediously easy. Most of them make you go from one place to another collecting stuff and squirreling it to other places. They, like the story, are just an excuse for moving you to different fights in different environments.
Good things about the game: Many colors. Varied environments. You fight everything from tanks to dinosaurs to Arnold Schwarzenegger to the skeleton ghosts of fish. The challenges that stretch you to your limit, in which you just barely win or lose, are awesome (however, they don’t occur as often as the battles in which you may-most-certainly suffer 50% damage). And mission mode is arguably more fun than story mode. (Mission mode was introduced in the Black edition of the game.)
Conclusion: I'm not sure if this type of game is dying, games that are penis-mashingly hard. I say, skip it (unless playing a game that makes you feel like a super ninja who dies a lot is one of your childhood dreams). Prefer getting your master-difficult-game-for-increased-button-pressing-skills from completing achievements in games that do achievements right, like games by Valve Software.
Note: I read somewhere that you can activate easy mode (which is merely hard) by dying a lot on the first level. (Only in the Black and Sigma editions)