Showing posts with label gamers. Show all posts
Showing posts with label gamers. Show all posts

Sunday, January 20, 2013

25 Signs You're A Gamer

What does it mean to be a "gamer" in the 21st century? Our guest contributor Ryan "Bingo" Milliard, who you may remember from his review of the story-driven kart racer Redline 4 back in May, has managed to find my contact information again after several mistaken phone numbers and addresses. Here below you will find his remarkable capacity in drawing out the deeply (deeply) hidden romanticism of the "true gamer".

(Look: I publish his work because he pays me per-word. It's a rough business out here... we all gotta get by somehow. Apologies in advance to Todd Terje...)

Wednesday, January 16, 2013

Vision Quest


I'm not a big fan of Kill Screen. I think I've made that pretty clear here. They've done several pieces which I enjoyed quite a deal, but they mostly came early in their run, and often from non-regular contributors or interviews carried on the strength of their subjects. As a bit of a confession, my big 2012 In Review joke was, in great majority, pull-quotes from Kill Screen; I'm talking well over half with a couple of repeat appearances. And to think I once bought a T-shirt off them as a starry-eyed dreamer.

So I'm bored and spinning my wheels, so why not fling a little more mud in their eyes? Everyone loves a scrappy underdog, right? Better than adding another voice to the din surrounding that torso fiasco, anyway. Thankfully I had the Kill Screen vision statement re-tweeted into my timeline today, so I got a good chuckle from the short form. But I felt that wasn't just being snide, but unfairly cheap. So why not really take a fine toothed comb to where their mission falls apart at the seams? I can even give it a score on a 10-point decimal scale like their estranged mother, Pitchfork! So, have I wrongly misaligned our critical community's Kid A or been overly charitable to our Travistan? Let's find out... together.

Tuesday, March 27, 2012

...Could Be Better I Guess

Last time we discussed the shocking revelation of what my favorite example of game design is. The infrastructure in place in Three Rings' long-running puzzle-centric MMO Puzzle Pirates might not reveal itself at first blush, what with the cutesy G-rated Playmobil-like visual design and general "kid-friendly" style. But, as one plays on, well-modeled systems for player-run affiliations ("flags" and "crews") in both naval and economic conflict get their chance to impress. So the question begs: with such a rich and capable world in which to play puzzle games and pretend to swashbuckle, why don't more people participate... and why don't I play all that much, for that matter? Well, the following are a few overarching hypotheses: some blame lies with the game, some with me, and some with the world at large.

It really is uncanny, to an extent.

Friday, March 2, 2012

In The Flesh

With these stories finally told, we can at last answer the primary question: so what?

Consider it a parable. The world of video games, as it stands today, is a very warped and bizarre place that is slowly but surely forming the black hole center of a cultural quasar. Rather than engage with the world around it on the terms of reality, it chooses instead to create an entire supporting psuedo-culture, either by bending existing media to its will or making new abominations to further extol its own virtues. "Hardcore" players of plastic instrument games are generally attracted to metal because of its difficulty as gem sequences, and clamor for video game-related novelty songs because their subject matter reinforces their lifestyle. It's why people remember "Jordan" by Buckethead from Guitar Hero II, "Through the Fire and the Flames" by DragonForce from III, and why when given the keys to a content pipeline in Rock Band there came a surge of Jonathan Coulton and Evile. To be fair, though, those are also some of the artists that sold the best, so they at least deserve credit for knowing their audience (themselves).


"Note Shuffle", i.e. "Just Put The Gems Wherever"

Thursday, March 1, 2012

Another Brick in the Wall, Pt. 3

The Rock Band Network, or RBN for short, was an extremely bold move with great potential at redefining the kind of music that could be made available for band rhythm games. As of this moment, any act with master recordings and legal reproduction/sales rights to their songs can, with time and effort, make their music into a playable file, or "chart", of for-profit downloadable content for the Rock Band series. The entry cost is relatively low, even with hiring outside parties to do the charting and the added cost of piggybacking onto Microsoft's XNA indie development distribution program; most songs are capable of at least breaking even financially under the right circumstances. Acts from well-respected independent labels from Sub Pop to Fat Possum to Polyvinyl to Barsuk have all released material at some point or another, and even Matador and EMI made attempts to release music through this alternative pipeline. This was a major opportunity at expanding the song selection exponentially, and hopefully appealing to a wider swath of people and realizing the promises of series-as-platform on a new level.

Ugh.

Suffice to say, this did not happen.

Wednesday, February 29, 2012

Another Brick In The Wall, Pt. 2

In Part 1, we explored an abridged history of plastic-instrument games and their surge and ebb in the general market. In this installment, we will examine how specifically the two major primary-developer/publisher pairs (Neversoft/Activision of later Guitar Hero titles and EA/Harmonix of Rock Band) approached their products, and the shortcomings of the principles guiding each. Since hardware was by and large interchangeable and affected each series equally, the differences in tactics boil down almost entirely to software and available content libraries. Let the case study begin!

This is what the thunderclap at the end of a Slayer song looks like...