Showing posts with label trends. Show all posts
Showing posts with label trends. Show all posts

Tuesday, January 8, 2013

The Broken Contract


Not even a year into my illustrious career and already we're digging things up from the vault. Less for the best-selling hardcover collections, but I think I'll manage.

But first, a foreword. I got into a number of decent discussions over the piece from people who bothered to read it instead of jumping onto the dog pile, which thankfully prevented this thing from being a complete wash. While I stand by the critiques of Dys4ia and Lim I make here, I wholly realize these games are important works by sheer virtue of their existence; I even had the privilege of watching their well-deserved lionization in real-time with the announcement of the IGF finalists.

But I'm not interested in all-or-nothing criticism and analysis; merit can be found in failures, and flaws can be found with success. I felt that these games were important steps into the future, but not the attainment of that future. Anna Anthropy disagrees with me; if she thought something was wrong, she would have made her game a different way. We come from wholly opposite viewpoints on the nature of games and what their strengths as a medium are, and that's where dialog happens. All writers inherently forward an agenda, and I felt like blanket approval didn't serve mine. Busting chops and being all edgy isn't my thing, and most people who make it a habit are hacks, but there still needs to be room for measured praise.

Okay that was all boring but this is my blog damn it I DID IT FOR ME. Okay here it is.

Saturday, April 28, 2012

Let's Get Together

Oh yeah, that's right, I have this blog. Dang, huh? Been busy working on a potential something special with some older articles; we'll see. Anyway.

Competition is one of the fundamental elements of a game; the ability to win or lose or measure performance against another. It fosters investment in a game, and as more people do so, the greater a community can become for it. In the lead-up to the release of the reboot of the SSX series, I was enthralled at the idea of seeing what would come from a modernization of some of my all-time favorite games. Many people were initially frightened at the prospect of an overly serious adaptation from the very first promotional video, but fortunately the team behind the skate. series was in charge and was able to wrest the game's release free from... some of the Boilerplate Videogame In 2012 markers. I'm looking at you, "Pre-Order Bonuses", "Day 1 DLC", and "Facebook Integration".

A grim fate narrowly avoided.

It is, all in all, a commendable game, and the core mechanics manage to shine in spite of 2012 EA's Origin-shellacked trappings. One thing that seemed to trouble a fair number of people and still feels sorely missed, however, is real-time multiplayer. Leaderboards and ghost runs and the marvels of asynchronous competition are more than welcome, and the selling point of "taking down rivals on your own time" is by all means a worthy motivator. The upcoming restructuring of the ever-present time-sensitive "Global Events" and the constant presence of holographic visages riding alongside push that sense of being in a populated and active community right to its limit. And yet, despite the running data feeds and tiered rewards structures... you're always alone.

Wednesday, March 21, 2012

Fun & Games, Pt. 4

We've spent our fair share of this series considering games from a design perspective, and where games big and small, lauded and loathed, have betrayed their narrative-heavy stylizations. But what about "fun"? Can a game be judged on it as a criteria? What do people really mean when they talk about it? Are in we in need of some kind of system to categorize different "fun types" and determine how a particular video game delivers each?

Fun, in the most general sense, is enjoyment. When someone tells you a game is "fun", they are articulating their appreciation of the overall experience, even if they cannot particularly put their finger on or elucidate why. It could be they are engrossed by the plotline and cutscene; it could be the draw of visually and audially rendered splendor; it could even (perish the thought) be the mechanics and interactions of the game itself. What's certain is that the word, for all its value as a common term, is useless when trying to operate critically, analytically, or descriptively. The number of times I've seen "it's just fun" as the beginning and end of someone's defense of a game is just staggering, to the point where I have to assume that people who use it are, at least some of the time, avoiding having to admit they like a video game for its shiny colors and/or pulpy romance subplots.

You know... for kids!

Thursday, March 8, 2012

Killing Time

I try to keep abreast of other writers who are trying to break from the old model of discussing video games. Every so often I will come across a piece that proves insightful, enjoyable, probing, or perhaps all three. Coverage of smaller titles and the burgeoning world of the greater "indie games scene" or detours into the worlds of board/card/physical games can prove to be at the very least refreshing once in a while. This all said, though, the majority of the time I am forced to cringe at the obvious growing pains of a young and anemic writing collective groping desperately at erudition.

This "mode" of analysis is something I have seen before in the past, which I now have the luxury of looking back on and shaking my head at in bemusement. Some of it is reflected in turn-of-the-millennium alternative music journalism; "deep" personal anecdotes framing a flimsily drawn parallel to namecheck some obscure bit of historical/cultural trivium, with some grand existential thesis and some sentence fragment beat poetics thrown in. Too many times have I visited a certain video game site in 2012, only to have memories of 2000 and Brent DiCrescenzo leading with "I had never seen a shooting star before…" echo from the recesses.

Shall I compare thee to an aquarium?

Tuesday, February 28, 2012

Another Brick In The Wall, Pt. 1

Western audiences were by no means unschooled in games with action synced to music thanks to the contributions of Bemani (Dance Dance Revolution, Beatmania)  in arcades, while the likes of NanaOn-Sha (Parappa the Rapper, Vib-Ribbon) and iNiS (Gitaroo Man, Ouendan) made ventures on consumers' home and portable systems. Their appeal, however, was often limited by song selections and/or original compositions that did little if anything to line up with American popular musical taste, as well as often highly abstracted translations of input. It was the synthesis of Western music selection, home console availability, and the tactile sensation of simulating playing a guitar (borrowed from Bemani's GuitarFreaks arcade cabinets) that became the core of the first Guitar Hero game.

Notice: only 3 colors... and mandatory guitar tilting.

Monday, February 27, 2012

In The Flesh?


I realize that my first two pieces, while topical, were just slightly behind the zeitgeist. In response to this, I will now go as far as possible from what is current in games to what seems to be nearing an end, or at the very least is well out of the honeymoon phase. And I will take three parts, an introduction post and a conclusion post to do so.

So: plastic-instrument rhythm games!

Wait, don't go, I promise I will do my best to keep this interesting.