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.

Thursday, April 12, 2012

Another Goddamn PAX East Diary (But Different)

I figure I should probably get back into the swing of writing things before I lose any sense of personal momentum. For the sake of easing back in, I figure the best thing to do is cobble together my snatches of experience from Twitter posts and/or drunken photo ops and compose them into a singular overarching idea.

I didn't have a Media pass; I was at a Holiday Inn with three good friends. I didn't go to any of the major panels or booths; no Ken Levine, no Casey Hudson, no Bioware, no Assassin's Creed, no Max Payne 3. Patience is a virtue, but there's only so much any of those spectacles are worth. I generally drew the line at 30 minutes to an hour, and had a far better four days for it. So, what did I do, see, think, experience? Who did I meet at talk to? We'll get into that. But, as someone who's now a repeat visitor to this thing, consider this an alternative guide on what to do.

Pictured: idiots who are doing it all wrong.

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.

Thursday, March 22, 2012

My Favorite Video Game...

Did you cringe at the title? Good, I would too. You can relax, though, thanks to the following facts.

  1. This is not about the video game that I personally enjoyed most as an experience.
  2. This is about the video game whose design ethos I hold the greatest admiration for.
  3. The game in the former description is not, nor was it ever, the game in the latter.

That's right, the video game I admire most as a work of design is nowhere near the one I "like best," nor was it at any time. I have of course played it now and again, and enjoyed most of my time spent on it to a reasonable degree. But, for a number of reasons I will address as well, I have stopped playing it and will likely not come back to it for months... or even years, should it exist that long! But, before I nitpick the things I find personally unlikable, let's go into what it does right.

If you guessed a game with any of these bozos in it, you lose!

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!