Category: Gaming (page 17 of 73)

Moderation in Geekdom

Courtesy CCP
If this is the most important thing in the world to you, it’s time to have a talk.

I’ve said in the last couple days that I am either in love with or obsessed with Enforcing. I don’t take that sentiment lightly. As rewarding as the experience was, as wonderful as making so many new friends makes me feel, as affirming as it might have been to be helpful, useful, and enduring throughout the weekend, it would be unhealthy of me to make it the entire focus of my life. Geeks have a tendency to obsess, something I know through some experiences I am loath to repeat.

Don’t misunderstand me, enthusiasm is a good thing. I’m quite enthusiastic about Enforcing, as well as writing, gaming and game design, movies, music, and so on. Enthusiasm is what keeps people interested in their passions and their arts, that helps them endure the drudgery of the day so they can experience what they enjoy later. Enthusiasm is not the enemy, and should even be encouraged, as being dispassionate is just as unhealthy as being obsessed.

In fact, obsession with one thing can lead to a lack of passion or interest in other things, which are arguably more important. As much as you might think your World of Warcraft guild’s raid schedule might be, you do still have to do your homework, laundry, or other household chores. You can’t flit all over the country for conventions and hangouts when that money should be used for medical procedures, care of your family, or paying the bills. You might think that being in a teleconference with your corporate cohorts in EVE Online is the most important thing, but that couldn’t be further from the truth if your wife and kids are feeling neglected and marginalized while that’s going on.

I’m not saying don’t have fun. I’m not saying gaming is the enemy. That’s the sort of knee-jerk reactionary rhetoric you’ll get from some supposed news outlets and sensationalist narrow-minded pundits masquerading as journalists. I am not a journalist. I’m just another geek, and I know from experience that geekdom that becomes obsession leads to broken homes, shattered dreams, fractured hearts, and even damaged minds. I’ve spent the better part of ten years coming back from one of the worst blows dealt to me in my entire life, and it came from my own brainpan, my own neglect, my own obsessions. I’m saying, my friends, that we must be mindful of what draws us in and lights our fires. It’s good to be warmed and illuminated by those flames, but if you don’t manage that fire, it will consume you.

Take the time to get your life right. Sort things out and make sure you’re not losing anything crucial by pouring yourself into something insignificant. That purple loot, those enemy ships, your favorite star or the latest episode or the next event or release – none of it matters, in the end, if it costs you friends, family, or sanity. And even if you think you’re fine, take a moment to look at those around you, at your spouse or children or co-workers or close friends. It only takes a moment, but it can change, or save, your entire life.

Game Preview: Transistor

Courtesy Supergiant Games

It’s been almost a year since I did my writeup for Bastion. It’s proof positive that game developers with fresh ideas and stories to tell don’t need to hitch themselves to the wagon of any particular publisher. If I recall correctly from TotalBiscuit’s interview with Supergiant Games’ creative director Greg Kasavin, that little game sold 1.7 million copies. I, along with many others, have been wondering what would come next from this charming studio. That question was answered at PAX East 2013: Transistor.

Courtesy Cynicalbrit
There it is.

They teased us before the event with a trailer, which you can see here. Their booth was set up with images both familiar and new: Rucks, Zulf, and Zia from Bastion on banners that partially concealed the images of the flame-haired woman with the odd weapon that apparently gives the new title its name. The line was long, but the wait is worth it. Even though the demo only ran about 15 minutes, it highlighted the crux of the gameplay, introduced a fascinating new world, and whets the player’s whistle for more; in other words, it’s a demo that kicks ass for a game that looks to be every bit as good as Bastion if not better.

While the game does introduce us to an isometric view of a silent protagonist smashing things with what appears to be a rather nasty blunt weapon, the world is not the empty post-Calamity landscape of Caelondia, but the lively city of Cloudbank that might actually be in the process of a Calamity of some kind. Mechanical menaces that vaguely resemble refugees from Aperture Science (white hulls, red camera eyes, etc) appear to be reformatting the city and removing people that can stop them. On their list was our heroine, Red, and while they stole her voice, they didn’t quite finish the job, and she’s left with the Transistor, a unique and powerful weapon that speaks with a voice from beyond the grave.

Courtesy Cynicalbrit
Execute Turn()

The Transistor also seems to interrupt the processes of things around Red, including time itself. It changes what appears at first to be an isometric bash-em-up to a thought-provoking tactical game that rewards careful planning and mixing strategies. The thinking behind the construction of the UI and skill set is that the Transistor is already the most powerful weapon available; rather than entice us to play more with new weapons to unlock, different abilities look to allow the player to vary their playstyle to their liking rather than being stuck with bashing away. The enemies, as well, vary in how they approach Red, from duplicating teleporters to big burly jerks that destroy what little cover you can find. All of this is conveyed in the high-quality art style of Supergiant Games, and Logan Cunningham lends his voice to Red’s unique weapon.

Instead of simply a sequel or retread of Bastion, however, Transistor is already carving out its own niche. It feels decidedly more science fiction than Bastion’s fantasy adventure. The music has a more electronic bent to it, as well as being more feminine in its voice, while every bit as haunting and memorable as the soundtrack of the previous game. Red seems to have a bit more agency than the Kid, and the voice of the Transistor is very different from the voice of Rucks: less seasoned, more nervous and desperate, an immediate in-the-moment character rather than a reflective old man. Put it all together, and you have a game that, while familiar in many ways, promises a new story with which to fall in love coupled with gameplay that will challenge you, spark your imagination, and make the points of said story all the more rewarding.

And I, for one, can’t wait to play it.

You can see Transistor‘s early build in action over at CynicalBrit, both with and without commentary.

Return of the Art of Thor?

Courtesy Blizzard Entertainment

With Heart of the Swarm out, I’d love to bring back The Art of Thor. StarCraft gameplay remains a high-level technical skill, believe it or not, especially if one wants to play against other people with any sort of competency. That sort of mental calisthenics has all sorts of ancillary benefits, moreso than what’s provided by most shooters or RPGs or adventure games.

The problems include time for watching replays & dailies, developing strategies, practicing against the AI, and getting back onto the ladder. I’m not sure if my schedule can support that right now. But at least I can go through the campaign once I shell out for this newest expansion.

Gameplay As A Reward

Courtesy Ubisoft & Michael Mando
I feel I need more Vaas in my life to keep me on my toes.

Partially because of this week’s Extra Credits episode, I am compelled to contemplate the following.

Recently I started playing two video games, Assassin’s Creed III and FarCry 3. They’re very different games, to be sure, but I find myself playing more of the latter than the former. It’s not because I have any major problems so far with the story of Connor Kenway or his more charismatic dad, and there hasn’t been a major change in the franchise’s gameplay to alienate me. FarCry 3, on the other hand, is a first-person shooter with sandbox and RP elements that is likewise uncomplicated in its gameplay. So why am I preferring to hunt pirates and tigers with a flamethrower while bobbing my head to Damian Marley’s collaboration with Skrillex over hanging out with Benjamin Franklin and getting Connor’s ass to Boston?

It’s because the gameplay in FarCry 3 is its own reward, while playing Assassin’s Creed III feels more like an experience from an MMO: you play the game to reach rewards later.

I don’t mind delayed gratification, mind you. I enjoyed Burning Crusade and have given serious thought to returning to GuildWars 2. Rewards such as items or new skills unlocking as one progresses is all but ubiquitous in gaming; most games would not be as fun or rewarding if we started the game with all of the best equipment. However, in some games, getting to those rewards can be a chore. And I find FarCry 3 to be anything but.

Without going into full-on review territory, I think the reason I find FarCry 3 so rewarding to play in and of itself comes down to two things: presentation and freedom. The game’s constant first-person perspective, in-engine cutscenes, and occasional commentary from its own protagonist makes the game feel more organic. Connor may simply animate to pop a medicine and hop back up to full sync, but Jason Brody could be resetting a broken hand, pulling a shark’s tooth out of his arm, or stabbing himself with a medical syringe at any given moment to restore health. He reacts to his environment more naturally than most stoic shooter protagonists, his guns and other weapons each have a unique feel and lend themselves to different combat styles, and the crafting system encourages him to explore Rook Island and rewards that exploration.

On top of that, there is a freedom implied in the open-world nature of the game. Be it hunting down a tiger or shark for a necessary skin or clearing out an enemy position, the game does not tell you exactly how to go about it. You can do the entire thing with as much stealth as possible, dive in screaming at the top of your lungs with a machine gun cackling away, or throw a rock to get your target to look the other way as you get your flamethrower out. None of these approaches is incorrect, and while some may yield more XP, if you’re playing an open-world game and sacrificing the fun of what you want to do for fear of your ‘build’ being ‘sub-optimal’, I think you might be missing the point.

Tying it back into Extra Credits, the gameplay of FarCry 3 carries intrinsic rewards, even before you get to the point of having enough skins to craft something or enough cash to purchase silencers or extended magazines. By contrast, thus far, Assassin’s Creed III‘s gameplay, while as smooth as it’s ever been, feels more restrained and linear than that of the other game. This may change when I finally get Connor to Boston, but I’m having so much fun on Rook Island, evading Vaas’s pirates and going on extremely immersive drug trips to make myself do that right now. I’m enjoying those rewards, perhaps a bit too much, but I am more than willing to give the 18th century world presented via Animus another whack.

Maybe after I pick up that silenced .45 pistol. That thing looks sweet.

Can Gamers Change The World?

Courtesy Sega & Obsidian Entertainment

I find myself asking a question that should be at the core of game design: what do gamers want?

I don’t want the answer given by market demographics and sales figures. Sure, games make money, and the companies that publish them have profit as their end goal, but why should that also be the end goal for the audience? People don’t buy movie tickets because they like MGM or New Line Cinema; they buy them because they enjoy the adventures of James Bond or Bilbo Baggins. Likewise, most gamers are not going to putting down cash to save Bungie or Ubisoft or EA; they’ll pay their money to slip into the role of Master Chief or Ezio Auditore or Commander Shepard. But outside of established franchises, what is it that gamers want out of their games? Simply to feel empowered? To live out some fantasy? To save the world?

All you have to do is look at charities like Child’s Play and Extra Life to see that gamers do, in fact, want to save the world. Or at least part of it. They back Kickstarters for new titles that break away from the iterative sequels of the industry. Looking at some of the top games of the past year – Dishonored, FarCry 3, Spec Ops: The Line, The Walking Dead, Journey – I see a trend that has nothing to do with marketing or sales emerging. Gamers don’t want to just save the world, they want to change it.

Specifically, they want their choices within a game to matter. As much as I’ve enjoyed playing Skyrim in the past (and still need to check out its DLC), it was difficult at times to feel my character was having much of an impact on the world. Sure, you can take down dragons and rescue people, but there’s little sense of those actions having significance. No matter how many battles you win or spells you learn, there will be some guard you encounter who will tell you about a certain leg injury. Likewise, Ezio can rebuild Rome or Constantinople in the later Assassin’s Creed games of his time, but the townsfolk or guards never treat him more favorably for his hard work and service. Maybe that’s part of being an anonymous assassin?

By contrast, look at Alpha Protocol. While not the best shooter/RPG ever made, it is way up on my list of favorites, mostly because the choices you make have consequences. Your conversations and attitudes are remembered. You make an impact in the cities you visit. You, in short, change the world. I am of the opinion that more games should aim to allow for this.

Let’s say, for example, that you’re playing a game based in a city. During the course of the game, an action is undertaken that results in a building catching fire. In my mind, the game would be doing its job right if, after the mission or whatever is concluded, that building stays burnt. Every time the character walks by it, he or she sees the blackened walls, the shattered windows, the marred signage. The building is a husk of its former self, and passers by on the street may even comment on it. And if the player caused the blaze, their character should at least get some dirty looks.

I don’t think we see enough of that in gaming. We don’t see real consequences for the choices a player makes. We don’t give players enough opportunities to break away from some of gaming’s more blatant linearity. Gaming is a medium in which the audience of the story being told is also a participant in that story. Few games truly embrace this, and instead lean towards exposition dumps and flavor text to fill in any story gaps a curious player may feel are missing. I hope we see more games in the future that make the effort to involve the player in their story, rather than treat said player as a source for cash to fuel microtransactions. Because as much as persistent environmental alterations within the game world may not suit every game, bringing the experience to a halt to remind us that our hero’s special hat is available for a mere 520 Microsoft Points doesn’t either.

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