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May 23, 2012

Tag: Gaming

July 25, 2011

Shaping Up For The Geek Age

Maybe I’ll be starting out with some of you wanting to slap me right across the face, but here goes.

I finally managed to pack on some pounds in the last year or so. Now granted, I’ve always been rather slender for a dude geek. I’ve never had to worry about my weight, which meant that my college-like diet of hot wings, pizza, and Klondike bars was sure to catch up to me at some point. Despite my best efforts, including an obvious sacrifice involving the excruciating arm-twisting it took to get me to drink more beer, I still haven’t had to worry too much til the last few months or so.

Now that I have some weight, and I don’t look like a kindly grandmother’s worst nightmare in terms of being underfed, I need to get in shape. Amazingly enough, getting up from the computer to go to the water cooler is not sufficient cardio for a workout. It’s been many, many years since I did regular exercise, and the gym is probably a sad place where I would end up injuring myself trying to lift 10 pound weights, so I went looking around for games. I’m fortunate enough to have a Kinect, and eventually settled on “Your Shape, Fitness Evolved” to get me the toning and cardio I needed. Granted, I loaded the game expecting maybe something that might make me crack a sweat like I did that one time I imitated Mike Tyson on Wii Boxing.

Perhaps about 60 minutes of torturous exercise later, I found out how wrong I was. And that was just the tutorial and the analysis of my very out-of-shape body. I really like games like this – mostly because, well, they aren’t games. This seems overly contradictory so to clarify, I mean to say that exercise, while having some game-like elements to it, is ultimately not supposed to be a game – it’s supposed to be a way to exude effort to get in better shape. For that, it takes work and any title that claims to do so better put you through your paces. I have a customized workout for Your Shape that is tailored to me now, and with the addition of some cardio and shaping-based games and a bit of tai chi and tae bo style boxing, I look forward to many more humbling sessions of Kinect-powered workout. At the very least, it’s a way I can be embarrassed at having knees that crack on a squat in the privacy of my own home.

 

June 6, 2011

Screenshot Makes It Happen

Ah, C’thun from WoW’s Ahn’Qiraj. How I missed your beam of DOOM that some people just somehow felt compelled to run towards.

While visiting my old WoW guild’s website I found the screen on the right on the front page. It brought  me back to a time when 16 hours a week to kill things didn’t seem like too terribly large of an amount for a bit of online fame, but more importantly, gave me a sense of nostalgia. I think that the memory and creation of a sort of archive of good times is why the saying among geeks of “screenshot or it didn’t happen” gains so much traction. Much like those old family photos of you when you were young, wearing what you shouldn’t have and doing what you shouldn’t have, a good screenshot is timeless and historic.

Not everyone takes screenshots, though. I honestly wish they would, because there are some moments in games, and especially in an MMO, where you can’t really repeat something or do again to make it feel the way it does when it’s best to take the shot. Sure, that wasn’t quite the last time C’thun felt the sting of our 40 man raid, but the shot on the right captures a bit of the elation felt when the deed was done. Not to mention the fact that games in general tend to have fantastic things happening with them – certainly a lot more interesting than getting a shot of Uncle Fred right before he trips and breaks his leg getting into the pool, that’s for sure.

Mostly, though, screenshots are a great shared experience when it comes to fellow geeks in the community. With a normal photo you sort of have to try to explain the context, why you were there, what you were doing, who was the person who totally pulled their pants down in the middle of the shot – things like that that help give context. While you have to do that with a good screenshot, for the most part, someone who sees it who is a geek knows where it’s from, what it likely took to get there, and of course, what exactly was done. Even someone not familiar with WoW could look at the shot I’ve provided and come up with the fact that we’d just killed something big and ugly in a video game, and that it was glorious (a little crazy, but still glorious on some level, right?). The screenshot spans genres, from MMOs, to FPSs, to even the classics, but it never gets old as a marker of someone’s gaming achievement.  Family shot? I’ll take a screenshot to put against that any day.

March 5, 2011

The Silly Setup Of Failure

A trend I tend to see in my travels across the world wide web reading about games and their release is a certain subsection of  geek that’s always piqued my interest. No, I’m not talking about that strange guy who likes to refer to himself in the third person when he posts or that one girl who has to write in pink text every time as it it was breathing. This time, I’m talking about the ones set on ensuring that they are looking for a complete failure when it comes to a game or a show or a movie that is upcoming.

The reason why these folks are so curious to me is because as an optimist, there’s a level of intrigue as to the polar opposite of my outlook on things. What must it be like to be expecting failure all the time, even when it comes to the things that might most likely be a success? For geekery, where there is always something new and interesting around the corner and there’s a high amount of intelligence that suggests it might be decent, it’s even more of a surprise. Sure, there are cynics out there, and there are pessimists, but having a negative outlook on something is different than expecting something to fail. It’s easy to spot these folks too. They make forum threads predicting doom and gloom, blog about how the next best thing isn’t quite as good as sliced bread, and are always quick to insert an oppositional, Eeyore-like shrug into conversations that excitedly talk about what’s coming up.

If I had to take a guess, it would have to be that the people who want to anticipate failure are afraid of the feeling that it gives to them when they see something they like go down the crapper.  Perhaps hurt by having high expectations, a failure-thinker lowers them to the other extreme figuring that when the inevitable success happens, they will be pleasantly surprised.  It’s a sort of defense mechanism against high ideals and immense like for something no matter how popular it is. But why, as a geek, would you allow your self to be disappointed prior to the disappointment having any teeth to it? The thing that I would think is that setting yourself for failure basically means you’re never feeling like something succeeds. You’re denying yourself the anticipation and feeling, and good vibe that can lift a day just by being there. And low expectations that are met are still, in the end, low expectations, no matter how far above the bar they might go.

Not everyone can see a silver lining like me all the time – I can get that and understand it. But I’d also hope to think that not everyone can see just a rain cloud when they look at the sky, either. It’s a sort of grey view of things and a method by which you’re always going to be sad about anything and everything. The elation of success felt when your low standards are met is temporary and only leads to the next thing that you think isn’t going to cut the mustard. It’s just not a good way of thinking. I think that being genuinely excited about something, whether it is a game with great features you like, or a tv show that really seems to speak to you, or a movie that you’ve been waiting to be made is worth feeling a little down if it doesn’t ultimately pan out. At least then, you’d only be temporarily sad, instead of temporarily happy. I’ll take the happy any day.

January 30, 2011

Cheap Faux Game Status Updates Are My Style

Today’s utterly blatant cheap update for today is just a shout-out to what is quickly becoming one of my most favorite geek destinations in CHMedia’s Dorkly. A site dedicated to original content targeted towards the gaming geek, it’s got plenty of humorous features to keep you busy.

One of the best article types out there are the “Gamebook” types, which are fake status updates over Facebook from geeky-type game characters. The hilarity lies in capturing the feel of the people being quoted and smashing that together with Facebook’s now-famous interactive conversation. Here’s one from Solid Snake:

Feel free to check out more of these via Gamebook tagged articles at Dorkly.

January 28, 2011

The Comfortable, Familiar MMO

Oz of Kill Ten Rats had something short and sweet to say about detractors who dismiss an MMO for being “just like (insert game here)”. The familiar argument of imitation being a part of evolution (everyone steals, essentially) was used, and it is, if nothing else, to the point and direct.

But the argument that everyone copies from everyone else more than a Xerox machine isn’t really the only good thing about an MMO that has elements that are recognizable from other titles. To be perfectly honest, the good thing that an MMO with familiarity has for people that play it is simple comfort – the kind of comfort you get from a bath or shower at the right temperature, a familiar spot on the couch/recliner, or worn clothes that fit well. Why do I say this? Well, part of the reason why comfort is so important in MMOs, at least among my geek friends, is that despite the (legitimate) desire for innovation and new features, folks are really most at home in the MMO genre with a backbone of expected, familiar features.

Part of this is probably due to the fact that as MMO players, we do expect to do a bit of repeated, grindy-type tasks. Whether it is reputation, a bunch of fetch quests, or the ever-present leveling treadmill, people who play MMOs know that at some point they’ll be doing something over and over for a particular goal of advancement. In that respect, innovating a notion that you might level, say, through juggling wild badgers rather than gaining experience might not be the best thing to introduce to people. Knowing and expecting the grind makes people feel at least a bit more at ease about playing a game.

Another reason is for the casual player market in general. Now before the hardcore geeks dismiss me outright for the fact that casual players aren’t “real” players, I do want to say that aside from championing more people playing the genre in general, there’s a level of practicality to my positive argument for casuals. From what I’ve seen, if you have an MMO that has an amazingly innovative feature that seems fresh to the obsessive MMO player that has played it all, but which looks like the DaVinci code to an average player, you really aren’t going to get the casual, average player to buy in. If a casual player is comfortable with sitting down and picking up a title with features they’ve come to expect in an MMO, it’s more likely that they’ll decide they are willing to keep playing it, even if it is only for a few hours a week. It’s nice to have a high learning curve for innovative features if you have a certain kind of player, but there is something to be said to having features from other games that people can identify with.

Lastly, to return to Oz’s evolution argument, even the familiar and comfortable can sometimes breed a bit of unexpected evolution. Just as the next generation of species down might have a variation in color, feature, and overall adaptive ability, so too do MMOs with features from other games tune and evolve them. If you don’t believe me on that one, there’s Blizzard, who have made it a bit of a lucrative career of taking features from other titles and polishing them to their sort of sheen, with some rather successful results. Even excusing the current MMO king of the hill, if you think about how something like quests work, from the addition of an onscreen count, to circles of areas where to go to NPC identification, the old and familiar has been taken by title after title and made better. It really just boils down to the core of why people shouldn’t be so worried about how a game “is like this other game I played”. Ultimately, it’s a process of improvement regardless of whether or not the MMO succeeds, and is, if nothing else, one example of how other developers can improve.

It’s a comfortable evolution that I’m more than happy with – even if I can’t stand recliners.

January 24, 2011

Today’s MMO Noob Is Tomorrow’s Hero

The other day I had the sort of disturbing idea that I would go ahead and read other forums in an effort to see how to improve relations with ones I work with. Of particular note was observing how new people, or the term by which they are (mostly) affectionately named, “noobs”, were treated in the grand scheme of communities and games, specifically with regard to MMOs.

Now, I’m well-traveled and even though I’m an optimist and an idealist, I know there are bad places on the interwebz where people aren’t so nice. Still, I was a bit taken aback to see in other places how unwelcoming people were to new folks. I’m not just talking about being straight up mean to someone – that’s, well, unoriginal. I mean someone asking a question and getting all manner of sarcastic answers that don’t lead the noob to the proper pasture.

I think it’s safe to say that the cultivation, not the destruction, of noobs is how we should be behaving. Any character or any hero was a noob at some point, after all. Link had to get that crappy first sword from the old man, Mega Man started out with just a pew pew pea shooter, the Onyxia Raid Leader and Leeroy Jenkins were all level 1 – you get the point. The thing is, while new people should have some meaningful expectation to do a little research, a new question is a question we’ve asked of ourselves or others at some point when learning a game, and especially an MMO.

I suppose this is why I understand why elitism happens but I don’t necessarily agree with it as a long term solution for any MMO. There’s a certain level of appeal to any community that remains small, but any community does need to have some way to grow and add to itself. This is why successful MMOs are able to thrive and continue to appeal to players – they’ve got a way to turn their noobs into players and eventually, for some, into elite community members. But there’s always space for a new person to be the next hero. I think that’s what people miss when it comes to treating noobs with sarcasm or just plain rudeness in MMOs. The noob you help today could be the world’s top player in a few months, and not helping them and putting them off means you’ve lost something that could potentially elevate the state of your own community – all without having to do something beyond being pleasant and understanding.

So the next time you want to join in on the noob sarcasm bandwagon, be kind and rewind the “stfu noob” vibe. You’d be surprised at how far it takes you, eventually.

January 12, 2011

Real Life Imitating Games Imitating Real Life

Those of you who are all up on internet video stuff are probably familiar with the company Rooster Teeth, which has been around for quite some time now in part because of the popularity of their popular Halo web series Red Vs. Blue. Well, they do other stuff too, and one web series that they’ve recently wrapped a season on is Immersion, which puts its poor embattled subjects through a variety of tests about how video game mechanics work in real life, Mythbusters style.

I have to say that I really enjoy stuff like this because it does kind of show us that even though games have become more “realistic” in the last few years, that at their core, they are still not quite the same as what you actually could do. They’re also a confirmation that the escapism of games is still alive and well, and that in healthy amounts, is a way for people to feel like they can enjoy themselves accomplishing things they wouldn’t necessarily have an opportunity to do. Being a part of a zombie apocalypse, or firing a bazooka, or wielding bladed weaponry with extremely fast precision and skill – these are the kinds of things most gamers never actually get to do. And as Immersion shows us – when we do get a chance to get them done, they don’t exactly pan out the way they should.

There’s also a good sense of humor in playing out the kinds of situations that happen in video games in real life. We all know that as kids, those of us who did play video games might have visualized ourselves in the persona of characters like Link or Mega Man, imagining ourselves trundling through neighborhoods and obstacles as if they were video game levels. Heck, if you were really that into it and had friends who were, you probably even got a few bumps and bruises. It was a way to exercise the imagination and make some interesting discoveries about what works and what doesn’t (note to readers: trying to jump like Mega Man does does not work with stacked crates for platforms).

Regardless, seeing a series like Immersion brings back some nice childhood memories, and it makes the current games that many of us are into a bit more real as well. Be sure to check out the episode below as well as every other one on the Rooster Teeth site – you won’t be disappointed.

January 9, 2011

There’s One In Every Game…

Dorkly tends to put out some funny game-related stuff, and the below video is no different. As someone who plays a support class (not like that though!) it made me chuckle.

October 11, 2010

Guest Positives: The Beauty Of Gaming Simplicity

Hey folks, Frank here. I thought I’d try allowing other people to put in their own positive notes onto this blog if they wanted. Have a topic on the geek arts you think deserves a ray of sunshine? Want a place to put it up that supports your bunnies and rainbows outlook on the topic? Let me know via a comment and I’ll contact you!

For now, here’s a guest post by my good friend Kristen:

We’ve all been there: We have productive, relevant plans for a weekend, like doing laundry, cooking a meal opposed to eating that pizza your ordered last Monday and maybe even cleaning your cat. Then your friend links you a flash game.

It starts off innocently enough. You’re wrestling with the controls for the first few games, using expletives and getting a feel for what you’re suppose to do. Then it becomes an addiction. Soon you’re jamming to Erasure, beating high scores and sending the URL to everyone you know so they may also join your army of Helpless Flash Game Addicts Anonymous.

At least that’s what happened to me a couple weeks ago when my good friend linked me to Robot Unicorn Attack.

It was bad. Within hours I had beaten his highest score and downloaded the music. I caught myself speeding down the freeway, [unabashedly] singing with the lyrics in the privacy of my car.

So what is it that makes these simple games so addictive and relevant? Well, they are an escape from the monotony that is work or school (of course, I’m not condoning checking your crops on Farmville while in your Physics class) but more importantly there is joy in the simple and rewarding.

MMOs have become prone to this disease, and it isn’t all bad. Blizzard is the most famous for doing this. WoW mainstreamed the MMO, making it appeal to the masses by simplifying the things that made earlier games more difficult for the more casual gamer to pick up, such as the need for complex math and hours of your time to be rewarding and competitive. In fact, this was a trend that only came about recently.

Up until then, games were simple. Think Pac-Man, Pong and Dig Dug. These were games that anyone could enjoy and sink minimal time into to find the experience both rewarding and valuable. In fact, many gamers I talk to that call themselves “hardcore” reminisce over these little pieces of awesome.

However, in the modern MMO climate, many gamers have deemed this as an undesirable quality. Many argue that when you simplify the games, you are ruining competitiveness and alienating a large player base. However, MMOs were never meant to be static entities, appealing to only one small group. They are giant, diverse worlds that are ever-changing and evolving.

But just as the games we play are evolving, so do the gamers. In the past ten years, I have gone from high school student to college student. My priorities have evolved, therefore causing my expectations of what makes a game appealing and fun evolve. No longer do I want to invest six months into leveling a character and an additional six months into gearing them, as I did with Dark Age of Camelot. When I log into an MMO, I want the experience to be rewarding for the little time I have available to invest. Not to say I want bosses to shower me like virtual loot piñatas, but I do appreciate the delicate balance that is being identified in more modern MMOs.

So while many argue that this is a horrible thing, games are simply picking up the gamers they left behind when they became more complicated, as well as evolving to retain the ones who have had to reorganize their priorities as their lives have changed.

August 19, 2010

Loving The Walls Of The Sandboxed Themepark (And Vice Versa)

If there’s one trend I am seeing lately as I troll around the interwebz reading about, it’s the whole conflict between open world, or “sandbox” gameplay, and linear, or “themepark” gameplay. There are those who want to be shown things and guided to elements of enjoyment, and those who sort of want to discover those for themselves – or better yet, make some of their own. The talk of which style is better, or which is more successful, is something that has consumed forums and blogs, and is most likely to be connected to MMOs and their gameplay.

The whole business about debating it and being upset or sad about it has never really affected me, but then, that should come as no surprise to anyone who typically reads me. In fact, I kind of find the argument between the two styles to be a bit silly, mostly because of this simple fact:

A sandbox and a themepark still has walls.

Games are developed with limits. Until someone develops something on the level of The Matrix where we can all say “Whoa”  in our own Keanu Reeves-like way, we’re probably going to be walled in with some kind of border in mind. The fact that sandbox games tend to move the goalposts so the wall isn’t as obvious doesn’t mean there’s one there. Conversely, themeparks make it not only obvious that it is there, but also a factor by which a player measures their enjoyment. Either way, the borders exist.

Knowing that a game ultimately has limits makes it a lot easier for me to accept them no matter where they exist. Common sense dictates that the technology has to limit what a player does in a game because there’s an ultimately design to adhere to. Yeah, it’d be nice if I could be the character class and race combo that was totally unorthodox, but there’s a design in place that limits me. Sure, I’d love to be able to sensibly ninja my way onto the roof of a building that somehow doesn’t allow me to jump on it, but there’s a reason the game doesn’t let me do that. Regardless, I know that there are parameters and restrictions, and adjust or move on accordingly.

Now, I’m not saying it’s just wrong to be mad about how a game isn’t open enough or doesn’t guide you enough on the right path – only that it isn’t such a big deal with restrictions are put into place, on any level. Put into perspective like that, I think it gets a lot easier to digest a decision a developer makes when they seem to restrict you from doing something. The sandbox, and the themepark, after all, wouldn’t be identified as such without them.

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