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May 17, 2012

Tag: Gaming

February 19, 2010

The Need For Artsy-Fartsy Gameplay

Over at Destructoid, Jim Sterling’s created a bit of a stir with his two articles regarding the “artsy” nature of games – one in which he decries the pretentiousness of indie “art” games for eschewing gameplay, and one in which he has to clarify what he was trying to say. The camp of opposition to Jim’s little article seems to fall within two main bodies of people – one which thinks Jim is bashing artistic value in games and the other which thinks Jim hates different things than the norm, a sort of gaming racism, if you will.

Sometimes I feel for Jim, because unlike someone as optimistic and annoyingly sunny as me, Jim receives plenty of negative impressions in his reviews and his notions. When they come out, they come out in a way that is inevitably insulting to some portion of the gaming populace. It leads to a lot of need to clarify and repeat. Definitely not fun all the time. In my own way, I think I’d like to help by providing my own impressions of what he thought.

Really, I think the main point that’s being put across is not that art games suck, or that indie games suck, but that a game being “artsy” and only “artsy” as a selling point of success sucks. We all know that games themselves are an amalgamation of parts, and the presentation, of which art is a part, is only one portion of making a successful game. I love games that make me think, present me a theme, show me something that is controversial and out there. In fact they’re a welcome alternative to the mainstream stuff I sometimes play when I don’t need a brain to play. But as much as we need “art” in games sometimes, we also need the accompanying gameplay and sensible logic to go with it. This is pretty much, I think, the crux of Jim’s argument.

If people thought that gameplay was the only thing that could make a successful game, we wouldn’t see half of the interesting twists and turns that some games are adventurous enough to take. If people thought that art was the only thing that could make a successful game, then we’d have plenty more games that were out there and well-known that tried to send more of a thematic message than play well. The fact is, we need both art and gameplay to make a good game, and one without the other is like having a peanut butter and jelly sandwich without the bread.

The mere fact that games have a smaller, indie market to create titles that are a bit “out there” (like The Path) is a good thing. The expansion of the games market and the target audience to include people who take a more artistic tack on media is really only a good thing overall, and not a bad thing. Really, I think the point is that the fundamentals should not be forgotten when making a game, no matter what message or thought you want to send with it. More significantly, one part of creating a game should not make the game an automatic success, whether that is the more “artsy” ideas of what message/theme you’re trying to send, or the fact that you can turn on a dime with the analog sticks and shoot backwards or upside down. Judging games as a whole should be based on all the factors, not just one which gives it a free pass to evaluating everything else it does. I personally look forward to seeing what art can be done in games – as long as I’m able to make sense of it at the same time, too.

February 18, 2010

Threadless Thursday – Honey Equals Money, et al

So maybe I’m just a slight bit biased, but being from Chicago and being a local Midwesterner, I have to go ahead and support local stores that have done good and made it big. Look, we may have lost the Marshall Field’s name to that accursed New York Macy’s, and the Sears Tower to some random guy’s name, but damnit, at least we still have Threadless.

For the uninitiated, Threadless is a small, Chicago-based t-shirt company that sells their wares based on community-driven submissions, scoring, and other such items. The best of the best get printed for sale and the designers get a cut. It’s that simple, and that fun. Scoring designs and reporting that you did, by the way, nets you possible benefits too. So without further ado, I thought I’d highlight a few designs regularly that I think are worth your attention.

Honey Money – http://www.threadless.com/submission/256219/Honey_Money
I really liked this one because cutesy images are always good – and when they involve a bit of creative effort making cashola, they’re even better. Got no doubt this one’s going to the printers, honestly.

Alphabet Soup – http://www.threadless.com/submission/255855/Alphabet_Soup
Every so often, one of the slogans that makes it onto a shirt makes me giggle. I won’t spoil this one for you, but I will say that I thought it was ingenious and thoughtful. Kudos to the designer!

S’morched – http://www.threadless.com/submission/255815/S_morched
There’s something to be said about practicality – especially when it involves dragons. Dragons are always cool no matter how you slice it. Definitely puts a spin on the whole traditional hero story you see involving them.

Locked and Loaded Potato – http://www.threadless.com/submission/255340/Locked_amp_Loaded_Potato
You gotta love it when you take a well known icon and you put them in a situation you thought you’d never see them in. Takes creativity to put this old favorite toy into this situation, but I do have to say – any action hero would be hard-pressed to deal with this Potato.

Don’t Get Mad, Get Even - http://www.threadless.com/submission/256214/Don_t_get_mad_Get_even
Classic. And it involves games, too. Not a bad combination for a shirt with something simple on the front of it. Frankly, the times when I did have an opportunity to get even in this game, it was more than a little bit of a thrill to turn the tables.

That’s it for this week, guys and gals! Be sure to sign up for an account at the Threadless site so you can score your own stuff!



February 17, 2010

Back to MMO Nostalgia

Syp has a notion regarding returning to an MMO, with LOTRO being the most recent foray back from other shores. Syp talks a bit about his experiences logging on, what’s changed, and how the community reacted to his need to accomplish game tasks.

I’m seeing this trend more and more among my fellow bloggers and MMO players in general – this thing about going back to a game you previously played for various reasons. Some go back because others are in the mix that they miss gaming with. Some go back because something else in another game has turned them off. And yet others go back because of a sense of nostalgia, a fond remembrance of good times and many hours spent in a favorite game.

Pessimists among us would say the mass return of players to various MMOs is a reflection of poor quality on the market’s current offerings and their staying power. But you know me – I’m always a sunny person with these things, and going back to MMOs you like is not necessarily a doom and gloom notion about the market as a whole. Really, I think that current MMOs, if they don’t satisfy someone, speak to a desire that he or she wants out of a game – one that can only sometimes be found in a game they played before. Leaving an MMO for the “new and shiny” and then coming back, also known as the “MMO Tourism” syndrome, is not terribly awful because people learn more keenly what they want and desire out of a game. General notions of “fun” and “cool” turn into more specific things such as “balanced, fast-paced PvP” or “dungeon crawls with bosses that aren’t just a tank-and-spank affair”.

Putting the tourism argument aside, there’s nothing wrong with nostalgia, either. In our general culture, “nostalgia” and its revival today is met many times with positive reaction. Sure, there are some movie remakes or TV show “reimaginings” that have flopped, but for every failure there is at least 1 or 2 successes that are successful at bringing back old feelings. Such as it is with MMOs, with Blizzard being the most visible of examples with the upcoming Cataclysm. This kind of re-visitation is not a weakening of the current market but a strengthening of the core things that make MMOs a success, and trust me – developers are watching what tweaks a player’s sense of good times.

I myself have forayed back into WAR for a bit. Mythic may have had its challenges, but the greeting of a returning player is certainly not one of them. You get pop-up entries of what’s changed, a new user experience that gives you a tutorial of game controls both new and old, and a real easy way to get back into the game with things like a limited, but endless, free trial. Along with the instant gratification PvP and casual nature of the game, it’s nice to come back to a title that doesn’t demand my attention in hours-long raids or a grind that would make Greek rock-pusher Sisyphus cry. I’d have never found out what I really wanted in an MMO had I not tried others to find out – and I suspect some of the rest of you have the same experience. Viva la Old School!

January 26, 2010

Trailers and Tribulations

Ah, game trailers. Those little bits of eye-candy that tease us with epic details and amazing visuals. Ocular pornography for geeks who like games, I like to call them. You’ll see the latest trailer I assaulted my eyes with at the bottom of this post.

It got me thinking, really. I mean, gamers today react in two ways to a trailer for something. They either get extremely excited and psyched, or they adopt a sense of cynicism about fluff that doesn’t present the realities of what gameplay is actually going to be like. These are two extremes that I think present themselves in any comment thread on Youtube or Gametrailers, with sometimes hilarious results. Nothing like seeing “MAN THIS IS AWESOME” next to “MAN THIS SUCKS”. Ah, contrasts.

Me? Even though I’m not surprisingly in the “MAN THIS IS AWESOME” column, I also have realistic expectations about the visual orgy that hits my face when I see a games trailer. Trailers are curious little things, and like movies, are meant to tease, elicit a small sense of surprise, and generate buzz. That, however, is all they can and should be. They aren’t an indication of actual experience. They sometimes aren’t quite the graphical look the game will have. And they most certainly aren’t a prediction of how badly a game decides to crash when you’re in the middle of killing something.

I think as long as people understand what game trailers are, then it’s not only easy but also appropriate to be excited and happy about them – because that’s what they’re supposed to do. In that respect, I’d rather be happy for the 2+ minutes I’m watching one rather than cynical for life. So that being said, here’s the latest trailer I’ve watched for TERA online, a new MMO coming out soon. Will it succeed? Time will tell – but for now, just enjoy, right?

January 12, 2010

Positive Macrovision

In my many travels around the gaming world, I’ve seen that among many ways you could categorize gamer type folks, you can put them into two camps depending on how they enjoy games. I class this as either the micro-gamers or the macro-gamers.

Micro-gamers are essentially tinkerers who like to see all of the moving parts of a game machine work correctly. They look at everything from a granular viewpoint and consider all specific angles before coming up with an opinion about a game. They’re the people who you may sometimes see with spreadsheets, reference links, and statistics to show how well or how poorly a game has been designed or received. No detail is too insignificant to these folks and they’re usually the first to take apart articles, designs, or mechanics to see what’s inside and how  to best utilize it.

By contrast, macro-gamers are concerned with generalities. They have overarching, sometimes very binary needs when it comes to gaming, and they make decisions on very broad-brush impressions. At first blush, you might think that the needs of a macro-gamer to enjoy a game might be simplistic, but the wide range of subjectivity assigned to a macro-gamer’s criteria – such as “is the game fun to play?” – make their needs as much or even more complex to meet at their micro counterparts. Macro-gamers basically like details, but only when it is relevant to a larger, more general question they want to answer about their own personal enjoyment.

Now, don’t get me wrong – I’m not trying to say one way to enjoy games is better than the other. But I’m squarely in the macro-gamer camp, mostly because it fits my personality and my requirements to like a game these days. When I look at a game I’m playing, and ask myself if I’m really enjoying it, I ask very simple questions – “am I frustrated with the game?”, “do I have friends that I enjoy the game with?”. or “do I feel like stabbing my eyes out?”. Answering these questions gives me a very clear picture of whether or not I should continue playing, because for the most part, I’ve realized that at its core, micro or macro, people play games to have fun. If you can’t have fun playing, then I wonder what your motivation is for continuing. I can understand if you’re not having fun because your carefully planned and analyzed build isn’t doing well in combat or a game lacks space monkeys (and therefore, cool factor). But continuing to play despite that, or choosing to suffer through your gaming sessions, means that a step back might need to be taken. I’ve found that finding the simple things about a game that I like or dislike helps me make good decisions about what I want to spend cashola on. Others may disagree – but I hope that regardless of your reasoning, that people never forget why they play games, and how much personal enjoyment can and should factor into putting hours into them.

January 11, 2010

Case of the Mondays Cure – Last Night’s Mario

January is the month where people start to realize, if you’re in such a climate, that it is “really frickin’ freezing in here, Mr. Bigglesworth”. This makes Mondays about as appealing to people to deal with as a root canal followed by an injection of adrenaline to the heart. I know that as a denizen of the Midwest, not to mention of Pacific Islander descent, that it’s an annual challenge I have to overcome.

But there’s nothing like a little Collegehumor.com to warm the cockles of my very bright and shiny positive heart – and for the rest of you, even the cynics have to smile at parody. Therefore I present to you, courtesy of watching train wreck texts from last night, what Mario and company would do if they had a cellphone with a decent data plan – and lots of mushrooms.

Stay warm out there, true positive believers!

January 9, 2010

The Advantage of Being the Late Gamer

Today marked an occasion that is seeming to occur more and more frequently the busier I get with life in general. This isn’t, unlike what some of you might think, consuming the amount of sugar/drugs/alcohol needed to make me so happy all the time. No, this is me playing a game that is hugely popular…months, perhaps even years later. Today’s entry, for example, is Call of Duty 4: Modern Warfare, which just arrived in my mailbox via Gamefly.

Now, some of you might be thinking that Frank is perhaps the worst gamer in the world for playing one of the most popular shooters of the last couple years a bit too late. But before you burn me at the stake or worse yet, force me to turn in my gamer credentials, hear me out. Late adopters aren’t necessarily a bad thing when it comes to games. The first and most obvious reason is that they provide a nice little boost to numbers that might be dwindling for hardcore folks who are still playing. Obviously, online multiplayer games are great for this, as the injection of new blood can sometimes be refreshing to a game’s life. Besides, who wants to trash the same people over and over again when there’s new people to demoli-er, I mean, welcome to the game?

For the late adopters, we get all the benefits of playing a good game with almost none of the drawbacks. Really, when you bank on a popular game that has garnered a lot of praise, it’s a completely safe investment. You know that the game is highly acclaimed, popular, and obviously does something right, reducing the chances of a disappointing gaming experience. There’s also the fact that being late to the party means you get the complete lay of the land. Guides, FAQ’s, discussion topics, and tips – all the things that take time to come out if you buy a game early are all set for you when you make a fashionably late entrance. If you don’t mind it, you’re also treated to all the spoilers of the game’s detail and plot, allowing you to anticipate and plan not only an enjoyable but efficient gaming experience.

Sure, you might have to endure the slings and barbs of your gamer friends when you play something much later than the rest of them. But the momentary-to-lasting humiliation of seeing the huge spoiler of a game like Final Fantasy VII (Sephiroth does what?!) is worth it so that you can play something that you know is going to be halfway decent. After all, don’t they say “better late than never”? I know I do.

January 8, 2010

Final Fantasy Comes to Ravinia

Ah, how far we’ve come being recognized, haven’t we?

If anyone out there is a Final Fantasy fan, know that one of the major announcements date-wise for the Distant Worlds concert series, which I enjoyed thoroughly these past two years, is that August 1, 2010, they’ll be playing at the Ravinia musical festival. The Chicago Symphony Orchestra will be performing the pieces, which means that two of the best music-related entities in the city will be playing pieces about epic battles, gut-wrenching emotion, and curiously feminine-looking male characters. I can’t wait.

It’s interesting that music from a video game has gone so far as to be played at a festival that pre-dates even the earliest pixels made manifest into a curious phenomenon called Pong. As I’ve said before in previous entries, music in video games has made great strides in plucking at the heart strings. The evolution of square wave noises and MIDI tracks into orchestral studio pieces for games has been a huge part of making people who play them feel the weight of events, something of paramount importance in RPGs.

Considering it’s in Downtown Chicago, there’s no way I’m missing something like this. Hopefully, if you’re in the area or something, be sure to hit me up so we can hear Final Fantasy songs the way they were intended to be played – to an audience that hopefully will learn to appreciate them.

January 5, 2010

The Online Forum’s Gaper’s Block

There’s a lot of things that can interfere with the lovely commute that you sometimes have to take while driving, whether that is from work, school, or home. Sure, there are people who probably learned to drive with a clown car in a circus or inexplicably lose their driving aptitude at the first drop of rain, but one of the things that slows your pace is “gaper’s block”. You’ve seen it – it’s the curious yet unsuprising phenomenon of people stopping their Crackberry texting or hip hop head bopping to turn and look at an accident that happened on the road. Sure, the curiosity only lasts a second, but multiply that by tons of cars and you’re looking at sitting in a parking lot coming home.

Forums, in my extensive experience, have their own version of gaper’s block, and that’s in what I’d affectionately refer to as “/popcorn” or “drama” threads. Most common in MMOs, the threads normally start out with some notion/accusation/opinion about someone else that the thread starter knows. First, second, and third hand accounts of certain events are related, blown out of proportion, and put through a blender. Directly involved parties fight harder than two women rolling on the ground over the last purse in a sale at Bloomingdale’s, while bystanders and onlookers throw in witty commentary with the occasional laugh – all the while as lurkers and readers wander by, boosting the thread view count into the thousands.

Even though as an experienced moderator and administrator of forums this might seem like a pain in the ass, I actually find it convenient. For example, most of the people who do gape past and who are normally aggressive enough to shout out their computer screens about idiocy are easily corraled, put into one place so they can be watched and dealt with. There’s also the draw that a good drama thread has to highlight or reinforce your forum policies, whether that is to wave the banstick around or encourage Darwinistic forum community shenanigans. And let’s not forget the fact that just because you moderate and uphold rules publicly doesn’t mean you can turn around and get some entertainment or laughter privately at the insanity that is the Internet.

Sometimes I wish that we didn’t have forum gaper’s block, that people would realize that what happens in a game or on a forum is really just not that important enough to defend or attack in the grand scheme of things. That being said, if there weren’t these threads, forum moderators wouldn’t have anything to /facepalm to each other over, and forum denizens might turn their attentions to yet another attention-grabbing activity that is a pain to moderate. The way I see it, my commute around the Internet slows down almost none if there’s a forum thread needing popcorn, so drama threads, keep it coming. Entertainment sometimes has to be found in the most unexpected places.

January 4, 2010

The Premature MMO Deathwatch

Ah, zombies and a cricket bat. What a way to start off the new year’s worth of posts, right?

If there’s one thing I see flying around when it comes to MMO, it’s the declaration of death for one, the sort of funereal kneel that some people like to declare for titles that are going to the grave (read: that they don’t like or regret spending money on). The clarion call of hype for an MMO is only drowned out by the sea of cynics and pessimists that tend to declare “epic fail” at every turn of the key when patches come out, or when a bug is found and needs to be squashed, or when they die in PvP when they shouldn’t have. The amount of people that like to talk about a game as if it were dead (or worse yet, a zombie) is staggering.

I’ve never really put stock in these sorts of predictions – mostly because I use my own judgment to determine whether or not a game is worth playing, or if it is well and truly dead. In this respect, I’ve always been a bit selfish about my own opinions abut games, especially MMOs. Letting someone else shape that perception for me, especially as it relates to whether or not a title is going to die a fiery death, is not something I typically like to have happen. In fact, if I’ve just had an evening of fun and games with my current MMO of choice, and someone then tells me the game is dead the next day, I’m even less inclined to believe them.

MMO death – and I mean real death in the sense that games are shut down, is rare. It doesn’t happen that often, and many games keep going despite many peoples’ ideas about them not being worth the DVD’s they’re printed on. And any company worth their salt doesn’t run a game at an operating loss, either. The immense resources required to run any MMO mean that infrastructure and development costs are through the roof, and running that at no profit is company suicide.

However, just because it’s a bit off doesn’t mean that declaring death for MMOs doesn’t have an effect. This kind of premature cynicism has honestly creamed many an MMO within the last 2 years. Player perception is immensely powerful, especially when herds of players can drive design decisions and  complain louder online than any disgruntled customer at the local Target or Walmart. As an eternal optimist, I’m force to scratch my head and wonder what the motivations for people quick to declare terminal disease for an MMO might be. Could it be that people find that a game they’ve followed for years at a time doesn’t live up to their terribly high expectations and need to lash out? Is it the fact that so many players want a game to “kill” World of Warcraft so bad that they think anything less than millions of subs is an immediate failure?  Is someone pissed because there are no Twinkies in the vending machine? Your guess is as good as mine.

If this sounds a lot like a “give MMOs time/a chance/please sir may I have another”, it isn’t meant to be as such. THe debate about how much time an MMO should have before judging it is one I don’t want to really get into in today’s positive missive. Actually, it’s more of a call to people to not let others’ opinions cloud their own so easily. It’s real simple to take bloggers’ opinions like myself as gospel, or read the pundit stories from across the web and share their thoughts completely. Its a lot harder to only use those as subjective reference points to formulate your own opinion. I would hope that, regardless of whether your opinion on an MMO turns out to be negative or positive, that it’s one that you create on your own. You might find, when you do that, that reports of MMO death are greatly exaggerated.

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