Wednesday, October 17, 2012
Review: Xenoblade Chronicles (Wii)
How long does it take to tell a good story? In person? Maybe 5 minutes. In film? About 2 hours. A book? Let’s say 5-10 hours. Video games? No less than 50 hours. This means you could watch every major Stanley Kubrick, Paul Thomas Anderson, and David Lynch film before finishing one game. Sure, the standards for game stories have changed over time as shorter action titles have steered toward a cinematic style and runtime, but the progenitors of story-driven gaming, the Japanese role-playing game (JRPG), remain as staunchly extensive as ever. Xenoblade Chronicles is the latest JRPG from cult-favorite and aptlynamed developer, Monolith Soft. In it, you play as Shulk, a “chosen-one” who brandishes a mystical sword on an epic quest to defend his homeland and unite two worlds at war, for 80+ hours.
For all of the evolving JRPG conventions that Xenoblade perpetuates, egregious game length is an interesting choice; however, it matches its expansive world. The characters live like insects on the bodies of two gigantic titans, frozen still amidst an ancient duel. Your party gradually traverses from the right leg, all the way up the titan’s back, to its head – and that is just the first act. From the “ground,” the opposing giant is always faintly, ominously visible in the distant sky. Individual areas are pretty big too, and require you to explore on foot before a fast-travel option opens up for return visits.
Battling and traversal occupy the majority of your time in Xenoblade, but their significance to the narrative remains up to interpretation. The “story” is mostly delivered in dialogue-heavy non-interactive cutscenes that flesh-out the characters and setup the next party objective. Once control of your posse is given back to you, it’s time to climb some mountains and slay some beasts. These lengthy stretches of exploration and survival put you into the shoes of the characters whose narrative motivations demand persistence and diligence. Similarly, you, as a player, must also possess a certain amount of endurance to see the journey through to the end. That’s not to say that playing the game is a struggle, just that it entails a significant physical commitment on the part of the player.
Some players may look at Xenoblade’s demands and choose to walk away from the game before the end, due to real life time limitations or in-game frustrations. EGM Managing Editor, Andrew Fitch, seemed particularly frustrated by his playthrough of Xenoblade, as evidenced in his review, so I wanted to pick his brain a bit further. He told me that he did complete the entire game, including dabbling in some sidequests, but that, in general, he doesn’t think it’s absolutely necessary to spend the full length of 80+ hours with a game to be able to evaluate its quality. “At 35 hours, a game—even an RPG like Xenoblade—has revealed its true self,” he wrote, referencing commenter outcry at Jason Schreier’s review for Kotaku. I agree with this statement, especially in terms of evaluation. You don’t need to get more than a handful of hours into a game to decide if you’ll objectively enjoy it, and if a game hasn’t made itself known by that point, it probably has serious pacing issues. However, I’d argue that stopping short of completion in a game like Xenoblade negates some of the experience of long-form play, which is in this case essential to the experience of the game.
Xenoblade took me about a month to complete, playing in chunks of a few hours here and there, and occasionally taking several days away from the game entirely. I found my attachment to the game at its fondest when I maintained a steady stream of “healthy” play sessions, where I knew that I could take a break and the game would always welcome me back. Towards the end of the game, I hit my first wall where I could not beat a boss character and continue forward.
Before this point I had never needed to actively grind through fodder enemies to level up my characters to be strong enough to topple a foe for narrative progress. That I hit this wall some 80 hours into the game made me feel a bit betrayed. I’m sure other players hit walls earlier, depending on playstyle, but mine felt like an act on Xenoblade’s part to delay my imminent completion. I knew I’d finish the game eventually, but hitting the level wall sucked all of the momentum out of the narrative as well as my general drive to play.
Grinding is an old standby of JRPGs, a design decision seemingly made for the purpose of extending the length of time spent playing one game. Grinding, on its own, is not an especially enjoyable experience, and the payoff is indirect. That said, every aspect of a game shouldn’t need to be fun for it to be considered good and/or necessary, as long as players aren’t being unknowingly exploited. If you could simply waltz up to a boss character at any experience level and win, the intended power and gravitas of those conflicts would be diminished. At some point we’re discussing the relative virtues of “practice” here as well, since grinding is also about testing out and refining different engagement strategies. Xenoblade, like most JRPGs, uses a quantitative reinforcement pedagogy instead of a qualitative one. The side effects of this are games that take eons to complete, but inspire a transposed empathy for the hardships of the virtual characters you control.
It’s worth examining how much “story” is really being told in Xenoblade since the vast majority of play time is spent doing things that seemingly have no bearing on the plot beyond contextual nuance. Monolith Soft previously developed a trilogy of RPGs called Xenosaga, each providing 40-50 hours of gameplay and featuring what at the time were considered extensive cinematic cutscenes. Part 1 was never released in Europe, but bundled with the EU version of the sequel was a video of all of the original’s cutscenes, running over 3 hours. That’s a long movie, but less than 10 percent of the game. I bring this up to illustrate Monolith Soft’s penchant for story-centric games that actually put the player in command the vast majority of the time. It’s the player’s choice of actions with those characters that makes the story sink or swim as a game. After all, what’s way more boring than 5 hours of expository dialogue, rote cinematography, and a short rotation of canned animations? Answer: 45+ hours of tedious button-pressing sequences, broken up only by fits of inventory management.
Xenoblade comes out mostly on the positive end of the spectrum here. Battles play out MMO-style, similar in execution to FFXII’s Gambit system, which makes for seamless transitions between fighting and traversal and fun, snappy combat. Individual battles require you to position yourself on specific sides of monsters to increase chances of dealing critical damage. Things actually happen so quickly that it takes a few hours with the fighting system to catch up and really understand what you’re doing. Once you’re there though, you can establish rhythms to maximize how different characters’ attacks can play off of one another. Xenoblade piles systems on top of systems to such a degree that you really won’t master everything unless you play well beyond the basic story path. I felt like I was constantly reaching new tiers of understanding with the combat system up until the final fifth of the game. The length of Xenoblade allows you time to figure this stuff out at your own pace. Even after finishing the game there are several parts of the battle system that I never grasped, particularly Melia’s magic spells, which could make for a totally different approach to confrontations altogether.
One of Xenoblade’s major accomplishments was how briskly and efficiently it flowed throughout its considerable breadth, level-walls in the final stretch aside. Its dialogue has an economic sensibility that prioritizes character action over character depth, making narrative setpieces attention-grabbing, if emotionally detached. This is bucking the JRPG trope of long-winded, redundant internal monologues and painfully melodramatic conversations. Not that Xenoblade doesn’t turn insular and sappy from time to time, but you end up tasting it far less than you’d normally expect. The UK voice crew deserves some credit here too for realistically grounding the characters and delivering lines in a way that brings them to life when some of the animation falls short. Outside of cutscenes though, be prepared to hear the same handful of pre- and post-battle quips hundreds of times, which will grate no matter how much you like hearing the word “jokers” in an English accent.
And that’s the quandary of the epic game: how much repetition can players take without “play” turning into “work?” The more similar battles you fight, the more likely you are to notice a multitude of annoying “flaws.” Why do party members willingly tread into poisonous water when fighting? Why is the camera so close when fighting gigantic enemies that you can’t see anything? Why is the inventory system so laborious to configure? The list goes on (again, Andrew Fitch has your back). When Xenoblade is flying high, the imperfections fade into the background, but there are bound to be lulls in any 80-hour experience.
Repetition and “practice” reveals the true nature of systems and mechanics to the player over time, both good and bad. Xenoblade’s approach to this inherent hazard is to load up with so many systems and accruable points that something is always unlocking or reaching a new level. It’s the video game equivalent of sleight of hand. This strategy works remarkably well most of the time, pushing you through slower moments without batting an eye. That said, nothing brings the whole trip to a screeching halt like detrimental AI behavior or an unwieldy camera, both of which plague Xenoblade sporadically.
Monolith Soft could have just made a shorter game and delivered much of the same content, but it just wouldn’t have been the same Xenoblade Chronicles. There is something to the 80-hour experience that 20-hour games don’t have, that they can’t have. It is a unique feeling to play such a gargantuan journey. This is because each upcoming play session is iterative, building on the last, but offering the same repetitive pleasure that keeps people tuning into soap operas on a daily basis. There is drama and progression to a point, but you know the actions to get there are going to be relatively unchanged each time. What separates playing Xenoblade from watching Days of our Lives is the sense of increasing complexity that eventually comes to a head. I’ve always found the unending nature of MMOs unappealing and desperate. In contrast, the monumental JRPG isn’t afraid to end, shoving you out of the nest and into a world in its wake. I respect that confidence; it’s a rare thing. That’s a large part of why I consider my experience with Xenoblade Chronicles as time well spent.
:Reposted on Medium Difficulty:
Monday, October 8, 2012
Review: Digital: A Love Story (Mac)
It's often taken for granted that people who play a lot of video games know a lot about technology. I'll attest that there is generally aptitude in these circles beyond that of the non-gamer crowd, but it's not something that comes entirely natural. Maybe I'm just being defensive because I was always late to the party on so many aspects of new and emerging technological trends in the past 3 decades. I didn't send an email or use AIM until I started college in 2002. Same goes for having a cell phone for more than emergency calls. I would have needed to be unrealistically aware of the personal computer scene at a very early age to feel nostalgic about the interface of the Amie Workbench, an Amiga analogue, and Bulletin Board System (BBS) communications represented in the game, Digital: A Love Story. Since I wasn't, few of the game's techie in-jokes and references stick. However, since Digital places you in a sort of 1988 simulation mode, the unfamiliarity lent itself to a more personally authentic experience.
You begin Digital as a someone who's using, for all intents and purposes, the Internet for the first time, but through the very limited lens of the Amie Workbench. Visually, the game is the computer screen: everything fits the blue/white/orange color scheme, the monitor has heavy scanlines, and the cursor is a big, fat, red arrow. You receive a message from a friend of your dad that tells you what to do to get on BBSes and chatting with folks. Where instructions in a game can often remove you from the experience, here everything is presented in proper context and actually reads like messages real people would send. Because the connection between using a computer to play and the game virtualizing a specific operating system is so direct, very little suspension of disbelief is needed to jump into the narrative.
As the title suggests, Digital is a love story, but it's also a mystery. You're introduced to the "love interest" character, *Emilia, early on, and when she disappears, it's up to you to figure out what happened. The narrative convention, which is also the primary game mechanic, is the exchange of BBS posts and private messages. Everyone you interact with has a unique voice and motivation, creating conversations that reach far beyond typical NPC fare. You never actually type any messages, instead simply hitting reply and reading contacts' responses. This string of communication works best when you're in "conversation" with one or two other people and the back and forth is readily apparent. At other times you'll just callously reply or send PMs to everyone on your list, making sure you're doing everything necessary to trigger the text that will allow you to progress further in the story. The introduction to *Emilia follows the better of those two paths, and though it's clear that I was just messaging a fictional character as part of an interactive short story, I did develop an attachment to that character; enough of an attachment to drive the mystery plot forward with a degree of urgency.
The writing in Digital is very consistent, believable, and emotionally affecting. Digital's designer and author, Christine Love, bills herself as a writer first, and it shows. That's meant as a compliment to her writing skills, not a knock on her game design abilities. Truly well written games are few and far between, but even fewer are as dependent on quality writing as Digital. Characters' messages vary in articulation and sophistication, as you'd expect from a bunch of random people on the Internet. I'm reminded of Gus Van Sant's teenager-starring Paranoid Park for how real its characters felt despite, or perhaps because of, the amateur statuses of its actors. Love is likewise able to find a tone that is reflective of the production process, and somehow more authentic in doing so.
Digital plops you into the world of BBSes, stranger-in-a-strange-land style. Yes, there's a missing person mystery to solve, but navigating the uncharted online world is a mysterious voyage in its own right. Imagine a game that has a clear story objective, but in order to proceed you need to drive a tractor, and before you can drive the it you have to figure out how it works. Do you need keys to start it? Where are the keys? Which lever is for reverse? Oh wait, does this run on gas?! BBSes are just as foreign to me as tractors, and I appreciated how Digital didn't assume any prior knowledge. If there's a tendency nowadays to forget just how open the Internet is, typing in phone numbers in hopes of connecting to a heretofore unseen places is a healthy reminder. No one even dials numbers to place phone calls anymore, further distancing us from the real technological processes happening in the background. If you did hand-dial phone numbers, you might mess up and call a random bystander by mistake. In Digital, instead of hanging up and correcting the error, every number has an unknown on the other end; there's a sense of discovery.
The feeling of openness makes for an ideal learning space, which goes as much for the in-game world as the one outside of it. Digital teaches you about BBSes and early Internet history through message texts, but in allowing you to actually dial the numbers and direct message other users, you learn by doing. The mystery/love story paces you through the learning process, heightening the meaning behind your actions. Later on, the Internet "history lesson" takes some sensationalist turns, but it makes for a great moment of culmination when you finally gain access to the fabled University BBS where they don't just have direct messages, they have email! A story that's willing to go a little over the top is helpful to make up for the potential dryness of a game centered around an archaic computer interface. The online communications depicted in Digital remain the foundation that our modern Internet is built upon, reminding us of the vast expanses available to users at increasing speeds and densities. It's up to us to make the stories real.
Digital: A Love Story is available to download for free here.
You begin Digital as a someone who's using, for all intents and purposes, the Internet for the first time, but through the very limited lens of the Amie Workbench. Visually, the game is the computer screen: everything fits the blue/white/orange color scheme, the monitor has heavy scanlines, and the cursor is a big, fat, red arrow. You receive a message from a friend of your dad that tells you what to do to get on BBSes and chatting with folks. Where instructions in a game can often remove you from the experience, here everything is presented in proper context and actually reads like messages real people would send. Because the connection between using a computer to play and the game virtualizing a specific operating system is so direct, very little suspension of disbelief is needed to jump into the narrative.
As the title suggests, Digital is a love story, but it's also a mystery. You're introduced to the "love interest" character, *Emilia, early on, and when she disappears, it's up to you to figure out what happened. The narrative convention, which is also the primary game mechanic, is the exchange of BBS posts and private messages. Everyone you interact with has a unique voice and motivation, creating conversations that reach far beyond typical NPC fare. You never actually type any messages, instead simply hitting reply and reading contacts' responses. This string of communication works best when you're in "conversation" with one or two other people and the back and forth is readily apparent. At other times you'll just callously reply or send PMs to everyone on your list, making sure you're doing everything necessary to trigger the text that will allow you to progress further in the story. The introduction to *Emilia follows the better of those two paths, and though it's clear that I was just messaging a fictional character as part of an interactive short story, I did develop an attachment to that character; enough of an attachment to drive the mystery plot forward with a degree of urgency.
The writing in Digital is very consistent, believable, and emotionally affecting. Digital's designer and author, Christine Love, bills herself as a writer first, and it shows. That's meant as a compliment to her writing skills, not a knock on her game design abilities. Truly well written games are few and far between, but even fewer are as dependent on quality writing as Digital. Characters' messages vary in articulation and sophistication, as you'd expect from a bunch of random people on the Internet. I'm reminded of Gus Van Sant's teenager-starring Paranoid Park for how real its characters felt despite, or perhaps because of, the amateur statuses of its actors. Love is likewise able to find a tone that is reflective of the production process, and somehow more authentic in doing so.
Digital plops you into the world of BBSes, stranger-in-a-strange-land style. Yes, there's a missing person mystery to solve, but navigating the uncharted online world is a mysterious voyage in its own right. Imagine a game that has a clear story objective, but in order to proceed you need to drive a tractor, and before you can drive the it you have to figure out how it works. Do you need keys to start it? Where are the keys? Which lever is for reverse? Oh wait, does this run on gas?! BBSes are just as foreign to me as tractors, and I appreciated how Digital didn't assume any prior knowledge. If there's a tendency nowadays to forget just how open the Internet is, typing in phone numbers in hopes of connecting to a heretofore unseen places is a healthy reminder. No one even dials numbers to place phone calls anymore, further distancing us from the real technological processes happening in the background. If you did hand-dial phone numbers, you might mess up and call a random bystander by mistake. In Digital, instead of hanging up and correcting the error, every number has an unknown on the other end; there's a sense of discovery.
The feeling of openness makes for an ideal learning space, which goes as much for the in-game world as the one outside of it. Digital teaches you about BBSes and early Internet history through message texts, but in allowing you to actually dial the numbers and direct message other users, you learn by doing. The mystery/love story paces you through the learning process, heightening the meaning behind your actions. Later on, the Internet "history lesson" takes some sensationalist turns, but it makes for a great moment of culmination when you finally gain access to the fabled University BBS where they don't just have direct messages, they have email! A story that's willing to go a little over the top is helpful to make up for the potential dryness of a game centered around an archaic computer interface. The online communications depicted in Digital remain the foundation that our modern Internet is built upon, reminding us of the vast expanses available to users at increasing speeds and densities. It's up to us to make the stories real.
Digital: A Love Story is available to download for free here.
Saturday, September 29, 2012
Recap: Bennett Foddy at NYU Game Center
Last night at NYU Game Center, indie developer and ex-Cut Copy bassist Bennett Foddy gave a presentation wherein he detailed several core principles he strives for when creating games. If somehow you've never played any of Foddy's games, do yourself a favor and head over to his website where you can play them all for free. Foddy is most known for QWOP, the game where you use four keyboard buttons in rhythm to propel an Oympic runner 100 meters. Or at least that's the premise. You'll probably spend most of your time banging the runner's head against the ground trying to take your first step. The results are quite hilarious as limbs fly all over the place, but there's always a modicum of understanding that you're figuring out how the system works and could maybe, actually get the runner to, well, run.
QWOP has gained a high enough profile to be visible in mainstream pop culture (making a cameo in this year's season premiere of NBC's The Office, for one), but Foddy's other games operate in similar fashion, enlightening players of the physical actions needed to control the characters in the games. The immediacy of these games, one of the subjects Foddy's lecture focused on, allows for even a simple button press to result in a satisfying in-game consequence. In CLOP, a QWOP-like game with a unicorn, each of the four control buttons kicks out one of the unicorn's corresponding four legs. The animation of even one leg kicking out is so unlike anything that a real horse would do that I can't help but crack up at the mere sight of it, not to mention once you really get the beast "going." I found it interesting that Foddy didn't directly mention humor in his discussion, since I find it to be part of the prominent appeal of his titles.
Foddy's outlook on game design shares much in common with contemporary art practice, conjuring the notion that there is a rich middleground between the two that takes into account player interactivity and artistic practice in corollary measure. In games, designers have to choose their controller/platform. In art, artists select their medium, which for the past half century could acceptably be pretty much anything. Only recently have game designers been fiddling with new ways of using traditional and standardized controllers in new and exciting ways (see Johan Sebastian Joust). Yet, art has often struggled to stretch out of the austere, institutional art/viewer relationship by limiting patrons to actions like "standing," "looking," and "walking around," A game/artwork that bridges the gap between the two would likely also confront these issues from both sides. Foddy seems to be on this track as he's been hanging out with some of the JS Joust creators, developing some kind of trampoline-powered Move controller game.
The principles Foddy presented weren't without their own self-conflict though, making them more aspirations than hard and fast rules. For example, if a designer is creating a game that asks players to hold DualShock controllers backwards, a prompt to inform them of how this is supposed to work might be needed, but that would sacrifice some degree of immediacy. A minor criticism of Journey was that an outline of a controller with some arrows is displayed at the beginning of the game to let players know that they can tilt the controller to rotate the camera. The necessity of these sorts of prompts is debatable; the point being that there is no one correct solution. However, I think Foddy would argue that it's best to attempt the game that adheres to principles of immediacy and fully-integrated worlds, and only make concessions when there don't seem to be any better options.
Foddy came off as a game designer on the bleeding edge of the medium, in terms of his games as well as his production practice. He said that he hopes to show the trampoline game at Indiecade, so keep an eye out for that. In the meantime you can always try and get to the top of this wall. Um, good luck?
Photo by Finn Taylor for Wired
QWOP has gained a high enough profile to be visible in mainstream pop culture (making a cameo in this year's season premiere of NBC's The Office, for one), but Foddy's other games operate in similar fashion, enlightening players of the physical actions needed to control the characters in the games. The immediacy of these games, one of the subjects Foddy's lecture focused on, allows for even a simple button press to result in a satisfying in-game consequence. In CLOP, a QWOP-like game with a unicorn, each of the four control buttons kicks out one of the unicorn's corresponding four legs. The animation of even one leg kicking out is so unlike anything that a real horse would do that I can't help but crack up at the mere sight of it, not to mention once you really get the beast "going." I found it interesting that Foddy didn't directly mention humor in his discussion, since I find it to be part of the prominent appeal of his titles.
Foddy's outlook on game design shares much in common with contemporary art practice, conjuring the notion that there is a rich middleground between the two that takes into account player interactivity and artistic practice in corollary measure. In games, designers have to choose their controller/platform. In art, artists select their medium, which for the past half century could acceptably be pretty much anything. Only recently have game designers been fiddling with new ways of using traditional and standardized controllers in new and exciting ways (see Johan Sebastian Joust). Yet, art has often struggled to stretch out of the austere, institutional art/viewer relationship by limiting patrons to actions like "standing," "looking," and "walking around," A game/artwork that bridges the gap between the two would likely also confront these issues from both sides. Foddy seems to be on this track as he's been hanging out with some of the JS Joust creators, developing some kind of trampoline-powered Move controller game.
The principles Foddy presented weren't without their own self-conflict though, making them more aspirations than hard and fast rules. For example, if a designer is creating a game that asks players to hold DualShock controllers backwards, a prompt to inform them of how this is supposed to work might be needed, but that would sacrifice some degree of immediacy. A minor criticism of Journey was that an outline of a controller with some arrows is displayed at the beginning of the game to let players know that they can tilt the controller to rotate the camera. The necessity of these sorts of prompts is debatable; the point being that there is no one correct solution. However, I think Foddy would argue that it's best to attempt the game that adheres to principles of immediacy and fully-integrated worlds, and only make concessions when there don't seem to be any better options.
Foddy came off as a game designer on the bleeding edge of the medium, in terms of his games as well as his production practice. He said that he hopes to show the trampoline game at Indiecade, so keep an eye out for that. In the meantime you can always try and get to the top of this wall. Um, good luck?
Photo by Finn Taylor for Wired
Thursday, September 6, 2012
Recap: Soundplay Game Jam
Last night at the New Museum, Pitchfork and Kill Screen teamed up to offer an evening of free drinks, video games, and music. The main impetus for the get together was an extension of the Soundplay project that commissions indie game talent to craft interactive experiences based on songs from indie musicians. Yes, the whole thing was pretty "indie," but that's not a bad thing. This particular event was structured around a game jam that happened over the two days prior. Four teams had 48 hours to produce games based off of music from the band Passion Pit's new album Gossamer. The night of the party was a chance for attendees to play all of the Soundplay titles, including the ones made during the jam, while also taking in a live performance by Chromatics and a DJ set by Oneohtrix Point Never. Since you're the sort of person who would read a blog entry like this, that billing should all sound pretty great.
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| Neon sign at the entrance was a nice touch. |
I sat down to play all of the game jam titles, and though all four mostly matched the upbeat, candy-colored vibe of the band, each took markedly different gameplay approaches to the source material. In the first one I played, you control some Katamari-looking dudes and press the spacebar to juggle approaching objects. Higher scores are awarded for the more objects you keep off the ground until certain checkpoints in the song. The next game had a flowery, psychedelic setting with a figure on a tightrope that walks towards you as you toggle the "left" and "right" keys for balance. If you fall off, the song stops and you must start over. Beside that game was one that told the story of a sad bunny that you cover with candy to make happy again. Shelves of sweets are on both sides of the stationary rabbit, and you drag and drop them into place. The candy blocks have physics programmed into them, so making a perfect stack that doesn't tip over was quite the challenge. Music played in the background, but at climax points of the song, a quake strikes and probably undoes all your hard work. Lastly, the fourth game was a forced-scrolling don't-hit-the-walls navigation exercise that seemed like it was supposed to be incorporating video from the computer's webcam in the background, but it wasn't working when I played it.
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| Attendees getting their hands on the Jam games, plus previous Soundplay entries. |
While tonally these games kept in line with the vibe of Passion Pit music, they seemed more inclined to simply take inspiration from the music than to really incorporate it as a part of the mechanics. The notion of games as promotional material for music in the vein of music videos is a concept in its early stages. Should these games be "music games" as we understand them? They could take inspiration from the likes of Guitar Hero and Rock Band and challenge players to replicate the songs they hear. They could draw from Dance Dance Revolution and Dance Central and co-opt body movements that correspond to beats. Recently, Soundshapes has further evolved concepts born out of games like Rez where playing a more traditional genre game, such as a platformer or shooter, generates music just by going about as usual. But we're talking about game jam games here, and design docs that can be written and delivered quickly and completely are paramount. I did really like it when the music triggered screen-shake in the rabbit game though.
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| Chromatics performing live |
I'm told the game jam games will be available to play online hopefully by the end of the month along with a short documentary about their development process. I'll be writing an in-depth piece on the existing Soundplay games in the near future.
:images 1 & 2 taken by me; Chromatics pic by Eriz Avissar for Pitchfork:
Wednesday, August 29, 2012
Review: Limbo (Mac)
The most common understanding of afterlife pit-stop, Limbo, is one that blends in with Purgatory, both associated with wavering, in-between states. In 2007 the Catholic Church released a document stating their thoughts on the eternal fates of infants who die without being baptized, concurrently addressing the validity of Limbo. Even though their proclamation did not directly disqualify the existence of Limbo, they didn't take credit for the idea either. Officially speaking, Limbo is only perpetuated by individuals, not the church, and was (and still is) more recognizable through the lens of pop culture than religious mandate. While the 2007 document put the malleability of church doctrine into sharp relief, Danish video game developer, Playdead, was already hard at work on their debut title, Limbo: a game centered around the titular mystical locale.
Much the same way that the Catholic Church has decided to allow its members to believe in Limbo if they so choose, Playdead's Limbo (released in 2010) doesn't tell you what to believe about its world. The developer has left scant details as to what is really happening in the game aside from the premise that a boy (the playable character) is looking for his sister. The setting begins in a woodland area, transitions into an urbanized setting, and ends in a cavernous factory where gravity itself is in flux. Does the boy find his sister in the end? Maybe?? Even that is debatable. Some narratives encourage participants to fill in the gaps with their mind. Limbo is more like a figurative painting: you know what you're looking at, but it's up to you to decipher meaning enough to make the piece matter.
Limbo is a side-scrolling puzzle/platformer that has earned its cred by doing a lot with very little. Visually the world is shown in black and white with characters as silhouettes. The tone of the game is grim and spooky, furthered by the notion that most everything is hiding in the shadows. Controls allow you to move left and right, jump, and grab things like ropes and push/pull boxes among other items. There are enemies, but no weapons, making Limbo more akin to traditional survival horror than even the Resident Evil series has become. The length of a full Limbo playthrough is also slim, ringing in at about a handful of hours. The short runtime and abrupt ending come off as anti-climactic, but also as if Playdead is pushing you to open-interpretation rather than slow the show down so they can tie everything in a neat little bow for you.
More interesting than the inessential "story" is the way Limbo creates a mood of tension and dread. The game begins with your character awaking in the forest, with no direction offered. Right away there's no impression given that the game is holding your hand; you're on your own, all alone. Props to the sound designers of Limbo for bringing the stark, colorless world to life with crisp sound effects as you dash through grassy patches, skid down dirt hills, and engage in any number of subtle activities that have been lusciously enriched by their audibility (headphones recommended). The fact that these noises are often the sorts of things that are drowned out by the rest of life, but can be heard so crisply, makes you feel even more alone than visuals by themselves would be capable of. So, the mood is set, but the tension springs from the fact that you'll be killed in Limbo early and often.
Death is always right around the bend, and the kills themselves are quite grisly. The boy can be drowned, beheaded, impaled, or blown to bits, and blood, in silhouette of course, spurts out like the scene from Kill Bill where Uma Thurman fights the Crazy 88s. Checkpoints in Limbo are generous, so after a death you're placed right before the scene where you bit the dust and can take proper precautions so as not to die by the same hand twice. As an unexpected result, the death mechanic feels like an especially gory take on Looney Tunes. The animations are so over the top that you can't help but laugh at them after the initial cringe. Plus, unless you're going for a "perfect run," death is of little consequence, the way Wile E. Coyote is right back to normal after a quick fade out/fade in.
The cartoonish violence serves to make the character seem more boyish in a world of boyish imagination. Limbo is filled with giant spiders, mind-controlling worms, and other marauding lads right out of Lord of the Flies. Filmmaker Wes Anderson uses violence in a similar fashion in his movie, to achieve similar weight. One thing Anderson does to keep his characters grounded in a realm of real-world consequences is for someone to get physically hurt and bleed. When we see the young scout troop in Moonrise Kingdom fight amongst themselves with arrows and knives, it's silly, but the conflict ends with visible injuries including a dead dog; everyone leaves the battleground bloodied. Like Limbo, Anderson's worlds play by their own fantastical rules, but are kept relatable with their human suffering and perseverance. Limbo uses violence to strike a similar balance, but comes from the other end, starting self-serious, but ultimately finding a suitable middleground.
It's unfortunate that so much of Limbo's great mood and tension fades away as you venture further in. The opening trek through the dim forest is Limbo at its best: ominous with a real sense of danger. As you progress further into the city, the giant bugs and lost boys appear less frequently until the back half of the game where they don't appear at all. At this point the game becomes less about survival and more about solving puzzle boxes with increasingly complex physics. Removed of tension, Limbo also looses its distinct appeal, so much so that when the finale kicks in, it ends the game at a low point. The final third of the game incorporates switches that can reverse gravity, literalizing the notion of "limbo" as objects in range of the beam suspend between floor and ceiling with careful triggering. Symbolically, this is an inventive culmination to reach, but the game doesn't bring enough of the full-fledged panache from its opening to make it feel like more than a contemplative, symbolic move.
There was nothing else quite like it upon release, and Limbo's impact on the game industry can be seen in a great number of titles that have co-opted its visual style. Limbo has become one of the titles that popularly define what an indie game looks and feels like. Hopefully it's reassuring for Playdead that even though Limbo only takes a brief evening to complete, it's a game that has a positive legacy within the indie games space that will help it stick in players' minds for years to come.
Much the same way that the Catholic Church has decided to allow its members to believe in Limbo if they so choose, Playdead's Limbo (released in 2010) doesn't tell you what to believe about its world. The developer has left scant details as to what is really happening in the game aside from the premise that a boy (the playable character) is looking for his sister. The setting begins in a woodland area, transitions into an urbanized setting, and ends in a cavernous factory where gravity itself is in flux. Does the boy find his sister in the end? Maybe?? Even that is debatable. Some narratives encourage participants to fill in the gaps with their mind. Limbo is more like a figurative painting: you know what you're looking at, but it's up to you to decipher meaning enough to make the piece matter.
Limbo is a side-scrolling puzzle/platformer that has earned its cred by doing a lot with very little. Visually the world is shown in black and white with characters as silhouettes. The tone of the game is grim and spooky, furthered by the notion that most everything is hiding in the shadows. Controls allow you to move left and right, jump, and grab things like ropes and push/pull boxes among other items. There are enemies, but no weapons, making Limbo more akin to traditional survival horror than even the Resident Evil series has become. The length of a full Limbo playthrough is also slim, ringing in at about a handful of hours. The short runtime and abrupt ending come off as anti-climactic, but also as if Playdead is pushing you to open-interpretation rather than slow the show down so they can tie everything in a neat little bow for you.
More interesting than the inessential "story" is the way Limbo creates a mood of tension and dread. The game begins with your character awaking in the forest, with no direction offered. Right away there's no impression given that the game is holding your hand; you're on your own, all alone. Props to the sound designers of Limbo for bringing the stark, colorless world to life with crisp sound effects as you dash through grassy patches, skid down dirt hills, and engage in any number of subtle activities that have been lusciously enriched by their audibility (headphones recommended). The fact that these noises are often the sorts of things that are drowned out by the rest of life, but can be heard so crisply, makes you feel even more alone than visuals by themselves would be capable of. So, the mood is set, but the tension springs from the fact that you'll be killed in Limbo early and often.
Death is always right around the bend, and the kills themselves are quite grisly. The boy can be drowned, beheaded, impaled, or blown to bits, and blood, in silhouette of course, spurts out like the scene from Kill Bill where Uma Thurman fights the Crazy 88s. Checkpoints in Limbo are generous, so after a death you're placed right before the scene where you bit the dust and can take proper precautions so as not to die by the same hand twice. As an unexpected result, the death mechanic feels like an especially gory take on Looney Tunes. The animations are so over the top that you can't help but laugh at them after the initial cringe. Plus, unless you're going for a "perfect run," death is of little consequence, the way Wile E. Coyote is right back to normal after a quick fade out/fade in.
The cartoonish violence serves to make the character seem more boyish in a world of boyish imagination. Limbo is filled with giant spiders, mind-controlling worms, and other marauding lads right out of Lord of the Flies. Filmmaker Wes Anderson uses violence in a similar fashion in his movie, to achieve similar weight. One thing Anderson does to keep his characters grounded in a realm of real-world consequences is for someone to get physically hurt and bleed. When we see the young scout troop in Moonrise Kingdom fight amongst themselves with arrows and knives, it's silly, but the conflict ends with visible injuries including a dead dog; everyone leaves the battleground bloodied. Like Limbo, Anderson's worlds play by their own fantastical rules, but are kept relatable with their human suffering and perseverance. Limbo uses violence to strike a similar balance, but comes from the other end, starting self-serious, but ultimately finding a suitable middleground.
It's unfortunate that so much of Limbo's great mood and tension fades away as you venture further in. The opening trek through the dim forest is Limbo at its best: ominous with a real sense of danger. As you progress further into the city, the giant bugs and lost boys appear less frequently until the back half of the game where they don't appear at all. At this point the game becomes less about survival and more about solving puzzle boxes with increasingly complex physics. Removed of tension, Limbo also looses its distinct appeal, so much so that when the finale kicks in, it ends the game at a low point. The final third of the game incorporates switches that can reverse gravity, literalizing the notion of "limbo" as objects in range of the beam suspend between floor and ceiling with careful triggering. Symbolically, this is an inventive culmination to reach, but the game doesn't bring enough of the full-fledged panache from its opening to make it feel like more than a contemplative, symbolic move.
There was nothing else quite like it upon release, and Limbo's impact on the game industry can be seen in a great number of titles that have co-opted its visual style. Limbo has become one of the titles that popularly define what an indie game looks and feels like. Hopefully it's reassuring for Playdead that even though Limbo only takes a brief evening to complete, it's a game that has a positive legacy within the indie games space that will help it stick in players' minds for years to come.
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Sunday, July 15, 2012
Review: Fotonica (Mac)
Running is not fun. I remember being forced to run cross-country as a requirement for the basketball team in middle school and hating every minute of it. I was able to get out of it one year, which was indeed glorious. Despite this, 12 years later I trained for and raced in the 2010 Chicago half-marathon. One could look at this act as masochistic (excuses aside, perhaps it was), but in reality I just wasn't very creative with my choice of exercise. Afterwards I concluded that 13 miles is as far as humans are meant to go and vowed never to attempt to run beyond that distance. Sure I was getting solid exercise and felt healthy, but the act of running remained as much of a drag as it ever was.
The vast majority of people in the world know how to run, itself being an iteration on one of the early milestones of an individual's existence: the first step. In contrast, the core physical action needed to play video games is the button push, though the actual sophistication of a full control scheme often requires coordination of multiple button presses with complex timing. This dynamic is not that far removed from the stepping/running analogy in that it takes behavioral reinforcement and muscle memory to be able to graduate from one action to the other. The difficulty in achieving this proficiency should take partial credit for the reactionary influx of motion games: attempts at more closely tying core physical actions to those already known and understood by individuals, thus decreasing the learning curve.
On a mechanical level, the game Fotonica brings the systemic understanding of simple body motions into the realm of video games. If you can press a computer keyboard button, any button, you can play Fotonica. In the game you control a runner from first-person point of view by holding down a button to run, and releasing it to jump. The goal is to vault from platform to platform, collecting pink orbs until leaping off a final plank into a glowing void. Scores are tabulated based on how fast you ran and how many orbs you grabbed. Fotonica seeks to replace "step" with "button press" in my analogy, but it's not a perfect substitution since the action of running remains at the same complexity as the button press; the relationship between the two is consequential. A more accurate equation for Fotonica's architecture would be "button press = run."
Santa Ragione, the developers of Fotonica, have put quite a pretty wrapper on their title's minimal core mechanic. Not to be too reductive, but to say the game looks like a mash-up of Mirror's Edge and Rez simply hits the nail on the head too accurately to ignore. The world consists of hollow, white wireframe structures floating in black space. A flurry of abstract shapes zoom past as you progress forth. As you run, wireframe hands alternatively jut in and out of frame, increasing in frequency along with your running speed. When landing a jump, green and purple color separation vibrates out from everything to heighten the sensation of impact. An options menu allows you to turn off the hands, flat-shade everything, and turn your path into a simple tiled line, eliminating distractions and becoming ever more focused on depressing and letting off your button of choice.
Sometimes while playing Fotonica, it felt and looked like I was operating a training simulator for some other game, something more complicated. This brings back the issue of whether or not the game has made virtual running any more fun than actual running. The two are difficult to directly compare, but I do know that I enjoyed Metal Gear Solid substantially more than MGS: VR Missions, even if they did let you play as the cyborg ninja in the latter. Fotonica can feel very treadmill-like, but without the benefits of actual exercise; sort of like I'm working out my MacBook's CPU. In the game's defense, the sensation of speed exceeds simulation velocities, allowing you to perform actions beyond human capabilities, which does carry a satisfying edge. The visual style, coupled with the ambient electronic soundtrack creates a cool, other-worldly atmosphere that remains a pleasure to exist in, even if your ability to explore it is quite limited.
When I go for a run outside, I like to listen to music or podcasts as a bit of a distraction, but in Fotonica, I found that I play better when I simplify the visual design as much as possible. With the complex graphic style turned on, you'll encounter parts of levels where you run through pipes, which are pretty psychedelic to behold, but very difficult to find your bearings within. Toggling on the "Pure" visual style makes those tubes appear as two layers of platforms, one "in" the pipe, and one "on top." So, to play Fotonica well is to be closely in tune with the mechanics, and to play it better, you need to eliminate obstacles. The minimal design approach compliments this zen sensibility. Become one with the spacebar.
On the subject of PC game controls, I appreciate the idea of a one-button game. Growing up on video game consoles, not only am I used to holding a controller in my hands for gaming, but have been privy to incremental adjustments to the evolving layouts of peripherals through decades of hardware generations. Never being much of a PC gamer, the idea of using a mouse and keyboard for action games might as well be the control panel of a jet plane. It's not immediately apparent to me how to get everything to work, and I haven't put in the practice hours to refine my abilities. So, I see the prospect of someone saying "forget all that, just use this one button" as having certain surface appeal.
On one hand, Fotonica is a triumph of accessible game design, but on the other, it's a button-pressing exam. It's a game that upon objective reflection of what I've physically spent my time doing (pressing and releasing a button over and over), leads me to label Fotonica as more of a "in-between" game, than one to sit down and really concentrate on. This makes sense as so many touchscreen and mobile games offer similarly approachable control schemes, and are ideally played while waiting for something else in our lives to occur. In these situations, people without games impatiently tap their toes or wrap their fingertips to bide their time, but the game-inclined among us can not only play games to occupy that space, but continue to utilize those same physical actions for something else. Fotonica never set out to make running fun, but it does a lot to improve what it means to press a button.
The vast majority of people in the world know how to run, itself being an iteration on one of the early milestones of an individual's existence: the first step. In contrast, the core physical action needed to play video games is the button push, though the actual sophistication of a full control scheme often requires coordination of multiple button presses with complex timing. This dynamic is not that far removed from the stepping/running analogy in that it takes behavioral reinforcement and muscle memory to be able to graduate from one action to the other. The difficulty in achieving this proficiency should take partial credit for the reactionary influx of motion games: attempts at more closely tying core physical actions to those already known and understood by individuals, thus decreasing the learning curve.
On a mechanical level, the game Fotonica brings the systemic understanding of simple body motions into the realm of video games. If you can press a computer keyboard button, any button, you can play Fotonica. In the game you control a runner from first-person point of view by holding down a button to run, and releasing it to jump. The goal is to vault from platform to platform, collecting pink orbs until leaping off a final plank into a glowing void. Scores are tabulated based on how fast you ran and how many orbs you grabbed. Fotonica seeks to replace "step" with "button press" in my analogy, but it's not a perfect substitution since the action of running remains at the same complexity as the button press; the relationship between the two is consequential. A more accurate equation for Fotonica's architecture would be "button press = run."
Santa Ragione, the developers of Fotonica, have put quite a pretty wrapper on their title's minimal core mechanic. Not to be too reductive, but to say the game looks like a mash-up of Mirror's Edge and Rez simply hits the nail on the head too accurately to ignore. The world consists of hollow, white wireframe structures floating in black space. A flurry of abstract shapes zoom past as you progress forth. As you run, wireframe hands alternatively jut in and out of frame, increasing in frequency along with your running speed. When landing a jump, green and purple color separation vibrates out from everything to heighten the sensation of impact. An options menu allows you to turn off the hands, flat-shade everything, and turn your path into a simple tiled line, eliminating distractions and becoming ever more focused on depressing and letting off your button of choice.
Sometimes while playing Fotonica, it felt and looked like I was operating a training simulator for some other game, something more complicated. This brings back the issue of whether or not the game has made virtual running any more fun than actual running. The two are difficult to directly compare, but I do know that I enjoyed Metal Gear Solid substantially more than MGS: VR Missions, even if they did let you play as the cyborg ninja in the latter. Fotonica can feel very treadmill-like, but without the benefits of actual exercise; sort of like I'm working out my MacBook's CPU. In the game's defense, the sensation of speed exceeds simulation velocities, allowing you to perform actions beyond human capabilities, which does carry a satisfying edge. The visual style, coupled with the ambient electronic soundtrack creates a cool, other-worldly atmosphere that remains a pleasure to exist in, even if your ability to explore it is quite limited.
When I go for a run outside, I like to listen to music or podcasts as a bit of a distraction, but in Fotonica, I found that I play better when I simplify the visual design as much as possible. With the complex graphic style turned on, you'll encounter parts of levels where you run through pipes, which are pretty psychedelic to behold, but very difficult to find your bearings within. Toggling on the "Pure" visual style makes those tubes appear as two layers of platforms, one "in" the pipe, and one "on top." So, to play Fotonica well is to be closely in tune with the mechanics, and to play it better, you need to eliminate obstacles. The minimal design approach compliments this zen sensibility. Become one with the spacebar.
On the subject of PC game controls, I appreciate the idea of a one-button game. Growing up on video game consoles, not only am I used to holding a controller in my hands for gaming, but have been privy to incremental adjustments to the evolving layouts of peripherals through decades of hardware generations. Never being much of a PC gamer, the idea of using a mouse and keyboard for action games might as well be the control panel of a jet plane. It's not immediately apparent to me how to get everything to work, and I haven't put in the practice hours to refine my abilities. So, I see the prospect of someone saying "forget all that, just use this one button" as having certain surface appeal.
On one hand, Fotonica is a triumph of accessible game design, but on the other, it's a button-pressing exam. It's a game that upon objective reflection of what I've physically spent my time doing (pressing and releasing a button over and over), leads me to label Fotonica as more of a "in-between" game, than one to sit down and really concentrate on. This makes sense as so many touchscreen and mobile games offer similarly approachable control schemes, and are ideally played while waiting for something else in our lives to occur. In these situations, people without games impatiently tap their toes or wrap their fingertips to bide their time, but the game-inclined among us can not only play games to occupy that space, but continue to utilize those same physical actions for something else. Fotonica never set out to make running fun, but it does a lot to improve what it means to press a button.
Thursday, July 5, 2012
Recap: Games For Change Festival 2012
The video game industry catches flak from individuals claiming that games are a waste of time, or worse, a detriment to the socio-intellectual functioning of those who play them. It's assuring to know that there is some semblance of luminaries in the field with researched findings to the contrary. Many of these people convene annually for the Games For Change Festival, now in it's 9th year. My attendance at the event (my first time) has come and gone, but what have developers, educators, and gamers taken from the discussions, forums, and demos? I can only speak for myself, so allow me to recount the conference in daily breakdowns. I'm not going to cover every single event that took place, and instead focus on the ones that left the greatest impression on me. The events during the festival-proper on Tuesday and Wednesday were all livestreamed, so you can view archived video of most all of the major presentations given on those days.
Monday
The first day was really more of a "Day 0" since it was billed as a pre-festival summit. Two groups sponsored simultaneous dockets spanning the entire day, each with specific focuses. The Federal Games Working Group (FGWG) focused on intersections between the gaming industry and the government. For what it's worth in the interest of disclosure, I am a member of this group through my Smithsonian affiliation. However, I spent the majority of the summit day at the AMD Foundation's sessions on teaching game design to youth, which are more immediately relevant to my job as an educator.
The AMD session began with a tepid panel discussion featuring the day's lineup of presenters. There was too much surface-deep talk about why games are great for education, and how that relates to their specific organization. It was as if the introduction was the panel, which I understand the purpose of in concept, but it didn't lead anywhere interesting except for a couple decent audience questions that pointed to case study experiences. Based on the crowd of attendees, I think it was safe to assume that everyone was already on board for using games in education, yet the panel was keen on reiterating this inherent understanding. Perhaps this was information that one could take back to their traditionally entrenched institutions in hopes of better conveying more progressive stances on games in education. Perhaps.
Next up was a walkthrough of Gamestar Mechanic, a game design learning tool that removes coding and focuses purely on the design process. It's meant as a low-barrier introduction to these basics, targeted at the middle-school set. The audience was prompted to play through a "level" for teachers that acted as a tutorial. I found the tools pretty impressive in terms of making a side-scrolling or top-down game. The tools for feedback and iteration were the most impressive aspect. Classmates can play one another's games and leave comments on notes in-game ala Dark Souls. When you switch between play and edit modes on the fly, you can act on feedback notes immediately rather than having to switch to a disconnected editor.
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| GameSalad tools |
I jumped back over to the other summit at this point to catch up with some colleagues and shuttle off to attend a FGWG meet n' greet with some game designers who would be speaking during the festival the following two days. I was pleased with my summit choices, but couldn't help wondering if I'd have enjoyed some of the FGWG talks more. I read live tweets as they popped up during concurrent sessions, which seemed intriguing, though I appreciated how grounded and direct the AMD presentations were. Having attended Digital Media Learning Conference (DML) earlier this year, I grew a little tired of the "big philosophical monologue then narrow case study" dynamic. I looked back at the end of those days at DML with little to bring home and implement. After the AMD summit, I definitely had pathways.
Tuesday
As festival Day 1 began, everyone filtered into an auditorium-style theater, tailor-made for presentations instead of the banquet halls and side rooms of the summits. TED Talk alumnus Jane McGonigal held the opening keynote position and delivered an engaging presentation the covered self-help, design theory, neuroscience, and personal struggle. The easiest reference for Jane McGonigal's game design work is Halo 2's I Love Bees alternate reality game/marketing campaign, where she was the community lead. The driving focus of her speech was in alignment with the philosophy behind her latest game: SuperBetter, which supports players as they build real-world resilience. McGonigal spoke of an incident where she suffered severe head trauma and was faced with a situation that seemed to present her with "no reason to live." In order to help her get through day-to-day existence, she began to gamify her life. She would set challenges for herself that would take concentrated effort, but could realistically be achieved, and used this tactic as a significant contribution to her recovery. McGonigal wants SuperBetter to be a game where players can improve themselves in similar ways, but without having to undergo trauma. I don't know all of the technical details about how you're supposed to "play" the game, but the design philosophy was touching and impactful, leaving me with a desire to explore SuperBetter further at some point.
Before lunch, Cow Clicker creator Ian Bogost took the stage to discuss games as tools for journalism. "Newsgames," as he dubbed them, are games that can be played to consume news stories in a different way than other forms of media. Bogost detailed the history of the relationship between traditional news media and games, and particularly how the downfall of newspapers and emergence of Internet and TV news has squandered the most all intersections of games and news. Bogost is part of a team creating a newsgame tool called Game-O-Matic that allows users to almost instantly create a game based around a news story. The instantaneous element is important since game design normally takes the effort of a small team and multiple hours, and news obviously changes much more quickly. Newsgames need to be more akin to photojournalism in their accessibility and promptness.
The Game-O-Matic presents you with a blank slate where you can make a word-web of nouns and attach them together with verb-laden arrows. The tool only provides a preset list of verbs, but through a little interpretive reasoning, you should be able to find something that will generate the desired behavior. Once this is setup, you simply click a big red "create" button and poof, your newsgame has a ruleset and is ready to go. Sample games were generated using Mayor Michael Bloomberg, soda, and obesity as the elements, to amusing results. By default the insta-games just use colored dots with text labels, but you can sub in icons as you wish. Gameplay options appeared simple, consisting of mechanics that have been around for a long time like "collect all of something," or "exit the screen to the right," but there could be obstacles depending on how complex you make the relationships between objects. Does this lend Game-O-Matic particularly well to handling dourly serious news content? Probably not, but it seems adept at just about any subject you can shake an editorial cartoon at.
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| Sweatshop screenshot |
Having played, but not completed either of these games, I can't say anything with absolute conclusion, but they both do an excellent job of showing effective socially conscious game design, and also bringing to light where these kinds of games can fall short. Sweatshop is stylish, witty, and quite fun to play, but I could see the name and subject matter putting people off outright. The End provides an interesting service in its alignment of like-minded historical figures, but I found the platforming gamelplay to be rather rote, even if it did look pretty. Both games also pop up with blocks of text after completing levels that inform you of certain real-world implications or examples of how the game reflects things outside of itself. I imagine the vast majority of players just skip these over, seeing as their tone seems to be coming from outside the game, even if they put it in a word bubble of a recognizable character. I'd be interested to read about the measurable results of these games since they seem both difficult to quantify and boldly ambitious with their goals.
After a day-closing keynote from Nolan Bushnell, everyone sauntered over to a nearby bar for the opening night party featuring free PBRs and a few Kinect games (nothing I hadn't seen before: Dance Central, Sesame Street, and Happy Action Theater). The casual atmosphere and light socializing was a pleasant cap on a full day of sitting in an auditorium listening to people talk while furiously rapping on my iPad with my fingertips.
Wednesday
ASU professor James Paul Gee kicked off the final festival day with a charge for the development of what he termed "Big 'G' Games." This charge calls for the creation of games that truly foster learning by both existing as pieces of software, but also connecting players with real-world people and spaces. Gee claims that to have a good Game, you'll need to provide or facilitate an affinity space (somewhere for people to commune, discuss, problem solve, and innovate) and also follow about 20 or so principles that he went on to detail with the rest of his talk. One of the big points was to focus on not just cognitive intelligence, but also emotional and social intelligences. This was a rallying point for Gee against traditional education systems, which he sees as offering excruciatingly narrow pathways for growth, and I believe he'd argue that growth to be unsupportive of all three realms of intelligence.
"Passion" was a topic that recurringly surfaced during Gee's talk as well. For a game to be a Game, it, like all good art, should inspire passion within those who choose to engage with it. He cited modding communities as people who've developed passion for a game and seek to change it for the better in some way. This behavior is not by coincidence, but rather the tools have been laid out by designers for willing individuals to pick them up and use them. In cases like this, the original designers' influence over the game will at some point become obsolete, and the collective intelligence of players will push the game into new territories. As designers, the proposition of relinquishing so much control over your creation may be scary, but crafting a Game that encourages this to happen actually presents much bolder and more dynamic learning opportunities for players.
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| Way screenshot |
Bell spoke of how this incident stuck with him, and the influence of that day in the fish market is explicitly evident in both Way and Journey. More features doesn't necessarily equal better features. This isn't an argument about prioritizing resources, though that one could be made, but rather that meta-game and communication mechanics are often taken for granted, as if there's one path that can be taken towards optimal systems. With this standard in place, it's easy to judge your feature set's range and project resources accordingly, but you'd also be failing to acknowledge all of the options. Both Journey and Way use what have been deemed "limited" communication systems for player interaction, but Bell argues that this actually provides a more stable groundwork for potential friendships to blossom with strangers than the ways online games primarily use headsets and implement player-to-player dialogue. I was able to interpret a lot of these intentions on the part of Bell by simply playing the games he's worked on, but it was that story of the older Japanese woman in the fish market that really surprised me and made me hopeful for the future of the medium, hearing that leading game designers are taking inspiration from those kinds of experiences.
Having gone to school for art, I kind of relish opportunities to participate in formal critique sessions. While I didn't get to go on stage or anything, I did get to witness a Demo Spotlight (not archived) wherein four developers put themselves up on the chopping block in front of an auditorium filled with onlookers, while the likes of Kellee Santiago, Dan White, and the Executive Director of Zynga's philanthropic arm, asked questions, offered advice, and handed out critique. It seemed kind of scary for some of the developers whose projects were either not that far along or required some convincing to get the panel on board. One game was Zombie Yoga for Kinect, which just by the title is a "strike 3, you're out" kind of situation for me. It seemed like the Zombie Yoga team's main goal was to make a game that adds visuals to illustrate what the body/mind is doing with different yoga poses. I don't know anything about yoga, and I don't want to, but the game showed in a way that made even that baseline concept come off as a target that was not exactly being hit. I imagine the Demo Spotlight was more helpful for those teams than ones that have their packages nearly together. An iPad game called Popchilla's World, a digital learning tool for autistic children, seemed like a solid, well-conceived package. Though, since special needs learning is such a specific realm of education, it seemed difficult for the panel to conjure questions of real critique. I get a bit of a nostalgic trip out of seeing those kinds of honest discussions happen though, so I was pleasantly surprised by their inclusion in the festival.
By Tuesday evening, I'd seen dozens of lectures, played a handful of unique indie games, and gotten to hang out with some pretty smart people. I love to hear about how the world of video games is expanding beyond the basic confines of human-computer interfaces, and in particular those efforts that are seeking to improve the world we have. We know that making successful games is difficult, and that making games that instigate social change is equally, if not more difficult, so imagine how tough it is to make one that does both. It's a daunting task to consider, but conferences like Games For Change do their part to retain a sense of optimism that such goals are achievable.
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