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    <title>Softcore Gamer</title>
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    <id>tag:softcore-gamer.com,2007-10-04:/blog//3</id>
    <updated>2009-05-19T06:33:30Z</updated>
    <subtitle>Gaming news from outside the mainstream.</subtitle>
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<entry>
    <title>Greatly Exaggerated</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2009/05/greatly-exaggerated.html" />
    <id>tag:softcore-gamer.com,2009:/blog//3.41</id>

    <published>2009-05-19T05:38:00Z</published>
    <updated>2009-05-19T06:33:30Z</updated>

    <summary>Brenda Braithwaite posted a very eloquent eulogy for the text parser as a method by which players can interact with games.I am regrettably forced to announce the death of the text parser. It is a death that I suffer with...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="controversy" label="controversy" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="design" label="design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="designphilosophies" label="design philosophies" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="innovation" label="innovation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="marketing" label="marketing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="response" label="response" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="text" label="text" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="userinterface" label="user interface" scheme="http://www.sixapart.com/ns/types#tag" />
    
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        <![CDATA[Brenda Braithwaite posted a very eloquent eulogy for the text parser as a method by which players can interact with games.<br /><br /><blockquote>I am regrettably forced to announce the death of the text parser. It is
a death that I suffer with great sadness and fond memories of its life.
I am not sure exactly when it died.<br /></blockquote><br />It's really very nicely written, so you ought to visit her site and read <a href="http://bbrathwaite.wordpress.com/2009/05/18/rip-text-parser-1970s-200x/">the whole thing</a>. I started to write a reply in the comments under her post, but it turns out I have a lot to say on the subject, so I moved it here. For anyone interested, here is my response:<br /><br />I can't help but wonder what brought on this sudden funereal outburst. Did something happen that causes you to suddenly toll the death knell for text-based games? I'm especially curious because it seems a bit premature - or, at least, somewhat misleading.<br /><br />All your points stand, and you have presented them beautifully. Text parsing was once the dominant modes of player interaction - at least within certain genres - and now it is not. I do not expect it will ever reclaim that position. The modes that replaced it are, frankly, more evolved. They are better suited to the things that are typically demanded of a user interface, and more accessible to a wider audience. These facts are unlikely to change.<br /><br />But I hope you're willing to recognize that there is more to gaming than the mainstream. The fact is, today there is a vibrant community of text-based game designers producing interactive fiction. It's not mainstream, but that hardly makes it irrelevant. Modern IF frequently pushes against boundaries that most designers ignore: emotion and conversation models, narrative voice, dynamic plot, emotional agency. Games like <a href="http://ifdb.tads.org/viewgame?id=urxrv27t7qtu52lb">Galatea</a>, <a href="http://ifdb.tads.org/viewgame?id=ju778uv5xaswnlpl">Photopia</a>, <a href="http://ifdb.tads.org/viewgame?id=01efmfsk4r79mtks">Floatpoint</a>, <a href="http://ifdb.tads.org/viewgame?id=weac28l51hiqfzxz">The Baron</a>, <a href="http://ifdb.tads.org/viewgame?id=4glrrfh7wrp9zz7b">Violet</a> - these are games that all aspiring designers should play, not because they represent the dominant form, but because they demonstrate mechanics and techniques that are commonly absent from the traditional corpus.<br /><br />I would argue, although this comes down to little more than guessing at future trends, that IF has the potential to be relevant outside the relatively small circle of designers and design-enthusiasts, as well. The audience for games is expanding, and I believe that when all is said and done, it won't be a simple bifurcation of the market into casual and hardcore camps. Art games - experimental games - are now getting more exposure than has ever before been possible. I would place your <i>Mechanic is the Message</i> series firmly in this category, along with a number of the interactive fiction pieces produced in the last five years. I believe the audience for this sort of game is growing, and will eventually establish itself as a significant segment of the games market.<br /><br />(And Twitter may not be able to revive the popularity of textual interaction as we remember it, but I am far from convinced that we won't see a new sort of text-based game that enjoys success through modern technological trends. These phenomena are simply too new for the possibilities to have been thoroughly tested.)<br /><br />But that, really, is neither here nor there. My point is that, although the text parser may have passed its heyday some time ago, it's hardly fair to call out its death while talented and hardworking designers are busy iterating against important design problems in precisely that format. To do so suggests that the work being done in interactive fiction today is irrelevant - merely a throwback to the glory days of text adventure games. Nothing is farther from the truth.<br />]]>
        
    </content>
</entry>

<entry>
    <title>Getting in Trouble</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2009/01/getting-in-trouble.html" />
    <id>tag:softcore-gamer.com,2009:/blog//3.40</id>

    <published>2009-01-14T04:44:46Z</published>
    <updated>2009-01-14T04:54:55Z</updated>

    <summary>I get the impression that not a lot of people have heard of - let alone played - Dangerous High School Girls in Trouble. That might not be the case for long, though. The WGA just announced their nominees for...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="analysis" label="analysis" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="designchoices" label="design choices" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="difficulty" label="difficulty" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="failure" label="failure" scheme="http://www.sixapart.com/ns/types#tag" />
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    <category term="review" label="review" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="storyingames" label="story in games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="system" label="system" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="womeningames" label="women in games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="writing" label="writing" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[I get the impression that not a lot of people have heard of - let alone
played - Dangerous High School Girls in Trouble. That might not be the
case for long, though. The WGA just announced their <a title="nominees for best video game writing" href="http://www.joystiq.com/2009/01/13/cue-the-groaning-writers-guild-announces-video-game-nomination/" id="omrm">nominees for best video game writing</a>,
and DHSGIT took the dark horse spot. I haven't played, um, any of the
competition, except a little bit of Fallout 3, but I'd love to see a
well-written indie game like this one take the prize.<br /><br />I certainly recommend that you give Dangerous High School Girls a look, although it isn't by any means a perfect game. In this <a title="interview with Rock, Paper, Shotgun" href="http://www.rockpapershotgun.com/2009/01/13/dangerous-high-school-girls-in-award-ceremonies/" id="l-s3">interview with Rock, Paper, Shotgun</a>,
author Keith Nemitz stated that "the story is about the culture of
small-minded people and how strong, truthfully educated women can
improve it." The writing is charming, funny, and does an excellent job
of telling that story.<br />
<br />
My reservations about the game come from some of the design decisions.
Mostly, it's structured like a standard RPG, with semi-random
encounters, experience, and character leveling - although it distances
itself from any of that terminology. This structure works really well,
actually, except that it doesn't allow the player to do any grinding.<br />
<br />
In most RPGs, the player progresses the story by exploring a space and
completing encounters. Succeeding in an encounter gives the player's
party experience, which eventually causes them to become more powerful.
Failing in an encounter, typically, does not give the player experience
or progress the story (because, typically, it results in a fail-state,
forcing the player to restore a saved game). The player, therefore,
gets more powerful as the story progresses; later parts of the story
open up new areas where the encounters are more difficult,
theoretically matching the player's advancement.<br />
<br />
Sometimes, though, the player doesn't level up fast enough. That's
where grinding comes in. If the encounters become too difficult, the
player can take a step back and play through some additional encounters
in an easier area, gaining enough experience to tackle the continuation
of the story on better terms.<br />
<br />
Dangerous High School Girls doesn't have a death-equivalent fail-state, <a title="which I like" href="http://softcore-gamer.com/blog/2007/10/nobler-in-the-mind.html" id="m28s">which I like</a>.
At least, it looks good on paper, but in practice, it doesn't always
work out well. Instead of having to restart when you fail an encounter,
you suffer some form of negative reinforcement and then play continues.
At best, this negative reinforcement takes the form of a missed
opportunity - a chance to have gained experience or some other bonus,
while the story continues to progress. Frequently, however, you
actually lose a buff or one of the girls in your party. Which makes it
easy to find yourself falling behind the difficulty curve, facing
encounters that are way out of your league.<br />
<br />
Grinding is supposed to provide a way out of this situation. But
Dangerous High School Girls takes away lower-level encounters as it
opens up new, more difficult areas - or at least, it obscures the
lower-level opportunities by putting them in the same space and not
distinguishing between encounters of different levels. Add to that the
pressure of time continuing to progress with each encounter, whether
successful or not, and... well, the bottom line is that I feel like I'm
falling further and further behind the more I play, and that my
subversive little cadre of girls is becoming more ineffectual rather
than more empowered as the story progresses.<br />
<br />
Anyway, this post was really just supposed to be a couple of links and
a brief review of the game. To sum up, then: worth playing, not
perfect, but great writing. You can get a demo from Manifesto, <a title="here" href="http://www.manifestogames.com/dangeroushighschoolgirls" id="nceg">here</a>. ]]>
        
    </content>
</entry>

<entry>
    <title>Learning Curve</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2009/01/learning-curve.html" />
    <id>tag:softcore-gamer.com,2009:/blog//3.39</id>

    <published>2009-01-12T22:30:12Z</published>
    <updated>2009-01-12T22:33:43Z</updated>

    <summary>For a long, long time I have been intending to recommend Violet. So here&apos;s the recommendation: Go play Violet. I discovered it through the recent IF Comp 2008 and it quickly became one of my favorite works of IF. It&apos;s...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="accessibility" label="accessibility" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="barrierstoentry" label="barriers to entry" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="casualgaming" label="casual gaming" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="design" label="design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="difficulty" label="difficulty" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="fun" label="fun" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="genre" label="genre" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interactivefiction" label="interactive fiction" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="introductiontogames" label="introduction to games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrative" label="narrative" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="recommendation" label="recommendation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="storyingames" label="story in games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="structure" label="structure" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="system" label="system" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="text" label="text" scheme="http://www.sixapart.com/ns/types#tag" />
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    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[For a long, long time I have been intending to recommend Violet. So
here's the recommendation: Go play Violet. I discovered it through the
recent IF Comp 2008 and it quickly became one of my favorite works of
IF. It's a locked-room puzzle, of a sort, with an absolutely charming
narrative voice and some really clever writing. If you have any
interest in IF, this is a must-play. This post may contain minor
spoilers, but will not ruin the game for you.<br /><br />Let me give a
little bit of background. My long-term goal is to get my parents into
gaming. I started on this a couple years ago, when it became clear that
gaming is more than just a hobby, it's a career. At that point, it
became important that the people close to me "get" games and why
they're so important to me. Both my parents have been incredibly
supportive, and even interested to engage in conversations about games
and game design. But neither of them are gamers, so they don't have the
opportunity to know the things we talk about first-hand.<br /><br />I
started with board games. The past two years, I've gotten board games
for everyone in my family at Christmas, and then we've played them
together afterward. Carcassonne, Apples to Apples, Settlers of Catan,
Lost Cities, Pandemic - some of them have have gone over better than
others, but they've started to give us a set of common experiences that
allow us to talk about games differently, more meaningfully, and with a
shared language.<br /><br />So this year, I decided to raise the bar and
try for some digital games. One of the major barriers I've encountered
is the perception (derived from Pac-Man) that games
are fluff without substance - repetitive activities designed to pass
the time rather than tell a meaningful story. My parents are busy
people with lots of hobbies. They aren't looking to kill time. The
traditional route for incoming inexperienced gamers - Bejeweled, Snood,
Diner Dash - isn't going to do it for them. They want complex, mature,
interesting stories, and they want them right away.<br /><br />So
interactive fiction seemed like an obvious choice. Modern IF is on the
cutting edge of interactive storytelling. There's no complicated
interface to come to terms with, no twitch gaming to worry about. For
the most part, games are short - designed to play in under two hours.
It's also about as unlike Pac-Man as you can get, which might help toss
those preconceptions out the window. To be honest, I picked Violet
because I had played it recently and liked it so much, and because it
seemed to make sense. It's a touching story told in a beautiful
narrative voice, without robots or spaceships or violence. It's simple;
you don't need to draw maps or navigate conversation trees. It only
took me 45 minutes to play. It has a built-in hint system. It won the
IF Competition. It seemed like a great idea.<br /><br />It wasn't a great
idea. It was a terrible idea. My mother and I spent almost two hours
going through a sixth of the game, and eventually quit in hopeless
frustration. She made a heroic effort, but she didn't connect with the
game even a little bit. She was confused. She was discouraged. She
wasn't having fun.<br /><br />In retrospect, it's obvious that jumping into
Violet this way wouldn't turn out well. I thought that the lack of
interface would make the game more accessible, and it did, but it
couldn't make up for all the things she was expected to know a priori
in order to properly relate to the game. I expected some of this; we
had a couple conversations beforehand about how text input works and
what to expect from the parser. But I obviously didn't put enough
thought into it, because I substantially underestimated the amount of
pre-existing knowledge required to play this game.<br /><br />Here are some
examples of what I'm talking about. These are very basic concepts that
we take for granted the player already understands. There are probably
others that apply, as well.<br /><br /><ul><li>Progressive Examination of
Scenery - Look at everything. Start by examining your surroundings;
then examine every object mentioned in that description. Keep doing
this until you're confident that you've examined everything that's
visible. Do this first, before you do anything else.</li><li>Implied
Significance of Objects - Everything has a purpose. If you find a key,
expect that there will be a locked door later on. If the author tells
you there's a wad of chewed-up gum in the trash bin, expect that gum to
be vitally important to the story later on.</li><li>Kleptomania - A
corellary to the Implied Significance of Objects: take anything that
isn't nailed down. If you find something that is nailed down, keep your
eye open for a way to pry it loose. You're going to need it before
you're done.</li><li>Puzzle Recognition - Understand the formal
elements of the puzzle that underlie the narrative elements applied to
it. In Violet, for example, the underlying structure of the puzzle
involves eliminating all the distractions so that you can finish your
writing. That's why you aren't permitted to just buckle down, ignore
distractions and write the damn thousand words.</li><li>Implicit Reward in Multipart Puzzles - Sometimes, especially in adventure games and <i>especially</i>
in locked-room puzzle games, you have to do a lot of things in order to
accomplish a goal. It isn't obvious that you're making significant
progress toward your goal by doing these things, especially if the game
doesn't give you points for each thing you do, unless you realize that,
in this type of game, doing things <i>is</i> progress.</li><li>False
Dead Ends - In an adventure game, when you think you've discovered the
solution to a problem, your first attempt at implementing that solution
might fail. This doesn't necessarily mean that you're on the wrong
track. The solution you identified might be correct, but maybe you need
to do something else before it will work, or have something else, or
approach something in a slightly different way. Don't lose interest in
a potential solution just because your first attempt didn't work out.</li></ul><br />Some
of these are specific to interactive fiction, or locked-room puzzles,
or adventure games. But the phenomenon is pretty universal. And as far
as I can tell, there is a direct relationship between the the barriers
to entry for playing a game and its potential for complexity and
substance. Bejeweled, Snood, and Diner Dash are accessible, but not
that interesting. That makes sense, at least to some extent. Games have
developed a language - a set of common references, understood meanings,
and shared expectations. By building on these building blocks,
developers can create experiences that are more complex, more subtle,
and more satisfying.<br /><br />Complex, subtle, and satisfying in terms of
gameplay, at least. But is it necessarily true that games as a
storytelling media are restricted in this way? Is it possible to create
a complex, subtle and satisfying interactive narrative that is
accessible to people who, like my parents, have no experience with
digital games to build off of?<br />
<br />
I suspect that Violet was a particularly bad choice for the
introductory work of interactive fiction. Next time I get to spend time
with my parents, I'm going to try again with Photopia or The Baron -
other favorites with strong narratives that are at least a little less
puzzle-oriented. That might help - they might prove to be the right
balance of substance and accessibility. But this issue is certainly
something that I'm going to be devoting some thought to in the coming
months. ]]>
        
    </content>
</entry>

<entry>
    <title>Turning the Tide</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/12/turning-the-tide.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.38</id>

    <published>2008-12-22T16:46:27Z</published>
    <updated>2008-12-22T17:12:36Z</updated>

    <summary>I apologize for my absence. Grad school has been keeping me somewhat busy.I&apos;m on break, now - home for the holidays - and still recovering from the semester, but hoping to make some substantive entries before the next few weeks...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="link" label="link" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="metapost" label="metapost" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="stateoftheindustry" label="state of the industry" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="womeningames" label="women in games" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[I apologize for my absence. Grad school has been keeping me somewhat <i>busy</i>.<br /><br />I'm on break, now - home for the holidays - and still recovering from the semester, but hoping to make some substantive entries before the next few weeks are past. This is not one of them, however. Today, I merely want to link you to a story that <a href="http://www.chewingpixels.com/?p=1601">made me smile</a>. Hopefully, it will do the same for you.<br /><br />Perhaps you heard, a couple weeks back, about the data released by the Pew Internet &amp;&nbsp;American Life Project? I'm talking about the study showing that <a href="http://www.gamepolitics.com/2008/12/09/pew-study-adults-play-games-not-much-teens">more than half of American adults play video games</a>. Culture is sometimes slow to shift, but it's only a matter of time. ]]>
        
    </content>
</entry>

<entry>
    <title>Interesting Interactions</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/10/interesting-interactions.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.37</id>

    <published>2008-10-01T18:32:44Z</published>
    <updated>2008-10-01T18:44:17Z</updated>

    <summary>&quot;Interesting Interactions&quot; is a term that Jamie Antonisse coined last year - or, anyway, one that he used that I haven&apos;t heard anywhere else - and it&apos;s something that has stuck with me for a long time. It&apos;s a description...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="classification" label="classification" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="combat" label="combat" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="design" label="design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="designchoices" label="design choices" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="designphilosophies" label="design philosophies" scheme="http://www.sixapart.com/ns/types#tag" />
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    <category term="response" label="response" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="survivalhorror" label="survival horror" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="system" label="system" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="violence" label="violence" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[<p>"Interesting Interactions" is a term that Jamie Antonisse <a href="http://interactive.usc.edu/members/jantonisse/2007/10/interesting_interactions.html">coined last year</a> - or, anyway, one that he used that I haven't heard anywhere else - and it's something that has stuck with me for a long time. It's a description of what modern mainstream video games don't do well. He was talking about <em>Bioshock</em> in the original context, but it's an industry-wide issue. And it's something that I come back to a lot when, for example, I read <a href="http://sexyvideogameland.blogspot.com/2008/09/real-reason-why-early-survival-horror.html">this article</a> about the survival horror genre on Sexy Videogameland.</p>

<p>Leigh Alexander has had survival horror on the mind the last few days, which makes sense, I suppose, since she's been playing <em>Silent Hill: Homecoming</em>. I never really got into survival horror, as a genre, in games or cinema. I played a bit of <em>Fatal Frame</em> on the Xbox, and it was interesting, but it didn't really stick with me. I do love <em>Shawn of the Dead</em>, but that's really less a zombie movie than a romantic comedy with zombies. I did just buy a copy of <em>Last Night on Earth</em>, the board game, which I am super excited about trying out. But with few exceptions, survival horror is just not really my cup of tea.</p>

<p>So I didn't get particularly excited about Leigh's <a href="http://sexyvideogameland.blogspot.com/2008/09/o-survival-horror-where-art-thou.html">initial post</a> about Silent Hill. (Although I admit I perked up a bit at the part where she talks about redefining genre labels, for survival horror games and role-playing games.) And I haven't even read <a href="http://kotaku.com/5056008/does-survival-horror-really-still-exist">her review of the game</a> on Kotaku. But her follow-up today did catch my eye. Apparently, Leigh attributed some of the mechanics of the survival horror games of the early nineties more to technical limitations than deliberate design decisions, which inspired a response from producer John Tynes, of Microsoft Game Studios. Mostly, Tynes addresses this particular issue, stating that 3rd-person combat is a hard problem, but not for any technical reason. "We weren’t waiting for better chips to enable third-person action; we just had to keep iterating from game to game until we got somewhere that worked."</p>

<p>The really good stuff comes at the end, though:</p>

<blockquote>The fundamental problem here is that videogames have not evolved past combat as their primary form of interaction. The branching-tree dialogues of the BioWare games is the only popular alternative route we’ve found to deliver meaty, game-defining (and game-filling) interaction. The evolution of the survival horror games towards a more action-oriented approach is for that reason: you can solve environmental puzzles, or you can have long, rambling conversations with agenda-defined NPCs, or you can kill things. I would posit that survival horror is not enhanced by long branching conversations with NPCs, so that leaves puzzles and combat. That’s all we’ve got so far in our toolbox for these kinds of games.</blockquote>

<blockquote>That, of course, is embarrassing. There are experiments in other directions, as with Fahrenheit/Indigo Prophecy. But for now, what console games do well is killing things, and when you look at the survival horror genre, it’s clear that its biggest weakness – without stepping outside the problem set they’ve defined – is in crappy combat. They’ve solved that now, and in the process have exposed the real failure: we don’t know how to make moody, atmospheric games that last 10-20 hours without stuffing them full of killing things. We have to step outside of the initial problem set of survival horror and ask how we can give players meaningful, game-filling interaction in a moody, suspenseful environment without resorting to combat. We have a long way to go.</blockquote>

<p>I think this is a great quote. And I agree with Tynes: violence is old hat. For whatever reason - because it's simple, because it's intrinsically high-stakes, or because it's a form of fantasy fulfillment - combat is the form of conflict resolution that modern games have focused on, more than any other. We've collectively put a lot of cycles into the problem, we've gone through a lot of iterations on various approaches, and we've come up with some great solutions. That's fantastic. But it's not enough. Conflict is broader than violence; drama is more subtle.</p>

<p>(I'm reminded of the character Michael Scott from the American version of <em>The Office</em>, who said on his approach to improvisational acting: "What is the most exciting thing that can happen on TV or in movies, or in real-life? Somebody has a gun. That’s why I always start with a gun, because you can’t top it. You just can’t.")</p>

<p>We need to spend some of that energy developing solutions to the unsolved problems, the harder problems: compromise, debate, passive aggression, perseverance, leadership, wit, lateral thinking, personal growth, politics, love. These are all types of conflict resolution that haven't been explored nearly as much as combat. These are all interesting interactions. (And, to be fair, violence isn't the only sort of interaction that's been popular amongst game designers. Economic simulation has also been iterated on quite a lot, as have competitive sports - though combat seems to be explored the most, by a wide margin.)</p>

<p>Just to be clear: there are a lot of game designers out there who have experimented with interesting interactions, in independent games and in mainstream games. People have done great work in these areas, and are continuing to do great work. But we have to remember, as Tynes says, that we still have a long way to go. I'm not calling on anyone to stop putting violence in your games. But keep in mind, when you're designing, that there's a lot more than combat out there. Ask yourself if you're including an interactive element because it's the best thing for the design, or the easiest, most familiar thing for the designer. Sometimes it's good to get reminders about the more interesting interactions, so that we can work on solving those problems, too.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Untangling Braid: Puzzling</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/08/untangling-braid-puzzling.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.36</id>

    <published>2008-08-26T18:09:10Z</published>
    <updated>2008-08-26T18:13:37Z</updated>

    <summary>Over at my IMD blog. Link....</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="analysis" label="analysis" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="classification" label="classification" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="designphilosophies" label="design philosophies" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="difficulty" label="difficulty" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="fun" label="fun" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="genre" label="genre" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="innovation" label="innovation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="learning" label="learning" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="leveldesign" label="level design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="motivation" label="motivation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="recommendation" label="recommendation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="xpost" label="xpost" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[Over at my IMD blog. <a href="http://interactive.usc.edu/members/sbouchard/2008/08/untangling_braid_puzzling.html">Link</a>. ]]>
        
    </content>
</entry>

<entry>
    <title>Story is King</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/08/story-is-king.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.35</id>

    <published>2008-08-12T18:42:29Z</published>
    <updated>2008-08-12T18:55:27Z</updated>

    <summary>Yesterday was the first day of the ACM Siggraph conference in Los Angeles, and the first of several keynote talks that will be given this week. Ed Catmull, President of Walt Disney Animation Studios and Pixar, talked about managing creative...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="cinema" label="cinema" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="industry" label="industry" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="storyingames" label="story in games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="writing" label="writing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="xpost" label="xpost" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[Yesterday was the first day of the <a href="http://www.siggraph.org/s2008/">ACM Siggraph conference</a> in Los Angeles, and the first of several keynote talks that will be given this week. <a href="http://en.wikipedia.org/wiki/Edwin_Catmull">Ed Catmull</a>, President of Walt Disney Animation Studios and Pixar, talked about managing creative environments. One of the key points he made early in his talk had to do with the wisdom he came upon early in his career: "The story is the most important part of a movie." This seemed like an important truth to have discovered, until he gave it a little more thought. Movies ARE stories, he realized. Saying that the story is the most important part of a movie isn't wisdom, it's a tautology.<br /><br />Immediately after Catmull's keynote, I attended another very interesting session, a panel presentation about the production of the movie <a href="http://http//en.wikipedia.org/wiki/Kung_Fu_Panda">Kung-Fu Panda</a>. One of the panelists who spoke about his experience on the film was the director, John Stevenson. While talking about production schedules and character design, he prefaced himself by saying that story is king. He said it in an offhand manner, as though it was so obvious that it barely rated mentioning. Story was the first thing and the last thing that they worried about, the most important consideration governing all aspects of the production from beginning to end.<br /><br />Listening to these two men talk about their medium and share a perspective that relates moviemaking to storytelling in such a profoundly fundamental way, I couldn't help but think about the video game industry, where story is so often treated as an afterthought. Of course, games are not movies, as we well know. But, as a proponent of games as a storytelling medium, I have to ask myself: is story in games the same kind of tautology as story in movies? Or are the differences between the media such that story will always be something extra that must be added to a game in a fundamentally different way than to a movie?<br /><br />Hearing Stevenson talk about the process of developing the movie's story at the same time as the character models, environments, and technologies was something of an eye-opening experience for me. When I think of movies, I usually think about a traditional live-action development pipeline where the script is written and pretty much set before filming begins. Modern CG animated movies, clearly, are a different beast. More than anything, this reminded me of a talk I saw given by Ken Levine last spring at GDC. At the time, I was shocked at the way he talked about the story in Bioshock evolving and changing in significant ways until very late in the production cycle, even within a couple months of the ship date. Bioshock, at the moment, is one of the industry's most important examples of story in games, so the fact that the game was not built around an already-fully-developed story was somewhat disconcerting to me. Thinking about it in relation to Kung-Fu Panda, however, makes it seem more reasonable. In both of these media, this sort of process occurs because it can: unlike actors and live-action footage, digital models, environments, and technologies can be re-scripted and reimplemented as the scene evolves and changes. In the blockbuster environment in which Dreamworks and 2K operate, overlapping the writing and production is cheaper than having a distinct writing stage. It also allows the writing to be integrated into the iterative design process, which is something I hadn't considered before, but could be an important point in developing interactive media.<br /><br />Don't look for any real in-depth analysis of these ideas here; I'm still in conference mode and my brain is stuck in an intake-cycle. But I'm eager to hear any thoughts you have to contribute to this conversation, if anyone is interested in taking these ideas further. ]]>
        
    </content>
</entry>

<entry>
    <title>Negligence</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/08/negligence.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.34</id>

    <published>2008-08-12T18:25:13Z</published>
    <updated>2008-08-12T18:41:15Z</updated>

    <summary>Gosh, it&apos;s been a while since I wrote anything here, hasn&apos;t it?I haven&apos;t been writing because I&apos;ve been busy working on other projects, including a number of interesting games that are now in various stages of the development process. Hopefully...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="link" label="link" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="metapost" label="metapost" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="projects" label="projects" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="school" label="school" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[Gosh, it's been a while since I wrote anything here, hasn't it?<br /><br />I haven't been writing because I've been busy working on other projects, including a number of interesting games that are now in various stages of the development process. Hopefully I will be talking about some of them in greater detail soon, although I'm well aware of my track record when it comes to making promises about future posts.<br /><br />I do plan to pick up on the writing schedule here on Softcore Gamer, though. Among other things, I am beginning classes at USC in a couple weeks and I have been given a <a href="http://interactive.usc.edu/members/sbouchard/">new blog</a> over at the Interactive Media Division. For the time being, I plan on cross-posting relevant content on both blogs, but regardless of how things shape up I will continue to post here on an extremely irregular schedule, just as you're used to.<br /><br />In sadly related news, I've heard nothing out of <a href="http://hardcasual.net/">HardCasual</a> in quite a while. Hopefully those guys are going through a similar period of productive non-writing and will eventually return, because I really enjoyed their take on game culture and the industry.<br /> ]]>
        
    </content>
</entry>

<entry>
    <title>Just Links</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/05/just-links.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.33</id>

    <published>2008-05-28T16:49:24Z</published>
    <updated>2008-05-28T17:07:02Z</updated>

    <summary>I&apos;ve got a couple good posts planned to follow up on Photopia, but in the meantime, I just want to point out a couple of things that you may or may not have seen floating around the Internet.An animated (in...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="design" label="design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="humor" label="humor" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interactivefiction" label="interactive fiction" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="link" label="link" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="metapost" label="metapost" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="process" label="process" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="sex" label="sex" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="structure" label="structure" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="writing" label="writing" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[I've got a couple good posts planned to follow up on Photopia, but in the meantime, I just want to point out a couple of things that you may or may not have seen floating around the Internet.<br /><br /><ul><li>An animated (in Yahtzee-esque fashion) <a href="http://www.boingboing.net/2008/05/27/games-need-more-sex.html">video about sexual content in games</a>, or rather, the lack thereof. The argument, which is basically the same one I would make, is that the seeming inability of game developers to incorporate sexual themes in a mature and artistic manner is detrimental to the medium. Honestly, there's nothing here that I found groundbreaking, but Daniel Floyd does a great job of summing up the issues in a clear and entertaining way.</li><li>A fantastic post by Emily Short about the <a href="http://emshort.wordpress.com/2008/05/04/plot-scene-by-scene/">structure and process of writing IF</a> by breaking a story down into scenes of distinct types and intents. If you have any interest in interactive fiction, as I increasingly do, this is definitely worth a read.</li><li>A very funny post by Leigh Alexander that lays out what Hillary Clinton needs to do if she still wants to win the nomination. (Hint: <a href="http://sexyvideogameland.blogspot.com/2008/05/heeeeeeeeeelp.html">Agents are go</a>.)</li></ul><br />Hope you enjoy those links; sorry there's not more by way of analysis here. I just needed to break back into writing a little bit, because it's been so long. Hopefully the first Photopia post will be coming shortly.<br /><br /> ]]>
        
    </content>
</entry>

<entry>
    <title>And How Does That Make You Feel?</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/04/and-how-does-that-make-you-fee.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.32</id>

    <published>2008-04-14T16:32:37Z</published>
    <updated>2008-04-14T16:38:50Z</updated>

    <summary>I was skimming through Kotaku this weekend and this post on the top ten video game emotions jumped out at me. It&apos;s over at Only a Game, and it&apos;s based on a survey of around a thousand gamers. The results...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="analysis" label="analysis" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="classification" label="classification" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="emotion" label="emotion" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="motivation" label="motivation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="statistics" label="statistics" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[I was skimming through Kotaku this weekend and this post on the <a href="http://kotaku.com/379110/top-10-video-game-emotions">top ten video game emotions</a> jumped out at me. It's over at <a href="http://onlyagame.typepad.com/only_a_game/">Only a Game</a>, and it's based on a survey of around a thousand gamers. The results are interesting, plus I learned a couple great new words: fiero, the sense of triumph over adversity, and naches, the feeling of pride in the accomplishments of a student. A cursory analysis of the survey data seems to suggest that casual gaming is big; a feeling of triumph is great, but softer emotions like curiosity and amusement are even bigger.<br /><br />I'm also pleased to have seen this because I was unfamiliar with Only a Game. But scanning through their archives, it seems they've worked on some <a href="http://onlyagame.typepad.com/only_a_game/2007/12/emotions-of-pla.html">very</a> <a href="http://onlyagame.typepad.com/only_a_game/2007/05/process_without.html">interesting</a> <a href="http://onlyagame.typepad.com/only_a_game/2005/08/towards_dgd2.html">things</a>.<br /><br />I'll give you the basic run-down here; for an actual analysis of these results, check out <a href="http://onlyagame.typepad.com/only_a_game/2008/04/top-ten-videoga.html">the original article</a>.<br /><br /><blockquote>10. Bliss<br />09. Relief<br />08. Naches<br />07. Surprise<br />06. Fiero<br />05. Curiosity<br />04. Excitement<br />03. Wonderment<br />02. Contentment<br />01. Amusement<br /></blockquote><br />And the emotions at the bottom of the list were<br /><br /><blockquote>20. Sadness<br />21. Guilt<br />22. Embarrassment<br /></blockquote><br />I have a couple problems with this study, although I'm thrilled so see research being done in this area. My major concern is that the survey's scale seems to conflate two distinct ideas: the effectiveness of emotions in games and the desireability of emotions in games. There is no room on the scale to describe, for example, an emotion that I would like to feel, and which I actively seek out in games, but which is not effectively presented. I'd also like to see a better breakdown of what emotions players recognize as being present in the games they play, independent of their effectiveness. Do the respondents mean to say that they don't like feeling sad, or that games are bad at making them feel sad?<br /><br />The author notes that this is only a preliminary study. There's an enormous amount of potential here; quite honestly, this article leaves me with more questions than answers. I'd love to see a follow-up that addresses trends within demographics and even within individuals - do the same people who seek out fiero also seek out curiosity, or do these emotions represent two different types of gamer, the acheiver and the explorer? How does a person's reaction to negative emotions in games relate to their reaction to similar emotions in other media - do people who enjoy tearjerker movies also seek out sadness in games? I'm also curious about how these players go about seeking out their emotions of choice, and where they find them. Which genres, and which games specifically, give them the emotional high they're looking for?<br /><br />Very promising research. I'm hoping to see a lot more of this sort of thing in the future. ]]>
        
    </content>
</entry>

<entry>
    <title>In All Seriousness</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/04/in-all-seriousness.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.31</id>

    <published>2008-04-12T05:39:54Z</published>
    <updated>2008-04-12T05:43:53Z</updated>

    <summary>I&apos;ve been having some serious trouble formulating a response to this post over at HardCasual. A couple days ago they called out me and the rest of the blogosphere for the way we&apos;ve handled You Have to Burn the Rope....</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="absurdity" label="absurdity" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="analysis" label="analysis" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="controversy" label="controversy" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="designphilosophies" label="design philosophies" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="difficulty" label="difficulty" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="emotion" label="emotion" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="failure" label="failure" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="fun" label="fun" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="genre" label="genre" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="humor" label="humor" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="learning" label="learning" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="linearity" label="linearity" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="link" label="link" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="motivation" label="motivation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="music" label="music" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrativeexperience" label="narrative experience" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="response" label="response" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="userinterface" label="user interface" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image"><img alt="colossus.png" src="http://softcore-gamer.com/blog/img/colossus.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="100" width="100" /></span>I've been having some serious trouble formulating a response to <a title="this post" href="http://hardcasual.net/2008/04/07/ropeburned-by-games-journalism/" id="kgxy">this post</a> over at <a title="HardCasual" href="http://hardcasual.net/" id="zdig">HardCasual</a>. A couple days ago they called out me and the rest of the blogosphere for the way we've handled <a title="You Have to Burn the Rope" href="http://www.mazapan.se/games/BurnTheRope.php" id="k5nz">You Have to Burn the Rope</a>.
HardCasual's point is that YHTBTR is a "smart" game, like Passage, and
that games journalists are making it out to be merely "clever," by
which they seem to mean "good only for a cheap laugh." I've been
reading HardCasual for a couple weeks now, and I like it a lot, but
something about this rubbed me the wrong way. I do agree, though, that
YHTBTR is worth a bit of deeper analysis.<br id="dcbh" />
<br id="zedo" />
Aside from being funny, what, exactly, is YHTBTR saying? It's an almost
perfect example of a classic action-adventure puzzle of the sort you
might find in a Zelda game. It's simple, but its simplicity shouldn't
be overestimated. Under normal circumstances, a player would naturally
spend a couple
minutes jumping around bullets and throwing axes before he or she
figured out how to beat the Grinning Colossus. The point, of course, is
that these aren't normal circumstances, and the game takes every
available opportunity to point out the solution to the puzzle ahead of
time. Knowing the solution removes all - well, almost all; there's
still some platforming that requires twitch-play - the challenge from
the game.<br id="f7cd" />
<br id="ukhw" />
What's interesting to me is what that leaves you with: this
super-simple, ultra-short, minimally challenging game is a perfect test
case for an experiment about the relationship between difficulty,
accomplishment, and fun. I've played YHTBTR a dozen times now, despite
the fact that there is very little reason to do so. One play-through is
almost exactly like another; it's impossible to lose, and no
significant way to win with style. There's no emotional build, and
likewise no significant narrative arc. The credits song is catchy, but
I've already got it as an MP3, so that isn't a great motivator. The
only good incentive, as far as I can make it out, is an emotional burst
associated with winning, even in the absence of a challenge. <br id="pzmm" />
<br id="s.5v" />
Possibly I'm reading my own reaction all wrong. It's conceivable that
the real attractor to this game is the relatively high production
value. Certainly, YHTBTR is well polished. Its graphics are solid, its
interface is very well designed, and its self-aware sense of irony is
downright charming. But it seems to me that there is something about
burning that rope; maybe not a feeling of accomplishment, exactly, but
a sense of satisfaction, or at least completion, that provides some
sort of positive reinforcement. Something which indicates that - or
rather, reinforces my belief that - at least for some gamers, myself
included, a game can impart a sense of joy that is unrelated to its
difficulty.<br id="bxax" />
<br id="tbnf" />
Is this what Kian Bashiri was trying to way with his game? I don't
know; maybe not. It's what I got out of the game. If you're interested
in the author's intentions, there's an <a title="interview" href="http://www.indiegames.com/blog/2008/04/interview_kian_bashiri_you_hav.html" id="c2_b">interview</a> with him over at IndieGames that's worth checking out.<br id="fnkl" />
<br id="tba-" />
The problem I have with HardCasual on this issue, aside from the
pretentious tone that they adopted and the fact that they seemed to
spend more energy complaining about the blogosphere's reaction to the
game than on their own analysis of it, is that the production of FAQ
files and video walkthroughs is not counterproductive to the message of
YHTBTR. In fact, from my perspective, it's an excellent demonstration
of the game's lesson. Creating elaborate guides for this game simply
reinforces the central point that the puzzle is not a significant
challenge, and doing it with the evident joy expressed on blogs like <a title="Rock, Paper, Shotgun" href="http://www.rockpapershotgun.com/?p=1499" id="hvkk">Rock, Paper, Shotgun</a>
or my own supports the thesis that a game without a significant
challenge can still be fun. I think the fact that these fan-creations
were so quickly aggregated on the YHTBTR homepage is further evidence
that, far from detracting from the game, these artifacts are very much
in keeping with what the game is trying to accomplish. ]]>
        
    </content>
</entry>

<entry>
    <title>YHTBTR: A Meditation on Game Difficulty</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/04/yhtbtr-a-meditation-on-game-di.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.30</id>

    <published>2008-04-05T16:22:18Z</published>
    <updated>2008-04-05T16:42:15Z</updated>

    <summary>I woke up this morning and checked Rock, Paper, Shotgun to find this gem of a flash game. It&apos;s pretty short, although the difficulty is not what you would expect for this kind of thing. In fact, it&apos;s so extreme...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="absurdity" label="absurdity" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="difficulty" label="difficulty" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="humor" label="humor" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image"><img alt="colossus.png" src="http://softcore-gamer.com/blog/img/colossus.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="100" width="100" /></span>I woke up this morning and checked <a href="http://www.rockpapershotgun.com/?p=1481">Rock, Paper, Shotgun</a> to find this <a href="http://www.mazapan.se/games/BurnTheRope.php">gem of a flash game</a>. It's pretty short, although the difficulty is not what you would expect for this kind of thing. In fact, it's so extreme that you can't help but feel that the designer is making a larger comment on the difficulty of games in general, or perhaps the role of difficulty as an element of a game's design. Regardless, the game is enough of a conceptual treat that I'd recommend you give it a try so that you can see what it's about, even if you don't finish it. And for those of you who stick it out to the end, the credits song is the best thing since Still Alive.<br /><br />(If you want to get to the end but are having trouble, there are several resources available. Check out the official <a href="http://www.mazapan.se/YouHaveToBurnTheRopeManual/">game manual</a> first, and then IndieFAQs has a <a href="http://www.indiefaqs.com/index.php/YouHaveToBurnTheRopeWalkthrough">walkthrough</a> and RPS has a <a href="http://www.rockpapershotgun.com/images/april08/ropewalkthrough.txt">puzzle guide</a>. There's also a <a href="http://www.youtube.com/watch?v=hSmuaDvnCWI">video walkthrough</a> on YouTube.)<br /> ]]>
        
    </content>
</entry>

<entry>
    <title>Photopia: A Recommendation [Spoiler-Free!]</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/04/photopia-a-recommendation-spoi.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.29</id>

    <published>2008-04-02T18:27:57Z</published>
    <updated>2008-04-12T00:18:05Z</updated>

    <summary>Alright, usually I have no compunctions about spoiling a game when I attempt to dissect, analyze, or even just comment on it. Especially if the game, like Photopia, is ten years old. But this situation is different, because I know...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="difficulty" label="difficulty" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="emotion" label="emotion" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interactivefiction" label="interactive fiction" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interactivity" label="interactivity" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="linearity" label="linearity" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="metapost" label="metapost" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrativeexperience" label="narrative experience" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="recommendation" label="recommendation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="storyingames" label="story in games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="text" label="text" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="userinterface" label="user interface" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image"><img alt="text.png" src="http://softcore-gamer.com/blog/img/text.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="100" width="100" /></span>Alright, usually I have no compunctions about spoiling a game when I
attempt to dissect, analyze, or even just comment on it. Especially if
the game, like Photopia, is ten years old. But this situation is
different, because I know there are people out there who don't get as
much vitamin IF as they should, and because the game in question is so
overwhelmingly about narrative experience that spoilers would ruin it
completely. That said, Adam Cadre's Photopia does touch on a number of
themes that I'd like to talk about in greater depth. Which makes for a
dilemma.<br id="vin6" />
<br id="bphi" />
So here's what I'm going to do: today, I'm going to recommend that you
go play Photopia. If that's not enough to make you actually do it, then
let me mention that the game comes well recommended. It won the 1998
Interactive Fiction Competition and has recently been favorably
reviewed by both <a title="Play This Thing!" href="http://playthisthing.com/photopia" id="hdqu">Play This Thing!</a> and <a title="Rock, Paper, Shotgun" href="http://www.rockpapershotgun.com/?p=1440" id="tmdb">Rock, Paper, Shotgun</a>. Go ahead and read those reviews if you need convincing, they won't spoil anything either.<br id="h7ei" />
<br id="srmm" />
Photopia is interactive fiction, light on the interactive. The story is
extremely linear, and although it does contain a couple puzzles,
they're simple and pretty straightforward. There should be little of
the adventure-game-style frustration that often accompanies this kind
of game, although it is text-based so you will have to work with a
parser. The other thing I'll say about it is that it's only about
forty-five minutes long, and it's worthwhile to find yourself a little
block of time to play through the whole thing. I played it over the
course of two days, and I wish now that the experience had been
uninterrupted. Oh, and also, I want to repeat RPS's advice: when the
time comes, for God's sake, talk to Alley about astrophysics.<br id="p:qj" />
<br id="v6ta" />
After you've had a chance to play the game, I'll talk some more about
the specific things it sparked for me. So here's your warning: sometime
in the future, subsequent entries on this blog will contain Photopia
spoilers. And you will be much better off, as a reader of this blog and
as a human being, if you've played the game before that time comes. You
have been warned!<br /><br />ETA: <a href="http://playthisthing.com/photopia">PTT!</a> has links to the game and relevant interpreters, so go there for the download.<br /> ]]>
        
    </content>
</entry>

<entry>
    <title>Happy First of April!</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/04/happy-first-of-april.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.28</id>

    <published>2008-04-02T04:51:10Z</published>
    <updated>2008-04-02T05:04:31Z</updated>

    <summary>Happy April Fools&apos; Day, everyone. A funny thing happened to me today: I got a letter informing me of my acceptance into the Interactive Media grad school program at USC&apos;s School for Cinematic Arts. I was introduced to the program...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="fanboyism" label="fanboyism" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="fun" label="fun" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="humor" label="humor" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="industry" label="industry" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="link" label="link" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="marketing" label="marketing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="school" label="school" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image"><img alt="live-action-zelda.png" src="http://softcore-gamer.com/blog/img/live-action-zelda.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="100" width="100" /></span>Happy April Fools' Day, everyone. A funny thing happened to me today: I
got a letter informing me of my acceptance into the Interactive Media
grad school program at USC's School for Cinematic Arts. I was
introduced to the program by Jamie last summer and worked hard to put
together what I felt was a strong application at the end of last year,
so I'm both relieved and excited to get this news. I think this program
is an excellent fit for me and exactly what I want to spend the next
three years doing. I'm also nervous as hell because going back to
school will mean completely changing my life around. This is not a bad
thing in itself - from the right perspective, it's a very good thing -
but change is always scary.<br id="g0mr" />
<br id="zimh" />
I do want to point out the comedically bad timing on the part of the
Cinematic Arts Admissions Committee. Sending out acceptance letters on
April Fools' Day? That's a good way to cause a lot of nervous
breakdowns. Er, did that come off as unappreciative? Sorry. Please
don't send me another letter on April 2nd taking it all back. Thanks!<br id="dxuw" />
<br id="nhl1" />
Seriously, though, we've been conditioned not to believe anything we read on April Fools' Day - <i id="r2cx">especially</i>
those of us who are connected to the tech industry and get our news
from the Internet. Most of our trusted news sources and the iconic
companies they report on have a history of prankishness that comes out
this time of year. I like the way John Murrell put in today's <a title="Good Morning Silicon Valley" href="http://svextra.com/blogs/gmsv/2008/04/fool_me_once_shame_on_me_fool_me_387_times_.html" id="m:1u">Good Morning Silicon Valley</a>:
"...maybe we need a day like this each year. Thanksgiving reminds us to
be
grateful; April Fools’ reminds us to be skeptical. Both qualities are
helpful year-round." In case you missed them, there were a couple great
April Fools' Day gags today. My favorites included IGN's exclusive
trailer for <a title="a live-action Legend of Zelda movie" href="http://movies.ign.com/articles/863/863492p1.html" id="z4or">a live-action Legend of Zelda movie</a>
(which clearly represents a great deal of effort for a joke and,
frankly, makes me wish it wasn't April first; this movie would be
terrible but I would probably go totally crazy and I would definitely
stand in line for it on opening night); the trailer for Blizzard's new
cutting-edge version of WoW, <a title="Molten Core" href="http://www.worldofwarcraft.com/moltencore/" id="u9vc">Molten Core</a>; and ThinkGeek's revolutionary <a title="Betamax to HD-DVD converter" href="http://www.thinkgeek.com/stuff/41/betamaxhd.html" id="ybl9">Betamax to HD-DVD converter</a>.<br id="r9vv" />
<br id="rcro" />
Have a happy April and stay skeptical! ]]>
        
    </content>
</entry>

<entry>
    <title>Scribblathon</title>
    <link rel="alternate" type="text/html" href="http://softcore-gamer.com/blog/2008/03/scribblathon.html" />
    <id>tag:softcore-gamer.com,2008:/blog//3.27</id>

    <published>2008-03-09T19:31:08Z</published>
    <updated>2008-03-09T20:42:17Z</updated>

    <summary>Since GDC, Joystiq has been running a feature wherein they &quot;target[ed] various industry folks with a typically contrived adventure game puzzle&quot; in order to, I don&apos;t really know, give them a taste of their own medicine? Honestly, it was a...</summary>
    <author>
        <name>ndef</name>
        <uri>http://www.softcore-gamer.com/</uri>
    </author>
    
    <category term="alpha" label="alpha" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="fun" label="fun" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="industry" label="industry" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interactivefiction" label="interactive fiction" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interactivity" label="interactivity" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="link" label="link" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="structure" label="structure" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="text" label="text" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-us" xml:base="http://softcore-gamer.com/blog/">
        <![CDATA[Since GDC, Joystiq has been running a feature wherein they "target[ed] various industry folks with a typically contrived adventure game puzzle" in order to, I don't really know, give them a taste of their own medicine? Honestly, it was a half-baked idea. In theory it sounds sorta clever, but when people are asked to respond to a nonsensical hypothetical without context or a common understanding to the rules or purpose, well, mostly what you get is confusion.<br /><br />Unless you're talking to Tim Schafer, in which case what you get is <a href="http://www.joystiq.com/2008/03/07/return-to-quest-quiz-tim-schafer/">brain candy</a>.<br /><br />To be fair, the reason that Schafer's article takes off where the others in the series fall flat has less to do with Schafer than Ludwig Kietzmann, the author of the feature. What makes Schafer's response so much fun is that he actually tries to engage with the question as though it were a game. <a href="http://www.joystiq.com/2008/02/25/gdc-quest-quiz-i-ron-gilbert/">Ron Gilbert</a> did exactly the same thing, albeit in not quite so playful a way, in the first part of the series, but Kietzmann refused to give him any traction. Essentially, when Gilbert played, the "GDC Quest Quiz" challenge wasn't a game, because it wasn't interactive in any sort of meaningful way. When Schafer played, it was. And it turns out, games are fun. ]]>
        
    </content>
</entry>

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