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        <title>Softcore Gamer</title>
        <link>http://softcore-gamer.com/blog/</link>
        <description>Gaming news from outside the mainstream.</description>
        <language>en-us</language>
        <copyright>Copyright 2008</copyright>
        <lastBuildDate>Tue, 26 Aug 2008 11:09:10 -0800</lastBuildDate>
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        <item>
            <title>Untangling Braid: Puzzling</title>
            <description><![CDATA[Over at my IMD blog. <a href="http://interactive.usc.edu/members/sbouchard/2008/08/untangling_braid_puzzling.html">Link</a>. ]]></description>
            <link>http://softcore-gamer.com/blog/2008/08/untangling-braid-puzzling.html</link>
            <guid>http://softcore-gamer.com/blog/2008/08/untangling-braid-puzzling.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">analysis</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">classification</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">design philosophies</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">difficulty</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">fun</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">genre</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">innovation</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">learning</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">level design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">motivation</category>
            
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            <pubDate>Tue, 26 Aug 2008 11:09:10 -0800</pubDate>
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            <title>Story is King</title>
            <description><![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. ]]></description>
            <link>http://softcore-gamer.com/blog/2008/08/story-is-king.html</link>
            <guid>http://softcore-gamer.com/blog/2008/08/story-is-king.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">cinema</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">industry</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">story in games</category>
            
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                <category domain="http://www.sixapart.com/ns/types#tag">xpost</category>
            
            <pubDate>Tue, 12 Aug 2008 11:42:29 -0800</pubDate>
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            <title>Negligence</title>
            <description><![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 /> ]]></description>
            <link>http://softcore-gamer.com/blog/2008/08/negligence.html</link>
            <guid>http://softcore-gamer.com/blog/2008/08/negligence.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">link</category>
            
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                <category domain="http://www.sixapart.com/ns/types#tag">school</category>
            
            <pubDate>Tue, 12 Aug 2008 11:25:13 -0800</pubDate>
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            <title>Just Links</title>
            <description><![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 /> ]]></description>
            <link>http://softcore-gamer.com/blog/2008/05/just-links.html</link>
            <guid>http://softcore-gamer.com/blog/2008/05/just-links.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">humor</category>
            
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                <category domain="http://www.sixapart.com/ns/types#tag">process</category>
            
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                <category domain="http://www.sixapart.com/ns/types#tag">structure</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">writing</category>
            
            <pubDate>Wed, 28 May 2008 09:49:24 -0800</pubDate>
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            <title>And How Does That Make You Feel?</title>
            <description><![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. ]]></description>
            <link>http://softcore-gamer.com/blog/2008/04/and-how-does-that-make-you-fee.html</link>
            <guid>http://softcore-gamer.com/blog/2008/04/and-how-does-that-make-you-fee.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">analysis</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">classification</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">emotion</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">motivation</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">statistics</category>
            
            <pubDate>Mon, 14 Apr 2008 09:32:37 -0800</pubDate>
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            <title>In All Seriousness</title>
            <description><![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. ]]></description>
            <link>http://softcore-gamer.com/blog/2008/04/in-all-seriousness.html</link>
            <guid>http://softcore-gamer.com/blog/2008/04/in-all-seriousness.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">absurdity</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">analysis</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">controversy</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">design philosophies</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">difficulty</category>
            
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                <category domain="http://www.sixapart.com/ns/types#tag">narrative experience</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">response</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">user interface</category>
            
            <pubDate>Fri, 11 Apr 2008 22:39:54 -0800</pubDate>
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            <title>YHTBTR: A Meditation on Game Difficulty</title>
            <description><![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 /> ]]></description>
            <link>http://softcore-gamer.com/blog/2008/04/yhtbtr-a-meditation-on-game-di.html</link>
            <guid>http://softcore-gamer.com/blog/2008/04/yhtbtr-a-meditation-on-game-di.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">absurdity</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">difficulty</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">humor</category>
            
            <pubDate>Sat, 05 Apr 2008 09:22:18 -0800</pubDate>
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            <title>Photopia: A Recommendation [Spoiler-Free!]</title>
            <description><![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 /> ]]></description>
            <link>http://softcore-gamer.com/blog/2008/04/photopia-a-recommendation-spoi.html</link>
            <guid>http://softcore-gamer.com/blog/2008/04/photopia-a-recommendation-spoi.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">difficulty</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">emotion</category>
            
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                <category domain="http://www.sixapart.com/ns/types#tag">linearity</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">metapost</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative experience</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">recommendation</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">story in games</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">text</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">user interface</category>
            
            <pubDate>Wed, 02 Apr 2008 11:27:57 -0800</pubDate>
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        <item>
            <title>Happy First of April!</title>
            <description><![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! ]]></description>
            <link>http://softcore-gamer.com/blog/2008/04/happy-first-of-april.html</link>
            <guid>http://softcore-gamer.com/blog/2008/04/happy-first-of-april.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">fanboyism</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">fun</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">humor</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">industry</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">link</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">marketing</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">school</category>
            
            <pubDate>Tue, 01 Apr 2008 21:51:10 -0800</pubDate>
        </item>
        
        <item>
            <title>Scribblathon</title>
            <description><![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. ]]></description>
            <link>http://softcore-gamer.com/blog/2008/03/scribblathon.html</link>
            <guid>http://softcore-gamer.com/blog/2008/03/scribblathon.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">alpha</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">fun</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">industry</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">interactive fiction</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">interactivity</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">link</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">structure</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">text</category>
            
            <pubDate>Sun, 09 Mar 2008 12:31:08 -0800</pubDate>
        </item>
        
        <item>
            <title>The Joy of Text</title>
            <description><![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>This post started out as a review of <a title="The Baron" href="http://playthisthing.com/baron" id="dtoh">The Baron</a>
and I had enormous difficulty writing it, for two reasons. First,
because The Baron is a deeply complex game with many interesting
features and powerful thematic elements that I did not want to spoil.
And second, because reviewing games is not really what I'm interested
in doing here. So instead of reviewing The Baron I will simply say,
"The Baron is a deeply complex game with many interesting features and
powerful thematic elements; you should play it," and then address a
couple interesting points about interactive fiction.<br /><br />I am not an
expert on interactive fiction. Honestly, although I'm a fan, I have
pretty limited experience. I only played a few pieces of IF last year,
and of those the only one that provoked the same sort of contemplation
as The Baron is <a title="Floatpoint" href="http://ifwiki.org/index.php/Floatpoint" id="wufy">Floatpoint</a>.
In these two pieces, however, I'm impressed at how well an in medias
res approach to storytelling works. In each piece, the player is
dropped unceremoniously into a complex and unfamiliar situation. In
each, the first order of business is an exploration of the narrative
space to answer some fundamental questions: Who am I? Where am I? What
is my relationship to this place and to these people? What is my role
in the world, and what is my goal? These elements of the story are
authored, not left up to the player, but they have to be discovered or
inferred by investigation of the game world. Certainly, this is not an
approach common to all IF games; nor is it something that is likely to
appeal to all players, although I love it when it is done as well as it
is in these games. It seems a technique that is much less common in
mainstream games, however, and although that may have something to do
with the fact that IF is already a niche genre and therefore attracts
more niche styles-of-play, I think that text-based games lend
themselves more to this sort of technique.<br /><br />Graphical systems, by
their nature, are capable of conveying much more information at a
glance than text-based systems. In games, this functionality is largely
devoted to representation of space. In the typical 2D or 3D game, at
any given time the majority of the player's screen will be filled with
some sort of view of the world. Because of the visual nature of this
representation, almost all information about the player character's
environment is conveyed implicitly. In a 3D game, the player may have
to swing the camera around to see things from a different angle, but he
or she doesn't have to make an express effort to get an understanding
(at least, a basic or superficial understanding) of the composition of
the space surrounding the character. In contrast, the explicit
exploration of space is one of the common processes by which a player
interacts with a text-based system. In order to come to an
understanding of environment, the player does have to make this sort of
express effort to investigate elements of the scene. At the beginning
of The Baron, for example, a basic look command will inform the player
that the room contains a table. It's necessary to examine the table to
discover that a framed photograph rests on it; it's further necessary
to examine the photograph to find out what it depicts. This sort of
interaction is not at all unreasonable in a text-based system, but no
analogue occurs in a graphical system where the table and photograph
are apparent in a cursory inspection.<br /><br />It seems to me that this
sort of spacial exploration runs nicely parallel to the narrative
exploration that in medias res storytelling demands. In fact, in many
cases the character and general backstory can be folded into the
description of space and significant objects (including non-player
characters) in the environment. In the case of the photograph on the
table, examining the picture could trigger a memory or some other
description that relates the character to the world. (This technique is
used in The Baron, although not at this particular moment; I believe
this sort of "folded-in" discovery is also employed in Floatpoint,
along with more explicit exposition.) This makes the process of
narrative exploration much more natural - or, at least, piggy-backs it
onto a more natural process - to mitigate player confusion and
frustration. In our graphical analogue, the player has no reason to
explicitly examine the picture, since it is already visible, and
therefore there is no place for secondary information to be accessed
intuitively.<br />
<br />
This idea of exploration is particularly interesting in The Baron
because of the cyclical nature of the game. On the first pass, the
player is exploring the physical space and the narrative space, trying
to come to an understanding of the environment and the character.
Subsequent passes are devoted to exploring the possibility space of
user interaction, trying different actions and seeing what the
consequences are; because of the cyclical set-up and the thematic focus
on motivated action, this sort of exploration of possible actions
becomes a central game mechanic over the course of multiple
plays-through of the game. Using the process of choosing an action as a
game mechanic in this way is another area where I believe the
text-based interaction of IF has an advantage over graphical games.<br />
<br />
The set of valid options may be just as limited as with a graphical
interface, but the set of potentially valid options is larger. Usually,
in a graphical interface, there will be a limited number of points of
interaction (places to click, for example) and a limited number of
types of interaction (items to use, for example). The set of
potentially valid options is a combination of interaction types and
points. This set may be very large, which could make finding a valid
option non-trivial, but it is clearly finite and, moreover, can be
easily enumerated. The set of potentially valid options in a text-input
interface includes any imperative phrase the player can think of. Even
if, depending on the sophistication of the game's text-processing
system, this set is severely restricted by practical considerations, it
is still usually much harder to enumerate than its graphical
counterpart. (Technically, it is just as enumerable, but for the player
- who usually doesn't know the extent of the set of valid commands - it
is harder to process.) This can makes the player feel like he or she
has
unlimited options - at least until it becomes apparent the fact that a
subset of the potentially valid
options will not be understood by the system. This, unfortunately, is
another inherent quality of text-based interaction, and I would say it
is the major drawback and the reason that text-based games has fallen
so far out of favor. And perhaps minimizing that particular player
frustration is a reason to avoid text as an interface mechanism, but
games like The Baron both prove that great experiences can come out of
a text interface and remind us of some of the things we sacrifice when
we make graphical games. ]]></description>
            <link>http://softcore-gamer.com/blog/2008/01/the-joy-of-text.html</link>
            <guid>http://softcore-gamer.com/blog/2008/01/the-joy-of-text.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">choice</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">design philosophies</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">genre</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">in medias res</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">interactive fiction</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">motivation</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative context</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">pc</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">possibility space</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">response</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">review</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">story in games</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">text</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">user interface</category>
            
            <pubDate>Wed, 23 Jan 2008 21:54:34 -0800</pubDate>
        </item>
        
        <item>
            <title>Happy New Year</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image"><img alt="jenga.png" src="http://softcore-gamer.com/blog/img/jenga.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="100" width="100" /></span>Happy new year, everyone! I've been on vacation for the past couple
weeks, but now I'm back in L.A., trying to overcome this holiday
inertia. And you know what that means: obligatory end-of-the-year post!
Er, admittedly, a couple weeks late. Nonetheless! With a little prompting from <a href="http://interactive.usc.edu/members/ekennerly/2008/01/what_were_your_favorite_game_moments_of_2007.html">Ethan Kennerly</a>, I'm going to run down the
list of favorite moments from gaming in 2007.<br /><br />10. <b>Super Mario
Galaxy</b> - I lent my Wii to a friend for the end of the year, so the only
Mario Galaxy I got to play was an extended romp following
Thanksgiving dinner at Jamie's. I'm not sure that I'm ready to accept the
proposition that it's as much fun as Mario 64 was, but it <i>is </i>fun.
Long-jumping off of a platform and into orbit around it is one of
the more satisfying things I've ever done in a game. But that isn't why
Mario Galaxy gets a favorite-moment mention. I love collective play -
when many people connect with each other over the shared experience of
a game as it's being played - but I don't get nearly enough
opportunities to play games in the environment you need to achieve it.
The night I played Mario Galaxy, however, I was playing with a room
full of happy, friendly, and turkey-stuffed people sharing the
experience. A collective intake of breath accompanied every
near-suicide as I attempted to navigate the Sweet Sweet Galaxy, and
only by our collective force of will, and Jamie's cat-like reflexes as my
P2, did Mario clear that last platform to safety. I think it was one of
the few times this year that I got to feel the sublime sensation of
shared play; certainly it was one of the most fun.<br /><br />9. <b>Bioshock</b> -
I still haven't played enough of Bioshock to give it a proper review,
but I've played more of it than I had when I reviewed it <a href="http://softcore-gamer.com/blog/2007/10/an-illadvised-editorial-on-bio.html">the first
time</a>. And I have to admit, there's a lot to like about this game. It
deserves a spot on this list just for the absolutely stellar atmosphere
and environmental design. As for a favorite moment, well, on several
occasions through the game I've experienced a quiet awe as, after clearing an area of zombie-like Splicers, I had a chance to walk around and take it all in. Perhaps my favorite such instance occurs before Splicers even enter the picture when, upon entering the lighthouse at the start of the game, I found a space somehow cavernous and claustrophobic, beautifully and
lovingly and richly decorated, yet disquietingly empty. The air was
filled by that haunting music, and I felt like I was looking in on
something that had once been grand, and was forsaken.<br /><br />8. <b>Trauma
Center: Second Opinion</b> - I don't know why I love Trauma Center the way
I do - it's much too hard for me, and that usually turns me off right out of
the gate. But there's something entrancing about it, especially at the
early levels, when I know that I can succeed as long as I don't screw up, and
that knowledge makes me work furiously to finish before the patient
flatlines. My favorite moment comes when Derek shouts, in one of
the only bits of voice acting in the whole game, "I will save this
patient!" It's cheesy, maybe, but the character's frank determination
is infectious. And it's refreshing to play a game where success
involves saving lives, rather than taking them.<br /><br />7. <b>Sam &amp;
Max: Season One</b> - I was vaguely aware of Sam &amp; Max, as a franchise
and as a modern episodic game, before I picked up Season One this
summer. I didn't realize that I would get quite such a kick out of it.
After too long, this was my return to adventure gaming, and it was easy
to remember why I loved the genre. The games are witty and clever but
simple; the lack of complex or abstract puzzles puts the focus squarely
on the story, which is fun and funny and nicely compact. Playing six 2
to 3 hour games made me realize that, while marathon games like
Oblivion have their place, short games can be an incredible joy. My
favorite moment was getting thrown into an old-school text adventure in
the episode Reality 2.0. I'm just that much of a geek.<br /><br />6. <b>The Legend of
Zelda: Phantom Hourglass</b> - You may remember that I was <a href="http://softcore-gamer.com/blog/2007/10/and-so-it-begins.html">a little
skeptical</a> about Phantom Hourglass in the days leading up to its
release. Drawing a path for your boomerang would be cool, no questions
asked, but the whole concept of drawing on your map seemed a little
gimmicky to me, and I was afraid it would bring down the whole game.
Boy, was I mistaken. Phantom Hourglass is fun, although due to the
<a href="http://softcore-gamer.com/blog/2007/10/onslaught.html">onslaught</a> of games this holiday season I haven't gotten to play as much
as I'd have liked, but my favorite part by far was the dawning
realization that I had seriously underestimated how developers
could use that little gimmick to add innovation and depth to the play
mechanics. For as many times as I've talked about data as content and
information as currency, I had to play the game to understand how well
treating information as a prize could work.<br /><br />5. <b>Once Upon a Time</b>
- I played Once Upon a Time for the first time during the week after
Christmas, with my sister, while we were snowed in up in the mountains.
I was extremely pleased to see how simple the game is, and how much fun
it was to play. It falls into an odd and delightful
cooperative-competitive category, where each player is ostensibly
trying to win in a zero-sum fashion, but really everybody's goal is
just to keep the story going. My favorite moment was when Captain Bart,
the king-cum-pirate, instructed his lover to poison the kindly old
woman who had cooked them nothing but potatoes every day. That's the
kind of plot twist you just don't see in many of your commercial games.<br /><br />4.
<b>Elite Beat Agents</b> - Rhythm games have always held a strange appeal to
me. I'm terrible at them, which is what makes it so strange. Also, I tend to get bored
relatively quickly. I have a Dance Dance Revolution: Mario Mix mat
gathering dust from the brief period when I was bursting with excitement about that
game. Ditto the bongos from Donkey Kong Jungle Beat. In fact, the only
rhythm game that has stayed consistently fun since the time I got it is
Guitar Hero II, which I guess is what I love so much about Guitar Hero. I
got tired of Elite Beat Agents pretty quickly, too, but damn was that
game fantastic while I was playing it. I absolutely love the idea of
people being able to overcome any problem with a little luck,
perseverance, and the support of a team of snazzy male cheerleaders
dancing to pop hits. The wonderful, cheery absurdity of the story was
like, well, music to me. Favorite moment: Cheering on a parrot in a
scuba helmet to the tune of Y.M.C.A. Also, the phrase "Agents are GO!"<br /><br />3.
<b>Mass Effect</b> - Mass Effect was, by far, my most anticipated game of the
year. And it lived up to it's promise as a worthy successor to Knights
of the Old Republic, which is one of my favorite games of all time.
Certainly, the game isn't perfect, but most of its problems boil down
to the fact that some of the secondary systems aren't as well designed
or polished as the rest of the game. In other words, it's important to
continually stress how not-perfect the game is because it's really so damn good. As with
KOTOR before it, I'm partial to the romantic subplot in Mass Effect. I
guess that my favorite moment of the game was when I ultimately turned down Kaiden's advances in favor of pursuing Liara. I'm used to any
romance in a game like this being linear, if optional. Having to make a
choice, and follow through with it by explicitly rejecting a character
that I had rather gotten to like over the course of the game, was
emotionally potent, especially because the characters and situations
were so well presented.<br /><br />2. <b>The Baron</b> - The Baron deserves a
proper review, and I'm still planning to give it one eventually. For
anyone who isn't familiar with it, this is a work of interactive
fiction that I <a href="http://playthisthing.com/baron">found through the Play This Thing! blog</a> last summer.
It's a cyclical game, meant to be played more than once, and on the
first play-through it's a good example of what the form brings to the
table. The game is structured as a short series of encounters, where
the overall
organization is almost entirely linear, but there are many ways to navigate each individual encounter. The text interface makes me
feel more of a sense of freedom in my interaction with the world, and
it's worth playing the game just to remember what we lose by using
graphical interface systems. There's a moment of realization at the end
of the game, however, that imbues the whole experience with an
additional layer of meaning. Maybe because I didn't really see it
coming, or maybe because of the subject matter of the game, this was
one of the most powerful moments I've ever experienced in gaming.<br /><br />1.
<b>Portal</b> - Come on, what's not to love about Portal? I can't even count
all the favorite moments that came out of this game: perfecting the
double-fling, discovering the graffito-ridden back rooms, Jonathan
Coulton's song, reading the history of Aperture Science on
<a href="http://www.aperturescience.com/">aperturescience.com</a>, the cake... Clearly I'm obsessed, but Portal is in
many ways a masterpiece of a game. If I have to pick just one favorite
moment, though, it's the line, "There was even going to be a party for
you. A big party that all your
friends were invited to. I invited your best friend the companion cube.
Of course, he couldn't come because you murdered him." <div><br /></div>]]></description>
            <link>http://softcore-gamer.com/blog/2008/01/happy-new-year.html</link>
            <guid>http://softcore-gamer.com/blog/2008/01/happy-new-year.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">choice</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">difficulty</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">ds</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">emotion</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">episodic games</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">favorite moments</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">fun</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">hands-on games</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">holiday season</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">humor</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">information as currency</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">innovation</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">level design</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">linearity</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">retrospective</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">rhythm games</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">shared play</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">user interface</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">wii</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">xbox 360</category>
            
            <pubDate>Sun, 13 Jan 2008 10:22:19 -0800</pubDate>
        </item>
        
        <item>
            <title>Up for Air</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image"><img alt="cache.png" src="http://softcore-gamer.com/blog/img/cache.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="100" width="100" /></span>This time of year is always busy, but this year has been especially busy for me. This is the first chance I've had in a long while to come up for air and leave a post on the blog while I'm here. Other projects have kept me from updating for the past several weeks, which is a shame mostly because I left a lot of interesting comments hanging on the previous entry. Certainly there is a lot to be said on the relationship between games and movies, and it's a topic that I hope to revisit in the near future.<br /><br />For the moment, let me share with you a bit of what I've been working on lately. Here's the <a href="http://www.undefinedbehavior.com/cache/">Cache website</a>, which is intended to be the public face of a series of projects that Jamie and I are currently working on, all related back to one key idea: creating narrative through a process of discovery rather than role-playing. The first such project, titled CONTROL, is currently in a beta stage and can be downloaded from the website.<br /><br />CONTROL is based on a card game created by <a href="http://interactive.usc.edu/members/jantonisse/">Jamie</a> and <a href="http://interactive.usc.edu/members/mrossmassler/">Mike Rossmassler</a>. There are 256 cards, laid out in sixteen four-by-four grids. Each card in the grid represents a space; each of the sixteen sequential pages represents a fifteen-second span of time. The player chooses a card and reads it: it describes the space during that time. The player chooses more cards, or turns the page in order to increment or decrement time. After a few such moves, the player selects one card out of his or her hand to set aside; the others are returned. After sixteen turns, the player has build up an inventory (a cache, if you will) of sixteen carefully-selected cards which tell a story.<br /><br />This story represents the creative aspect of the game. Although the player doesn't create, or even influence, what is written on any of these cards, they get to choose which ones to include and which to ignore, and how they should be assembled. The results can be surprisingly unpredictable. Some players are documentarians; others take artistic license with their stories. Once the game is completed, the story remains, an artifact of the experience.<br /><br />We're looking for feedback from playtesters so that we can continue to improve CONTROL and the other games that will follow. You can help by downloading and playing the beta version and filling out our survey. Any feedback is appreciated! This is an experimental game, so we're trying to push boundaries, but ultimately we're trying to figure out how to make it fun, as well.<br /><br />Special note to people who have already played an earlier version of CONTROL: There were a couple versions that saw closed beta testing. One was the original paper prototype that Jamie and Mike put together. Another was an early digital version that suffered from a massive memory leak. If you played one of these versions, I encourage you to at least register your email address at the Cache website. The memory leak has been fixed, and the most recent version added in a much-requested feature that was missing from the original release. We will continue to update the game with features, based on feedback and our own wishlist, and we'll notify you occasionally when a new version goes live.<br />  ]]></description>
            <link>http://softcore-gamer.com/blog/2007/12/up-for-air.html</link>
            <guid>http://softcore-gamer.com/blog/2007/12/up-for-air.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">agency</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">cache</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">coming soon</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">link</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">marketing</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">playtest</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">projects</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">story in games</category>
            
            <pubDate>Wed, 12 Dec 2007 14:57:43 -0800</pubDate>
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        <item>
            <title>Games Rock</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image"><img alt="jacks.png" src="http://softcore-gamer.com/blog/img/jacks.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="100" width="100" /></span>Last week, RJ Layton posted a <a href="http://interactive.usc.edu/members/rjlayton/2007/10/movies_suck.html">scathing editorial</a> on the relationship
between movies and games - not about the generally terrible results of
making movies based on games or games based on movies, but rather about
the use of cut-scenes, full-motion video, and non-interactive segments
in game design, as well as the apparent cinephilic mentality of game
designers. The post has already generated quite a bit of discussion: a
<a href="http://interactive.usc.edu/members/jantonisse/2007/10/rj_said_it_not_me.html">response</a> from Jamie Antonisse, a <a href="http://interactive.usc.edu/members/rjlayton/2007/10/thanks_seth_schiesel.html">follow-up</a> in which RJ speaks to a
specific example of this phenomenon, and my own bizarre romp through
<a href="http://softcore-gamer.com/blog/2007/11/reification.html">rhetorical fallacy</a>. As entertaining as it was to draw analogies to body image and
substance abuse into the conversation, I feel like I have more serious
things to add. A lot of them, actually, and maybe I'll get to some more
of them eventually, but today I'm going to concentrate on one important
point: emotion.<br />
<br />
RJ and Jamie both bring up emotion, its role in storytelling, and its
devilishly cinematic associations. I'd like to focus a little more
closely on this complex relationship between emotion, film, and games.
RJ seems to be of the opinion that a game which focuses on story and
emotion, or at least one that markets itself around those terms, is
likely to have hold cinematic qualities in esteem; in his words,
"controllers with no player holding them, some pretty music, and a
close-up of the a character’s face." Which isn't to say that games are
devoid of admirable content with emotional significance. RJ illustrates
this point with exemplars like the sense of triumph that comes with
beating Punch-Out!! or the sense of pride that comes with managing
urban growth in SimCity. Jamie echoes this by describing sadness and
bemusement as "filmic" emotions, which are better expressed in movies
than games, in contrast to other emotions like triumph and frustration,
which are better expressed in games than movies.<br />
<br />
I think, as far as the exploration of emotion in games goes, Jamie
strikes gold with this point, but he doesn't delve as far into it as
I'd like. I would similarly organize emotions around two categories,
passive (or filmic) and agency-based. Passive emotions are a response
to some external stimulus. Agency-based emotions, alternatively, are a
response to first-party actions. Passive emotions cover a broad range
and include simple emotions like joy, sorrow, and horror; relational
emotions like love and jealousy are more complex passive emotions.
Agency-based emotions include triumph, remorse, and pride. These
emotions imply a previous action on the part of the person experiencing
the emotion.<br />
<br />
In crafting a narrative experience, cinema can utilize the whole
extensive range of passive emotions. It's no surprise that movies have
become adept at using these emotions to tell stories. After all,
storytelling in film - or at least the contemporary incarnation of the
medium - is based entirely around building emotion to a cathartic
point. But no matter how a movie presents its story, it is still an
instance of a passive medium, and as such it's limited by the
distinction between emotions. The narrative of the film has no direct
access to any of the agency-based emotions.<br />
<br />
Let me stay on this for just a moment, because even though it follows
logically, I think it might be a controversial point. Jamie mentions,
in his post, feeling a sense of triumph in the movie Return of the
King. I'm making the claim that a movie cannot make the audience feel
triumph, because the feeling of triumph implies an action -
specifically, a successful attempt at overcoming an obstacle - as the
basis for the emotion. A movie cannot truly inspire an agency-based
emotion, but it can use character identification to simulate it. Return
of the King, like any good movie, makes the audience identify with one
or more characters as, through the course of the story, the characters
experience emotions. In this case, the character portrayed in the movie
makes a successful attempt to overcome an obstacle, and experiences
triumph in response to this action. The audience, if they are
identifying with the character, does not feel triumph directly but does
feel joy in sympathy with the character's triumph.<br />
<br />
Identification is a device that the film industry uses - very
effectively - to trick the audience into thinking they are experiencing
an agency-based emotion. But in every case, the audience's feeling is
once-removed from the emotion in question. The absolute best that a
movie can hope for is that the audience becomes so deeply immersed in
the film and sympathizes so deeply with a
character that they literally forget that they are removed from the
action on-screen. If this ever happens, it is exceedingly rare; and if
it were to happen, it would involve some sort of hypnosis or delusional
psychosis or other strange psychology that I'm not comfortable with.
The
point is that, in any reasonable example, the experience of a
sympathetic response isn't the
same as the actual emotion on which it's based.<br />
<br />
Access to a complete range of emotions is one of the greatest
advantages games, as a medium, have over cinema. Games can inspire any
of the passive emotions that movies do by telling a story in a
traditional, cinematic sort of fashion. But games have an extended
emotional repertoire, and some of the agency-based emotions that are
exclusive to the medium pack a serious punch. Triumph, as has been
frequently mentioned, is common in games. Shame is used in Guitar Hero
through the boos and jeers of the audience before the player fails a
song. Honor and remorse are employed by Bioshock in its touted
rescue/harvest mechanic. Humility is a component of the excellent work
of interactive fiction, The Baron (on which I will spend more time in
the future). Frustration is part of the emotional range of any of the
multitude of games that are purposefully difficult.<br />
<br />
My personal favorite example of agency-based emotion, because it
effected me so strongly when I experienced it, is the use of regret and
self-loathing in KOTOR, when the player feels compelled by his or her
allegiance to the dark side to betray two of the protagonist's
companions. This experience demonstrated to me that the power of
effectively-used agency-based emotions can absolutely dwarf that of
passive emotions. At the moment, the video game industry has not
matured to the point that these emotions are being used to their full
potential. But story in games is being continually explored and
expanded, both by independent game designers and mainstream games. The
effect that interactivity has on emotion will be developed and refined
until games regularly deliver the same level of emotional narrative
that cinema is used to. At which point, the ability to tap directly
into the full set of agency-based emotions will give interactive media
greater affective power than passive media has ever had. ]]></description>
            <link>http://softcore-gamer.com/blog/2007/11/games-rock.html</link>
            <guid>http://softcore-gamer.com/blog/2007/11/games-rock.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">agency</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">cinema</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">classification</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">controversy</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">emotion</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">narrative experience</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">response</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">state of the industry</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">story in games</category>
            
            <pubDate>Thu, 08 Nov 2007 23:19:17 -0800</pubDate>
        </item>
        
        <item>
            <title>Here&apos;s to the Reinvention of Genres</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image"><img alt="mario64.png" src="http://softcore-gamer.com/blog/img/mario64.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="100" width="100" /></span>1UP has posted a <a title="glowing preview" href="http://www.1up.com/do/previewPage?pager.offset=0&amp;cId=3164087" id="ntv_">glowing preview</a>
of Super Mario Galaxy, due out this month on the Wii. As 1UP points
out, the esteemed Mario saga is credited with inventing the platforming
genre with the original Super Mario Bros, and then reinventing it with
Super Mario 64. They claim the newest game reinvents the genre yet
again. Early buzz has been overwhelmingly positive, but this article
makes the first mention I've seen that Galaxy may be Game of the Year
material. In a year that includes the breathtaking - albeit over-hyped
- Bioshock, the beloved - what else? - Portal, and the mind-blowingly
fantastic - oh please oh please - Mass Effect, that's saying a lot, and
it's also great news for Mario fans. I've been looking forward to the
game for a while, despite the fact that, well, it's a platformer.<br />
<br />
Still, as much as I rail against the platforming genre, I absolutely
loved Mario 64. How much of that was the novelty of exploring 3D space
in a new sort of way? Some of it, certainly - but not all of it,
because even today I can play the game and thrill at the experience.
It's just a marvelously well-put-together game, and I have fun playing
it despite all the jumping around on platforms it asks me to do. So,
will Super Mario Galaxy live up to this precedent? I'd hardly dared
hope, but with advance reviews as encouraging as this one, it's
starting to look like a real possibility. ]]></description>
            <link>http://softcore-gamer.com/blog/2007/11/heres-to-the-reinvention-of-ge.html</link>
            <guid>http://softcore-gamer.com/blog/2007/11/heres-to-the-reinvention-of-ge.html</guid>
            
            
                <category domain="http://www.sixapart.com/ns/types#tag">genre</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">link</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">nintendo</category>
            
                <category domain="http://www.sixapart.com/ns/types#tag">wii</category>
            
            <pubDate>Thu, 01 Nov 2007 09:46:08 -0800</pubDate>
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