Results tagged “humor” from Softcore Gamer
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.
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.
- An animated (in Yahtzee-esque fashion) video about sexual content in games, 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.
- A fantastic post by Emily Short about the structure and process of writing IF 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.
- 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: Agents are go.)
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.
I'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've handled You Have to Burn the Rope.
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.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.
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.
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.
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 interview with him over at IndieGames that's worth checking out.
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 Rock, Paper, Shotgun 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.
I woke up this morning and checked Rock, Paper, Shotgun to find this gem of a flash game. 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.(If you want to get to the end but are having trouble, there are several resources available. Check out the official game manual first, and then IndieFAQs has a walkthrough and RPS has a puzzle guide. There's also a video walkthrough on YouTube.)
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.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!
Seriously, though, we've been conditioned not to believe anything we read on April Fools' Day - especially 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 Good Morning Silicon Valley: "...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 live-action Legend of Zelda movie (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, Molten Core; and ThinkGeek's revolutionary Betamax to HD-DVD converter.
Have a happy April and stay skeptical!
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 Ethan Kennerly, I'm going to run down the
list of favorite moments from gaming in 2007.10. Super Mario Galaxy - 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 is 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.
9. Bioshock - 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 the first time. 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.
8. Trauma Center: Second Opinion - 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.
7. Sam & Max: Season One - I was vaguely aware of Sam & 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.
6. The Legend of Zelda: Phantom Hourglass - You may remember that I was a little skeptical 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 onslaught 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.
5. Once Upon a Time - 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.
4. Elite Beat Agents - 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!"
3. Mass Effect - 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.
2. The Baron - 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 found through the Play This Thing! blog 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.
1. Portal - 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 aperturescience.com, 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."
Portal could be the best game of the year. I'm just going to put that
out there right now. I know, I know; there's a lot coming out in the
next two months that I'm pretty excited about.
But even so. I'm pretty sure it's head and shoulders above anything
that's come out so far, which is saying a hell of a lot. Better than
Guitar Hero II; better than Phantom Hourglass; better than Halo 3; and
speaking confidently without having played it, better than Bioshock. (Anything I'm overlooking?) These are all fantastic games, but I'm absolutely in love with Portal.The game's best quality, without question, is its spectacular sense of humor. This is a pervasive aspect of the environment, and although it's strictly secondary to the gameplay (primarily taking the form of the unmistakable modulated voice-over you'll recognize from the advertising, as well as signage and graffiti decorating the game's levels) it absolutely makes the game. The game actually has a surprisingly varied emotional score - surprising for a puzzle game, certainly - with a fair bit of pathos thrown in, like the humor, almost off-handedly. The bit about the Weighted Companion Cube is brilliant. All of this contributes to the game's sense of style, which is excellent. Not the same caliber as Bioshock's, perhaps, but still very well done.
As for the gameplay itself, all of the fears I had about the game being more of a platformer than a puzzle game proved completely unfounded. Certainly there is an element of platforming, but that is almost never the focus of the game. There are threatening elements, but they exist primarily in service to the art direction; there's just enough to create a sense of danger, without ever making the player feel like they're fighting against the level designer. The levels are actually put together to be quite forgiving (the thing that really assuaged my worries is that the character doesn't take falling damage), which fits the general puzzles-first philosophy: the hard part is always figuring out what you have to do and how to make it work; once you have a solution, you might have to practice a couple times to get it right, but you don't have to worry too much about the execution. And when you do trip up on something, well, there are two things that come to your rescue: one, the game is generous with its save points, so dying has a relatively low cost; and two, the nature of the portals means that if you fall from the area you want to be in to an area you've already completed, nine times out of ten there's still a portal open up where you want to be, so getting back is trivial.
Let me say a couple things about the portals, while I'm at it. They're great. It's incredible how Valve could take a physics-based puzzle game, add a set of completely nonphysical interactions, and make the whole thing feel so damn intuitive. Partially it's the way they've put together the physics of the portals - the first time you see yourself through a portal across the room, or watch a cube bobbing up and down between two adjacent portals in the floor, you'll be amazed at how natural it seems. Mostly, though, it's a testament to the level design and difficulty progression, of which I have never seen the like. The game is divided into nineteen parts, but really it's seventeen tutorial levels, one practice level, and then the game proper. Each tutorial level teaches you something new - introducing you to an aspect of the environment or a skill - but almost all of it is taught by discovery. That is, unlike every other game I've ever played a tutorial level for, you are never explicitly told how to interact with the environment. The things you're supposed to learn aren't spelled out for you. That might sound intimidating, but it's done so skillfully, you hardly notice it. The pedagogical goal for each tutorial levels is so simple that it's easy to figure it out, but when you start using them all in combination it's breathtaking.
I'm also a big fan of some things that are more indirectly related to the game. The theme song, which plays in full over the credits, it by one of my all-time favorite artists and is one of his best. (If you're looking for the song, "Still Alive," there are several YouTube videos that include it, or you can find just the mp3. But be specifically warned, the song contains some spoilers, and you're really better off playing the game first.) There's an Aperture Science website that was launched a while ago as part of the marketing for the game (type "login", any username, with the password "portal" to apply to be a test subject, which is fun) but there's actually some extra content there for anyone who pays close attention in the game. (Again, watch out for spoilers on the website. If you really want to see it, use the username CJOHNSON and password TIER3 and you can read a history of Aperture Science. Spoilsport.) And, not least by any stretch, the Weighted Companion Cube has turned into a whole thing, which I could not be more pleased about. Rock, Paper, Shotgun, also excited, has been doing a fantastic job keeping track of it. They're reporting that Valve is planning to release a plush WCC sometime before Christmas, which will go great with my new wallpaper.
I probably don't need to gush any more, so I'll wrap up. In summary: if you inhabit space, have emotions, and if you have any interest in puzzle games at all, go play Portal right now. I can't personally vouch for any of the rest of the Orange Box yet, because I physically could not tear myself away from this game, but basically I can't imagine that you'd be disappointed with your purchase.
I just saw the latest in an ongoing series called The Worst Ninja over at Rock, Paper, Shotgun. It details the trials and tribulations of a gamer determined to play Ultima Online without assistance. "Without assistance" is the key here, meaning the author is trying to learn how to play the game using just the included materials; no Googling, no asking for help. Unfortunately, the included materials are woefully inadequate, and hilarity ensues. I've never played Ultima, but I have enough experience with bad UI that I can sympathize. The writing is witty and biting, and whether you're specifically interested in interface design or just in need of a laugh, I'd highly recommend all three articles in the series thus far.
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