
Tuesday, September 30, 2008
Late Post

Saturday, September 27, 2008
Motion Sickness: Wipeout HD


This is absurd. One infuriating aspect of the motion controls is that it the game references the horizontal axis to the position of the controller horizontally. That is, the player must hold the controller flat and horizontally for the vehicle to not tilt upward. It is painfully unnatural and most importantly unintuitive.
Videogames lay on a foundation of intuitiveness for game design and especially controls. This is definitely the biggest failure of the Sixaxis since its conception. The genius of WiiSports is that the controller scheme is intuitive and references motion points that the public can associate it. Wipeout HD, a racing game no less, lacks this intuitiveness in its steering. This is unforgivable. At least reference the horizontal plane to the

But more importantly, the inability to utilize the motion controls in an unobtrusive and nonperipheral manner is a poetic analogy to high-end consoles this generation. Where the majority of AAA titles are reitterating that of which has come before with a sleaker look, little innovation has been done outside of realm of independent developers and a handful of studio houses.
Thursday, September 25, 2008
Industry Cannibalism

2. Spore Galactic Edition
3. The Sims 2 Apartment Life
4. Spore Creature Creator
5. WoW: Battle Chest
6. The Sims 2 Double Deluxe
7. World of Warcraft
8. WoW: The Burning Crusade
9. Warcraft III Battle Chest
10. Crysis
I have repeatedly heard the claim that Maxis/EA's Sims series and, hopefully for a company standpoint, the Spore series as well has World of Warcraft have cannibalized the PC market. These franchises have such a firm grip over PC sales and PC players that is difficult for any developer to make any enroachments into PC gaming. This, along with the ever pervasive issue of piracy is "killing" PC gaming.
Now, before we even touch on the factor that the PC market is a haven for digitial distribution and question the accuracy of these sales charts, I have an interesting post from the Kotaku forum from user mva5580. Here are the NPD numbers for consoles.

2. Wii Fit
3. Mercenaries 2 (360)
4. Wii Play
5. NHL 09 (360)
6. Mario Kart Wii
7. Madden 09 (360)
8. Spore Creatures
9. NHL 09 (PS3)
10. Mercenaries 2 (PS3)
So on the flip side one can say that the Wii is cannibalizing the console market. If it were not for Madden and multiple skews of the same game it is clear the Wii games are the dominant product for the market. And currently, we see an outcry from the "hardcore" to the "casual" gamer over the future direction of the gaming industry.
My prognosis, there is no cannibalism occuring as a by-product from these franchises in either the PC or console spectrum of video games. Simply, it is merely changing the landscape of the gamer demographic and increasing the number of gamers for these platforms. The hardcore--and I hate using this term--has not changed their gaming habits. People need to remember that from a design point-of-view WoW is a fairly casual MMO. But it is its addictiveness that makes its community seem hardcore. What we have is an explosion of new gamers that are increasing the number of units and profitability of specific franchises. So while these new avenues of gaming are expanding exponentially, the current or previous landscape for games has not penetrated this demographic. And believe me, eventually all of the so-called hardcore games will return to the top and casual games will reach its platou.

Monday, September 22, 2008
Invisible interface is the new compelling



But it isn't this transparent interface that is compelling but what it says about the direction of game design this generation. It is really a simplication of game mechanics that allows this kind of interface to begin. For instance, there is noticeably an absence of a life bar in this Ghostbusters Game screenshot. No doubt it will follow the Halo trend of disregarding the life bar in favor or regenative life in relation the the frequency of damage. This same thing goes for integrating instant online play completely subverting the multiplayer-match hub in favor of the "Friend's list." Both of these examples of taking out elements of game and interface design traditions.
Now, it is dubious to believe that the interface will disappear forever or that life bars are a thing of the past. And we should not deride designers that stay true to classical interface design. But this recent trend is making interface transparent to the player is a new direction for designers. It shows them placing constraints and even disregarding traditional means of game design in order to evolve it both technically and aesthetically--and that is what is compelling about transparent interface.
Saturday, September 20, 2008
False Perspective: Auteur Poster Boys - Part 4


Yet the majority of the acclaimed press for these games has gone toward these two designers. The reason I believe for this is because the designer and the developer has become synonymous with each other and thus eclipsing the role of the development team. This occurs with film as well and marks the first steps of providing authorship with the game. We want visionaries and authorship to place blame on the game's successes and failures.
There is a wonderful special called RSVP on the 1UP Show were Mark MacDonald interviewed Erik Wolpaw (writer on Portal), Dylan Cuthbert (president, Q Games), Jonathan Mak (designer, Everyday Shooter). Wolpaw and Mak have a wonderful discussion about the role of the designer and the developer and the philosophy of game design. While the philosophy Valve (the developer of Portal) is to release the utmost professional product by repeated game testing and refinement, Mak, on the otherhand, follows a very Japanese route presenting the player with the game that he wants the player the experience-faults and all. I will return to this debate about the auteur's role in games in future posts, but concluding this series on "False Perspective" whether Levine or Blow deserve this auteur label is inconsequential. The video game is a medium that yearns for intelligent authors and whether is comes from a developer or singular designer is growth that is more than welcome.
Thursday, September 18, 2008
Isolationist Architectural Design in Sim City
With all the hubbub about Spore and it's supposed agenda against Creationist theory and support over intelligent design, I began to ponder to back to my Sim City days. Primarily the role of the various disasters and how little this aspect of Sim City has evolved in the series. Though I adore the Sim City series, I have a huge problem with the sort of isolationist architectural design philosophy in the game.
It is well known that Will Wright had taken inspiration from Christopher Alexander's book A Pattern Way which deals in city planning and its sociological effects on maintaining and building communities and wellness-- which influenced the premise more so in the Sim City: Societies -- this series seems to have widely ignored the ecological factors in city planning. This is where my issues with the disasters in Sim City emerge. The disasters in the series are not implemented in any logical fashion, tornadoes are highly unlikely to appear in metropolitan areas--not that UFOs are any more realistic. I feel that location and terrain should have a larger impact to the city. If a city is build in a valley there should be consequences of drought and if a city is built on top of a swamp consequences of a possible flood dangers should arise.
And this is what many of the Sim Series games inadvertently do, which is provide a very aggressive skew towards society. The Sims series was well known for it's extremely materialistic view of human wellness where a person's happiness would be determined through the things owned. This is not more apparent from the new IKEA expansion pack for The Sims. Even Spore is simplified as herbivores progress slowly through the game and eventually are forced to become religious zealots whereas carnivores breeze through the evolutionary stages and are forced to be vicious war mongering creatures. It is a problem of simplication without consideration to consequence that is a overarching theme in many of the games in this series.
Coming back to Sim City these valid ecological circumstances need to be considered in city planning. Though pollution has appeared in the Sim City series, this aspect of ecological effect has yet to be fully explored. And in terms of city planning, this should be a large factor to be considered. It is a very isolationist view of city building where the city itself is not part of the world it inhabits. However, on the plus side it does show that there is ample growth for the series and unexplored territory that reveals a bright future for these games and still the wide scope of responses and impressions that can be be provide to the player.
Monday, September 15, 2008
The Hype Machine - 7th Generation



The problem with this new Hype Machine press model is that it is basically finding success for this model is grasping straws. It is a question of which came first, the chicken or the egg? But it will be interesting to see long time developers and distributors decide which model works best for the product. It is clear that no one wants a Duke Nukem Forever, but I don't believe companies want to reveal their hand too early. Personally, I can wait for products such as Alan Wake or Half-Life Ep. 3, but the convenience of having Mirror's Edge right around the corner is a major step in the ways companies advertise and push their new games.
Saturday, September 13, 2008
False Perspective: Limitations of the player – Part 3

What this creates is a linear structure in Braid which takes pride in non-linearity in it's narrative. On the one hand the game promotes the subjectivity of time and space, while on the other sends the player down a fairly singular path. Yes, players are not required to solve puzzles in order but in order to unlock levels a pre-determined number of stages must be completed. For a game that attempts to break the mold of player response in games, it is odd that designer Jonathan Blow does not take more chances in this aspect. It's a very schizophrenic design philosophy and truthfully I would rather had the

Bioshock does not have this problem because the story is meant to be told in a linear fashion. However, there are conflicting design philosophies in relation to the game's RPG elements and the level design of its world: Rapture. Bioshock was highly toted for the ability to play through levels in multiple ways. And it succeeds to an extent. Though players may overcome obstacles through numerous approached, the novelty of this aspect wears thin near the end of the game.

In my next installment I will conclude my discussion on Braid and Bioshock and the impact respective designers Jonathan Blow and Ken Levine has on the industry and medium.
Thursday, September 11, 2008
Playing the Word Game - Spore Reviews and Response



Abbott writes:
"The achievement of Spore is just this. Its extraordinary complexity has been made invisible, and its depth has been hidden inside a menagerie of colorful creatures."
I do not believe the depth of the game remains hidden, it seems to be widely apparent on where the depth lies in Spore. In the reviewers' defense, the review scores that Spore has been recieving is nothing to be ashamed of. They may also be inconsequential to the casual market that does not follow these scores. What we have here is typical player contention with the reviewer on the content of the review. It's a word game as with translating any text. Regardless, Spore is an admirable achievement I am sure will not be forgotten.
Tuesday, September 9, 2008
False Perspective: Intertext and Dialect – Part 2


To elaborate on this statement, Braid takes the gamer through an unobtrusive narrative about love, loss, and the error of choice. The ending of the game has the player essentially playing the narrative in reverse, showing that perspective is in the eye of the beholder and the player is meant to decode whether he is the hero or the villain. Though the player can choose whether to follow closely to the narrative of the game in the various texts that can be read before each level, the dialect of the game is dependent on how the player wishes to dig in to what designer Jonathan Blow is attempting to convey.
Bioshock is the inverse. Here the player is given the option to play the game freely. He can play the side of good by saving Little Sisters in the game or evil by taken advantage of these girls to increase his power. This choice is superficial for anyone that has reached the ending of the game. Instead the actual revelation of the game is revealed though its omnipresent creator, Andrew Ryan, that in fact the player never had any choice at all. Following in line with the themes of Objectivism, designer Ken Levine has brought to light the

On my next post I will continue this series and discuss the successes and failures in the attempts of both these games to open a dialog with the player.
Saturday, September 6, 2008
I love the Quick Time Event...and it needs to DIE


And yet I absolutely love the adrenaline when a QTE occurs. It is both transparently simple and undoubtedly frustration. This may be because it is arguably the most cinematic moment of the game. But at the same time is the the most non-interactive element of the game as well. It is a quagmire existing as an easy out for a scenario to give the designer the utmost control of the player for the intended experience. Having recently played the demo for the Bourne Conspiracy, it wonderfully captures the visceral experience of the films and while being one of the most mediocre game experiences I have had the joy of playing.
