I'm very pressed for time today, so I'll have to keep this short and sweet.
Have you ever bee annoyed at a plothole in a movie? Have you ever thought to yourself (or shouted at the screen) Why are you doing that? Don't go in there! You idiot!
Well here's how it would be without stupid decisions:
Link: https://www.youtube.com/watch?v=olEbwhWDYwM
Until next time, have a safe, sane week!
Monday, May 2, 2016
Monday, April 25, 2016
Gaming Manifesto, part 2 (sort of)
It's another
week and it's time for me to talk more about game design. I began
this last week, and I have since learned a lot more.
There
is an amazing Youtube channel, Extra Credits, and if you are even a
little bit
interested in anything I said last week, or what I'm about to say
now, please go watch some of their videos. They are really excellent.
So,
why do we play games? The easy answer is: to have fun of course!
But
there is more to it than that. Many have said that This War of Mine
is in fact not a fun game, but that it is both compelling and thought
provoking. These things can be fun in and of themselves, but it goes
beyond that. This War of Mine makes you reflect on yourself and your
morals. It explores consequences, good and bad. As such this is a
good game, even though it's not exactly fun.
If
we however stick with fun for now, the question becomes, what is fun?
A very subjective question indeed, but there are a few things the
great majority of gamers do agree on. The best selling games
regardless of genre, have a few common denominators.
- They are approachable.
- They are challenging but fair.
- They have both depth and complexity.
What
does approachable really mean? A good example of an approachable game
is World of Warcraft. No one needed to know the first thing about
mmorpg's or indeed Azeroth to sit down and play. There was nothing
that was too hard to do or understand in the beginning. They even
sneaked tutorial elements into the starting area without you ever
noticing. It's no coincidence that WoW had 12 million players at it's
peak. It was good design.
An
unapproachable game is Crusader Kings II. I've tried, oh how I gave
tried. There are so many things you need to be aware of as soon as
the game starts and failure here, can spell doom. A good example is
the very first thing you have to do: pause the game. If you don't,
the AI will steal all the best available brides in Europe, leaving
you with the “dregs”. The game, to my knowledge, doesn't explain
this. You simply have to know it.
So
how is a game challenging and fair? Well, for one, it's always
consistent. Enemies can be brutally difficult to beat, but should
never exhibit new abilities they have never used before at convenient
locations, just to dick you over. A jump can be terribly hard to
manage, but it mustn't have an invisible wall because “you are not
allowed to go there”. If you can get there, you are allowed to go
there. The Dark Souls games are fine examples of tough but fair.
Another
example of fairness, is consistent power use. I talked about this
last week, but it bears repeating. Don't give the players abilities
that suddenly don't work for no reason. That's wrong and unfair. Give
a reason if you need to handicap the character. It also infuriates me
when a scripted event overrides my skill. In Fallout 3, I had a
character with maxed stealth skill. I could sneak up on anyone, and
escape from anywhere, without being seen. Except towards the end
where the Enclave manages to both detect me, and sneak up on me while
they are wearing power armor, in order to kidnap me. Bull---shit!
Depth
and complexity is a tough point. And since it requires both space and
time, and I don't want to ramble on for too long, I'll save that for
next time. Until then, have a fun week!
Monday, April 18, 2016
Gaming Manifesto
I just finished
watching AngryJoe's review of Quantum Break, by
Remedy.
I'm
not going to talk about Quantum Break here, if you want to know more,
got to AngryJoe's channel and watch it yourself. It's entertaining
and funny, and well worth half an hour in my opinion. If you've been
considering buying the game, you should definitely watch the review.
Anyway,
it got me thinking, and I thought I'd talk a little bit about game
design instead. Disclaimer: I am not a game designer, I am a gamer.
Therefore this is completely from the viewpoint of a consumer not a
producer.
The
basic gameplay must be good
Whatever
game you are making has to be worth playing at it's most basic core.
Example: Grand Theft Auto is about cars, so driving them has to be
fun. It doesn't matter how much extra fluff you put in the game, if
the driving mechanic is garbage. Luckily GTA 5 is a great game and
the cars are fun. If the basics are off, the game is off, no matter
what.
There
is no substitute for level design
Something
that is sadly rare these days, good level design is crucial to most
games. Sure, a football game doesn't need level design as it's a
field, but most others do. Boring layouts and overuse of the same
configurations kills the mood quickly. Levels should be interesting
to explore, they should challenge us and make us think outside the
box. Even back in the day when corridor shooters a la Doom 1 were the
norm, the levels were varied and atmospheric. Do not rinse and
repeat.
There
is no substitute for quality
Here's
a shocker: No matter how good the graphics are, they don't matter at
all if the game is boring. Games aren't movies, they must be fun to
play. Not that special effects can save bad films either, it's just
that in games you
drive the action, you
do he work and if it's a chore, the
game fails. The story has to be well written and the characters
likeable/hateful as required. You wouldn't read a book if you care
nothing for the characters, the same goes for games. Fancy graphics
can't cover up these issues.
Powers
and Abilities must be consistent
This
is what prompted me to write this. In Quantum Break you can rewind
time to go back to a point where a locked door is unlocked, so that
you can walk through. Except when you can't for no reason whatsoever.
If you give the players powers, assume they are going to use them. If
that becomes problematic when designing levels, don't put the power
in the game to begin with. Or put limitations on how the power works,
like This power only works during the
day for this reason.
That way you can make sure that your level works. Also, when
inventing cool abilities for your game, don't forget to put in why
something doesn't work all of a sudden.
Example:
Dishonored. You get lots of cool powers in this game. One, Windblast,
can smash open doors, but not reinforced doors. This may seem like
quibbling, but keep in mind you also can't blow down walls. This
remains consistent throughout the game. I never felt like the game
cheated in Dishonored, not even once.
Anyway,
this was part 1 of my “gaming manifesto”. I'll probably do more
next time, so until then, have a great week!
Monday, April 11, 2016
Oculus Rift
Today we're going to
take another look at the emerging technology that is virtual reality.
I
found two of Angry Joe's videos for you to look at. The first is an
unboxing and setup/review of the Oculus Rift and the second is a game
review for Dreadhalls, a horror game for the Oculus.
Not
only do I find this tremendously interesting in itself, but the one
point that really stood out in the Dreadhalls video, is the point Joe
makes about the games graphics.
See,
the graphics are “old-school” if I'm being polite. I could be
rude and call them dated and clunky, but I am nothing if not polite.
That's not the point either way. The point is what I have been saying
for years, namely that graphics mean nothing if the game isn't good.
With
the immersion the VR goggles creates, you'll forget about the graphics
in no time, and your survival is all that becomes important. By
today's standards, Skyrim's graphics are old, but that doesn't matter
when I play it, since the game is so good.
For
years now, people have complained that the AAA studios are churning
out bland garbage. Not all the time, sure, but too often considering
the price tags. Then the studios complain that the games aren't
selling well enough, even though they turn out a healthy profit.
Of
course, if you invest $250 million on a game and the players can't
even begin to guess what you actually managed to spend the money on,
you have a problem. Yes, the game looks awesome, but with barely any
story, and dull repetitive gameplay, your game is not going to break
any records, and then it does not matter how pretty the game is. No
way, and never.
Case
in point: The Order 1886. Amazingly beautiful graphics, boring dumb
gameplay. I can't find any hard numbers on it's sales, but all
sources report it was garbage, and a large portion of the gamers
refused to even finish the game. That alone says something considering
it's about six hours long.
So
what does that have to do with the Oculus Rift? Well, this:
VR
is the first new thing to happen to games in decades. And I'm not
talking about minor things like “Ooh, we put a touch pad on the
controller. Isn't it shiny and wonderful?”
Sure
that's “new” but at the end of the day it's still just a controller. VR is for-real-new, and it will hopefully teach the
developers and publishers to think outside the box and make them
reevaluate what makes a good game, not just for VR but for all
gaming.
That's
it for me today, so until next time, have a cool week!
Backup video links:
https://www.youtube.com/watch?v=87IJU1AtcAw
https://www.youtube.com/watch?v=IvvooIcET8k
Monday, April 4, 2016
The whole rotten saga
One Sunday
evening, back in the early 90's, I flopped down on the couch for some
creative channel surfing.
On BBC
World, I found something with a castle, which peaked my interest. I
like castles, you see. Then I saw Rowan Atkinson, who I recognized
from Mr. Bean, but this wasn't that. Oh no, this was my first glimpse
of Blackadder, and I've been hooked ever since.
I have
long since lost count of how many times I have watched the four
original seasons, but I still know most lines by heart, even though
it's been more than twenty years now. I have seen the specials,
Blackadder back and forth, The Blackadder Christmas special and the
Cavalier Years. They're good, but not as good as the originals.
Last week,
I stumbled on Blackadder – The Whole Rotten Saga, and thought to my
self, Hello, a new special?
Alas, no. It's not a new special but rather a 90 minute documentary
about the show. Interviews with all the original actors, the writers
and producers. If you ever watched Blackadder and thought it was
funny, you should watch this, you really should.
So
here you go, The whole rotten saga:
https://www.youtube.com/watch?v=yi2bX2u5HpA
Monday, March 28, 2016
They lied to us
A couple of days
ago I ran into a Youtube channel called Lindybeige.
The
owner is a historical re-enactor, live role player, gamer etc. The
thing I find most fascinating about his channel is the experiments he
does with armor, weapons and amongst other things, torches.
As
it turns out, media such as TV, movies and games have lied to us for
years. Take torches as an example. A medieval torch was most likely
made from pitch. If you set fire to pitch the first thing you're
going to notice is the smoke, and there's going to be a lot of it.
Outside that's not much of a problem, but if you're inside, or even
worse, under ground, you're not going to have to worry about orcs,
smoke inhalation is going to get you first.
He
also demonstrates what drawing a sword sounds like (it's not a
metallic schiing sound), how wearing a full helmet affects your
vision and hearing and many other things.
So
if you, like me, find stuff like that interesting, go check it out.
The link is up above, and I'll ad a sample below.
I'm
a bit rushed today, so you'll have to settle for this. If you do go
to the channel, you'll be busy as well.
Until
next time, have an interesting week!
Monday, March 21, 2016
More gaming news
Hello there,
it's time for more Eccentric Spheres!
A
couple of weeks ago, I wrote about Microsoft's plans for their
Universal Windows Platform (UWP) and the plan to erase the walls
between PC and Xbox gaming.
Well
more information is available and it's not all that good. I did
mention that games bought from the Windows Store are locked to
borderless full-screen and that LSI is disabled, but it goes deeper
than that.
The
problem is that the .exe game files are essentially apps, and as such
are locked down and can not be modified. In essence this means that
games bought from Microsoft can't be modded! One of the biggest
elements of the PC gaming scene is disabled. Microsoft please...
If
this persists they have completely lost their minds. Another aspect
is that games can't be recorded by traditional means, which means
that Let's Players and streamers can't and (most likely) won't use
these games. This in turn will kill any chances Microsoft has of
becoming a major retailer of games. Why should anyone buy their games
from them when other retailers don't have these limitations? You tell
me, I can't figure it out.
Microsoft
did say there would be 'growing pains' but this is worryingly dumb.
Get your heads straight guys.
Interestingly,
speaking of MS, they have suggested to Sony that it would be
interesting and cool of Xbox players and Playstation players could
play together, and Sony has agreed, at least in theory. These talks
are very much in their infancy, so time will tell.
Finally,
Creative Assembly, the team behind the beloved Total War series, have
pushed back the release date for Total War Warhammer by a month.
Considering how messed up Total War releases have usually been, this
is a good thing.
Other
interesting things about Total Warhammer are that the Vampire Counts
have finally been released, and it looks fine so far, but many
essential elements are still absent.
They
have also revealed that the sieges will be different from previous
Total War titles. Where you could previously attack all four sides of
a city, you can only attack two in Warhammer. This is to aid the AI
in using functional strategies, something that has been lacking in
previous titles, I'm told.
Again
time will tell if Total Warhammer will be a good game, and in that
vein I have decided to adopt a wait and see strategy instead of
getting the game upon release. I love the setting too much to take
the risk of getting my heart broken.
That
is that. Until we see each other next time, have a lovely week!
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