Tag Archives: video games

Sheep

Today’s favorite of the Gamasutra weekly indie game pick is Sheep, a game where you are a sheepdog herding sheep! Well, sort of.

See, in this situation, the sheep chase the dog instead of the other way around.

Regardless, I found it had a few nice little twists on game mechanics that I’m used to. For example, the rams will hurt you if they touch you, so you have to keep away from them. But you are still leading them, so you can’t let any of them die by falling into water or getting caught by the wolf.

I don’t think I’d ever played a game before where you have to preserve and keep safe the thing that is chasing and trying to hurt you. I’d like to explore that idea further!

There are a few quirky things about the game, such as the difficulty ramping being a little sporadic (I found the hardest levels to be sprinkled throughout, rather than each level being more difficult than the last). Regardless, I found the interaction to be fresh and fun, and the music was nice in all of its midi-ness.

It’s very short, so give it a try!

A Silent Protagonist Does NOT Guarantee Awesomeness

The theme of today’s entry is “correlation does not imply causation,” except I’m not talking about vaccines. I’m talking about the frequent notion that a silent protagonist in a video game makes for a more immersive experience. A recent Kotaku article got me thinking about this, but I intend to look at the matter in a more specific and less, uh, prickly point of view. Now, I’m going to slim the playing field a bit and talk specifically about silent heroes in first person shooters, in interest of time and clarity of point.

This blog post is Longsville, you have been warned.

A long train of thought…

Busy times

I’ve packed more social activities into this week than I have in ages! Granted, they all took some form of nerdery, but it’s still hard to stay “on” for so many consecutive nights. I shall look forward to a day of rest in the morning. Not to say that I’m complaining!

We’ve started up a mostly-weekly board game night at work, and this week I brought my cards to the table in the form of Give Me the Brain and my favorite card game, Once Upon a Time. It is an absolute joy to play Once Upon a Time with a group of creative storytellers who play in to the cooperative part of the game! I really do need to get a whole deck of blank cards to expand the storytelling arsenal. It’s an exhausting game, however, requiring a lot of creative energy, so it is paired well with Give Me the Brain, which is quick and low-key.

Friday night was the first in a twice-monthly D&D campaign, again with friends from work, and it is a fantastic adventure so far! I love pen and paper RPGs, and have nothing but respect for people who are willing to DM. The format is lax enough that people can come and go from the core group, so that we don’t face the often-game-killing dilemma of not being able to get everyone together at the same time. We’re playing 3rd edition, as it was all of our favorites (I have no experience with 4th edition, but the ones who had played it didn’t like it at all compared to 3rd).

Today I visited with Josh and we gave Borderlands a try, and ended up playing all day long! I really enjoy the game, but I can see how it shines best when played cooperatively. I think the music in the game has been under-appreciated – it sets the mood so well! It’s a good combination of genres for my tastes, too. The FPSness is pretty mild, and the RPGness isn’t too deep. A good “casual” blend, though I realize that casual is probably an inappropriate word for what I’m trying to describe. Plus, anything with quests is a hook in my mouth, and I foresee playing more in the future.

Tonight, I went to Will’s to kick off the Venture Brothers Marathon which we have been talking about doing for some time. We skipped season 1, since I’ve seen it in full several times, and got good headway into season 2 tonight. It always surprises me what a well put-together show that is!

As for tomorrow, I intend to do some nesting, a bit of cooking, and then spend the rest of it in bed. Is the last week of January upon us already?!?

Defend Your Honor

I post links on twitter a lot to various short indie games that I like, but I’m trying to get into the habit of making more thoughtful journal entries on them (like I did for Continuity).

Today’s game of choice is Defend Your Honor, a Flash fantasy-themed tower defense game. I went into this one cautiously, because I’m generally not a huge fan of tower defense games.

This one, however, was great! It has a silly story and a rudimentary but appealing art style, and the music is quite enjoyable (the theme that plays when you’re out in the dungeon picking out which door to go to is delightful and addictive).

I think the theme wrapper of the game as a sort of classic, D&D-style dungeon fantasy adventure helped hook me in. The units you control are quite simple, and the battles themselves are relatively short. I never failed a battle more than twice, but there were plenty of close calls that made me feel clever and kept things interesting.

Having the meta-game of getting the keys and statues to progress through dungeon rooms really helped to break up the pacing, as tower defense games I’ve played in the past have exhausted me with their format. Plus, having the units be introduced to you as characters is a nice little tie-in, but they didn’t overdo it by trying to over-explain things (like how you can buy multiple units of what appears to be a single character). The lightness and crudeness of the story makes this tactic acceptable.

I played through the whole thing in an evening, but it does save your progress. So, if you’ve been “meh” about tower defense games in the past, give this one a try. It’s quick and fun!

Continuity

If anyone’s been following my tweets recently, you’ll notice a fair amount of the recent ones were about an awesome little web game, Continuity

This game is a combination slider puzzle, maze, and platformer. Basically you move the tiles around to arrange the space for your little guy to traverse. You can’t move between two panels if their walls (or floors or ceilings, depending which direction you’re trying to go) don’t match up. Get the keys and reach the door, pretty simple, but a very elegant game.

Continuity demonstrates something very strange that happens when you inject simple movement interaction into the main stop-and-think puzzle solving part. It does delightful things to the pacing! It’s as though the simple act of moving your little guy is a reward for how clever you are for solving which panel to put where. It also helps break up the heavy thinking in the later, more difficult puzzles – just work at finding one piece you can match up, and getting to move there is a reward. The platforming is very mild, even in the later levels, but you do eventually have to do tricky things, like jumping up into a panel, then pulling out and switching out the one you’ll fall into.

It also makes beautiful use of the music to communicate which mode you are in – puzzle slidy mode, or move-your-guy mode.

The other thing it does really well is ramp across all of its levels. Every time a new tricky mechanic is introduced, you face an extremely simple level where just that mechanic is involved, so it’s very clear you will have to use that little trick in the upcoming levels.

Lastly, I love that there is no formal instructions in the game. You figure out what you’re supposed to do and how to move by the constrictions of the first level, and then you’re all set for the rest of the game.

I beat the last level today, and of course yearn for more. I’m very curious about the process these guys used to design their puzzles – if they had a step-by-step method or if they were something more reverse engineered. Puzzle design is something I take for granted.

Anyway, I hope you try it out. Enjoy!

Ballergiving

I had a wonderful evening of games and stories and food with the ballers!

Beatles Rock Band is a blast, and far superior to normal Rock Band, and even Lego Rock Band, in my opinion. Most of this is due to the classy visual between-gig load screens, and the hilarity of multiple part harmony with Scott and Maria. I would have loved to sing, but alas, my voice is completely lost, so I stuck with the guitar.

I can only use Rock Band style guitars, because I can only use the meedley string buttons at the base of the neck. My hands are too small for the normal buttons, as are Beth’s, which lead to this conversation snippet.

Beth: I can’t use this, my hands are too small.
Maria: Mine are too, that’s why I don’t have to give prostate exams!

After dinner and pie and catching up on stories with the Clarks, we gathered to play Shadows Over Camelot with the Merlin’s Company expansion. I think the expansion is an excellent supplement to the game, but Merlin couldn’t help the knights this time, as I had my first successful game as traitor. Muahahaha! The lack of voice didn’t help, as all my commands and narration turned to diabolical hissing.

Nevertheless, it was a fun game.

I also got to see Brenna, who was very happy to see me again, and George (who is always happy to see anyone). Hooray for puppies!

Hopefully I’ll be able to hang out with people again some tomorrow night. There is a plot of my brother and sister-in-law to go see Return to Oz, which is this week’s midnight cult movie at Baxter. I would totally go see it, but my flight leaves at 6am Sunday morning, and a midnight movie would probably end up with me staying up all night.

We shall see, we shall see…

More on Uncharted 2

Josh: So, which is better? Uncharted 2 or Arkham Asylum?
Me: Hmmm, it’s a tough choice, but I’m going to say Uncharted
Drake: I don’t think so

In spite of Nate’s humorously-timed modesty, it is true. Both are amazing games and super fun, but I’m gonna name Uncharted 2 as the winner because of being an original IP.

Now, I could talk about all the mechanics that make this game wonderful, or its amazing character and story development, or I could speak of its touching amount of polish. Many elements of the game are blogworthy, but you can probably read about all those elsewhere.

Today, I will instead talk about how appreciative I am of the design of the main character, from my perspective as a lady.

Now, note that as a girl into games, I’m used to being subjected to character design aimed to please the straight male demographic. Many a time I have rolled my eyes at the stock shape that most girl characters seem to take, and the attention to detail in the realm of boob physics. At the same time, male characters also seem to be designed for the straight male demographic, because apparently straight males fantasize about being large and unattractively bulky? I don’t pretend to understand.

I long ago accepted this quality as the way of games, and moved ahead with my life.

But at long last, ladies (and gay men), we have been given a piece of eye candy unto ourselves! Surely those Naughty Dogs must have made this character for us, and I am proud of whatever research into the straight female/gay man market they did to finally come up someone that we could gawk over.

Sure, sure, they made Chloe to appease the straight males, and how the straight males latch right onto her. They don’t seem to mind that the main character has been given to us. It’s a win situation for everyone involved!

Also, butt!

Even more, it has perhaps helped bridge the gap between the sexes. For example, I was always a little bit baffled when my male friends preferred hot and scantily clad women to use for their avatars. I would make male avatars, sure, but never from the perspective of them being attractive. But now, with Drake as my default Multiplayer skin, I understand!

And so, thank you, Naughty Dog. Thank you not only for making the best game I’ve played so far, but for creating a fictional character who is easy on the eyes for the…uh…more neglected gamer demographic.

MW2 Controversy: a rant to other game devs

So, the controversial Modern Warfare 2 footage leaked out, and now all the world’s in a hissy fit. Some are in a hissy fit because they are offended by the content, while some are having a hissy fit over the fact that anyone would be offended by the content. Most of these arguments I’ve read (from both ends of the spectrum) are from people who work in games. It’s a lot of the same bickering over and over, which mostly induces eye rolling in me.

BUT. I think it’s a shame, because people can’t put aside their bickering for two seconds to look at an interesting phenomenon, which could be extremely useful to us as game developers!

The two ends of the comment spectrum are equally frustrating. On one end is the “how could anyone defend this, it’s an abomination!” view. At the other end is the “how could you be offended by this when you play/make other shooters? You are a hypocrite!” The middle is peppered with milder, yet still annoying views, like the ever so common “IT’S A GAME.”

When I watched the video, my response was “wow, that’s pretty horrid! I hope there’s a way to skip it, because I don’t think I could play this and I wouldn’t be able to complete the game!”

Enter the people who don’t understand how I could feel that way when I play other shooters – the implied hypocrite stance. I don’t understand this reaction! One shooter evoked an emotional response in me, one did not. You can’t control the emotions that you feel, they just happen, you can only control your actions. The fact that one evoked an emotional response in me does not mean I’m a hypocrite, you guys.

ESPECIALLY since that seemed to be the whole intent behind the controversial sequence: to evoke a powerful emotional response. And they succeeded! They did their job, guys, it worked on me. They were TRYING to get me to have an intense emotional response where I may not when playing other shooters, that’s why they treated it so artfully.

It just happened that the emotions evoked in me exceeded some threshold, into the repulsion territory, as in “wow, I can’t endure that, abandon ship!” It’s the same reason I can never watch Boys Don’t Cry ever again.

Anyway, what’s the thing that everyone’s missing which I implied earlier? Well, if people could stop “how dare they”-ing Infinity Ward for including the sequence, and if people could stop saying “I wasn’t offended but you were, therefore there’s something wrong with you,” we could get a good learning opportunity out of this.

You can’t deny that this scenario is different than other shooters. People love to bark “how is this any different than x, y, z?” and I’m like, “well, HOW?” Explore the answer to your own question rather than using it as a way to say there’s something wrong with that person who felt something. There might be something useful in the answer!

It evoked a strong emotional response, others did not, and I’m not the only case here. Shouldn’t we, as game designers, be looking at WHY that happened? How mysterious! Why did this segment have such a different impact on this person? Was it the content? Was it the polish put into the ambiance? Was it the timeliness of the content? Was it some more complex arrangement of attributes that, standing alone, would not have been sufficient to evoke an emotional response? How are the people who had a response different than the ones who had none? Did it hit close to home for them on some level? Is there a correlation in demographic for the ones who did or didn’t?

Aren’t we always after tools and methods to create more emotional experiences in games?? We should be picking this thing apart and researching it, not arguing and accusing each other of being flawed because someone did or did not have an emotional response to it.

GEEZ, you guys. To hell with the lot of you! Hrmph.

Rant over!