Latest Entries »

The Wrathgate

As a game designer, one should always be on the look out for really good ways of doing things. Always playing new games to get new ideas and learning new tricks. Each exceptional game you play is merely a lesson in how to (or sometimes how not to) do something.

It also shows the mark of a good company when they are able to take a tried and true formula and improve on it. Blizzard did this with a sequence of quests in the most recent expansion of World of Warcraft, Wrath of the Lich King. Now there is still the standard fetch and fed-ex quests, but then there are quests that are clearly the main course of this expansion. One series of quests leads the player through the Dragonblight and hits several minor lore points before culminating in the event of the expansion.

Not only do they reward the player for their persistence with a glorious cutscene but it is followed up with a quest where the player attacks Undercity alongside King Varian and Jania, if you are Alliance, and with Thrall and Sylvannas if you are Horde.

Wrath of the Lich King, as an expansion, very much seemed to have the design philosophy “Make it feel like you are changing the world.” Phasing, a technology that allows the developer to change an area for each specific player was widely used in the expansion. As a player completes quests in a zone the NPCs, locations, even enemies change and shift to reflect the actions of the player. Quests chains tend to be much longer, far more lore steeped than before.

In the Battle for Undercity, it uses phased zones of the three major cities: Orgrimmar, Undercity, and Stormwind, to keep the player from being distracted by standard gameplay. It also pushes the player to complete the event immediately, as they can’t choose which phase to enter. Once completed, the player receives an achievement, Veteran of the Wrathgate. Then from that point on, the area surrounding the culmination of the quest in the Dragonblight is forever changed. Fire burns, bodies are strewn about, weapons lay alongside the fallen. It looks like a battle has been fought, of truly epic proportions, and your character participated.

It should say something that I always make the effort to complete the Wrathgate series on every character I level in Northrend. The lore, the cutscene, the sheer beauty and poetry of the quest line and event is a treat I am unable to pass up. And I have done it 5 times. Each time I revel in the quests and get very excited as I approach the end. I watch the entire cutscene and feel the tears prick my eyes.

Blizzard has managed to take a standard formula, make it exceptional, and make it endlessly re-playable. It leaves my appetite for Cataclysm whetted, with the hope they not only continue to do this kind of thing, but expand and improve it.

(Note: This is also very true of the Death Knight starting area. I honestly wish that people could get a trial version of the game and just play a Death Knight until they were out of the starting area. Yes, many of the jokes and references would be missed by new players, but it is still one of the most well designed and interesting parts of the game. The starting area does many of the same things that the Wrathgate does, minus the cutscene. Unfortunately one must have a level 55 character and Wrath to be able to even start a Death Knight. My fingers are crossed hoping that the starting areas in Cata are at least similarly well done, if not exactly like the DK starting area.)

Making Money vs. Making Followers

This Monday Zynga is closing down one of it’s games, Street Racer. As far as I am concerned Zynga is not a game company, but rather a business. And this event only shows how much this is true. Unfortunately, it comes at a grave price, in the “betrayal” of thousands, if not hundreds of thousands of fans who are now doubly suspicious of online transactions.

To clarify, Zynga is shutting down Street Racer, a game much like their others, where players can spend real money to buy premium items. The announcement was made less than a week from the shut down date. In fact, it was probable that people, having been paid this week, purchased large amounts of the in game currency, only to find out that Monday, their purchase is worthless. Only in retrospect did Zynga back pedal and allow users to transfer their in-game currency to another Zynga game with a small bonus for their trouble. Well, at least you have likely stemmed the lawsuits, bravo. The problem is, these people didn’t want to play Farmville or Frontierville, they wanted to play Street Racers. (It is fairly clear these are wildly different properties, even if the gameplay amounts to the same thing.)

UPDATE: This isn’t the first time either.

Why was this a betrayal? Every time a developer creates a game and sends it out into the world, whether it is free or not, they are creating an unwritten agreement with the player. There are many points of this agreement, like that the game can be played or completed without cheating or hacking, but the most valid point in this case is: “If you spend your time and money, the game will reward you.”  This agreement is actually the basis for all Zynga gameplay. You spend time, every day, and you spend money, and we will allow you to look awesome in front of all your Facebook friends. You will be able to make people you never see jealous, and will be bombarded with messages asking about all your cool stuff. It’s a valid and completely profitable idea.

Look how well it worked for Blizzard. The major difference between these purchases (point of interest – I have purchased not one but THREE Celestial Steeds. Two for myself and one as a gift.) is the company doing the selling. Zynga is completely focused on the bottom line. Even if a game has a million users, Zynga will likely shut it down if it is the most under-performing game in comparison to the other titans currently on the roster. Blizzard takes a different view, though they haven’t had to, one assumes they will follow the path set forth by companies more focused on the agreement than the bottom line. Other MMOs have merged servers, gone F2P, and even put out notices, months in advance of the servers shutting down. In the case of Tabula Rasa, not only did they give a great deal of warning, allow for transfer of playtime to ANY NCSoft title, but also created a wildly huge and fitting in game event to “end the world.” In fact other MMOs have continued to limp on for YEARS despite declining player bases because even with those small sums, it is still profitable to keep the servers running. Not a huge profit, but a small one.

Why is all this such a big deal? To be honest, most people who buy digital items in games don’t really understand the concept of ownership of the digital item. Companies like Zynga don’t go out of their way to explain it either. (To be fair, Blizzard does, but only deep within their ToS.) In online games, like WoW and Farmville, you don’t actually own anything. All those level 80s? Not actually yours. All those rooms filled with stuff in that Yoville mansion? None of that is yours either. It is owned by the company producing the game. Legally, they can do whatever they want with it. And you agreed to it in the ToS. In fact, Zynga is in no way required or obligated to refund or even offer credit for all those items that will be deleted on Monday. Just like if Blizzard shut down it’s servers tomorrow, they would not be required to refund me any money for my mounts and pets purchased off their store. Or the staggering amounts of time I spent in the game as shown by my /played. The problem is, since most people don’t understand that, they have spend possibly hundreds of dollars on things they didn’t realize were so ephemeral. I inherently don’t trust most digital purchases and thus stick to things I do trust, like WoW, iTunes, Steam and GoG. I know these companies will not leave me high and dry one day having wasted my money. These players so rudely shoved from their game though, they may not realize it. They are likely never to spend another penny on something they can’t actually own.

The difference comes down to if your company philosophy is to make money or make games. To be fair, one of the first things I was told when getting into this industry is that we are, at the end of the day, a commercial product. We have to make money to fund our salary and future development. But at what point does this go too far? At what point do you start treating the player like a bunch of idiot wealthy marks, only intended to be fleeced out of their hard earned money? This is why most game studios have the developers majorly people who want to make good, critically acclaimed, awesome games, and only a few sharks at the top. The sharks are there to take the product and make it profitable. (I honestly feel every company needs at least one or two sharks to succeed.) These two sides for a sort of checks and balances, so when the sharks get too sharky the developers say “But we can’t do that, it will alienate our players.” But companies like Zynga are out to make money. And if that means screwing over some players, oh well. They are legally protected and they have a hundred million others spending money into their coffers, so why should they care about a few million bruised players?

If Blizzard ever decides to shut down WoW, I will be inconsolable. But I trust Blizzard to give me time to grieve. Give me time for one last Kara run. One last Baron run. One last drunken revelry and duel fest in Goldshire. One day to move all my toons to their final logout points, and say goodbye. I will have had a good two years with my lovely Celestial Steed (and my various pets, I bought them all). I also trust that if that ever happens, I will know about it weeks if not months in advance. I am fairly positive that even if Blizzard does shut down WoW, they still want me to play whatever their next MMO is. They want me to be a return customer. So they go out of their way to not break the agreement. Zynga is all about the bottom line, and as such, they feel they will always have customers, always be able to draw new ones, and never have to worry about those they have betrayed. For a few years at least, they will be right. But what happens when the masses of betrayed become angry and vocal? What happens when they start convincing those new players not to play your game? Then begins the slow decline into nothingness. Blizzard has proven over years of making games they don’t just want to make good games, they want to make excellent games and excellent followers. Zynga just wants to make money.

Lego Harry Potter Review

I played Lego Star Wars. I played Lego Star Wars 2. I played Lego Indiana Jones. I played Lego Batman. So is it any wonder I purchased Lego Harry Potter?

The Lego games have always been quirky, enjoyable, and fun. You generally play a contingent of characters, running through a world destroying things that explode in a glorious spray of studs. Video Games, being inherently focused on fantasy fulfillment, commonly have a player fighting endless hordes of enemies, blowing things up, and collecting massive quantities of “valuable” things. But for some reason when the Lego games did this, I thought it was very odd. Most parents buy their kids Legos because they are an “educational” toy that inspires creativity and non-violent play. They aren’t even like standard blocks, where it was always fun to destroy the thing built afterward, as Legos simply don’t fall apart that way.

But I played the games because the gameplay was solid, the cutscenes nothing short of INSPIRED, and the collecting wildly enjoyable.

Harry Potter changes the formula. In the books there aren’t that many battle scenes. This is no action movie. This is kids in class, exploring an insane castle, and playing around with magic and magic items. So the designers cut the “exciting” part of the game in favor of keeping true to source material and in doing so moved closer to the thing parents love most about Legos. Lego HP really focuses on the exploration and problem solving. The puzzles are wide and varied. The “levels” aren’t even that, they are more like segments of time, for the most part you can run around playing through the castle and villages as much as you wish. I put exciting in quotes because most designers consider combat the exciting part of a game. Lego HP proves it is not combat but rather conflict, and the conflict can be against puzzles as opposed to violence against monsters.

I haven’t completed it yet, but I am fairly positive even at this point I feel this is my favorite Lego game. I recommend it to anyone who loves Harry Potter, Legos, and good games.

Rejection

So in all my positives, and believe me, I look at the world in the best positive light, there are negatives. Despite the best efforts ever and despite being the best person for a job there is the mistake belief of the people interviewing you that you aren’t quite what they need.

It SUCKS.

You want to scream. You want to shout, give me the chance! I will PROVE TO BE THE BEST DECISION YOU EVER MADE. And yet, you are left rejected, turned down from the perfect job that you could do exceptionally well.

This is especially bad after a “perfect” interview as far as you can see. From your point of view, it was nigh on PRISTINE. You are then left with a sense of doubt, self loss, and worry. Are you truly in the right field? Are you good at what you do? Are you worth the time and amount of money spent in school?

On the eve of such a rejection, for the weakest of excuses (yes, even weaker than “Your test was weak”), I have to say…

Yes. I am GOOD at what I do. I build levels with speed that makes Mario Andriette look like a sloth. I devise ways to do things that other designers and programmers literally say to my face CANNOT BE DONE, and then… I do these things. I look at a problem from all points of view and try to devise multiple solutions to this problem so as to give my lead a multitude of options to solve said problem. I try to apply my unique vision as a girl to game design to solve the question how do we make this awesome for all audiences? I never accept “it cannot be done” as a possible answer. I see the layers of the Matrix and the world that lies under underneath.

It is sad that I cannot convince leads and companies that I am worth the investment. But at the same time, I see these people have a bias. A belief that experience and certain “pedigrees” matter. These pedigrees mean more to them than anything else and they honestly believe that they need someone who fits it to make them happy. I understand this bias despite disagreeing with it.

In the words of one of my favorite writers: If you can quit, do it.

I cannot imagine myself doing anything different, and as such look forward to many indie games from me, as I refuse to let such setbacks stop me. At the end of the day, even this does not deter me. People can say what they wish. Companies can turn me away. But until I give up; the fat lady has not sung. Creating a game is painful and hard, and when you are done the community and Internet at large rips apart that baby you spent all your time, blood, sweat and tears on. It hurts and it sucks… but at the end it is not as bad as being turned down for a job. At least the game ripped apart on Kotaku got made, the company won’t even give you the chance.

But if I let that stop me, well clearly I wasn’t a very good designer to begin with. Roberta would be proud, I think.

RealID

Real ID is the absolute niftiest idea and the absolute worst idea all rolled into one. RealID connects your battle.net account to your real name, or at least the name you used to sign up for your WoW account in the past.

The Nifty:

The best part of RealID is that is connects you to friends across all Battle.net games. I can chat with my buddy who plays on another server and is the other faction. Once Starcraft 2 comes out, I can talk to him playing SC2 while I raid Grim Batol. It connects players like never before.

The Not-So-Nifty:

As cool as that may seem, it has a downside. First off, it connects the accounts, not the characters. So regardless of which character you are on, your RealID friends can see you. It seems odd to say I want to play a very social game with my friends, but I also want to be able to hide from them. There are just some days when you are frustrated, annoyed, or just plain want a change of pace, so you log on to a low level alt on another server and goof around enjoying your escape.

In my guild, most of us know each other in real life, and even have each other’s phone numbers. If someone is signed up for a raid and doesn’t log on by 15 til raid, they are likely to get a text or even a call from one of the other raid members to check on them. So RealID is a bit superfluous for us. But if I don’t feel like playing with people, I want to be able to just play.

The Abysmal:

So up to this point RealID was totally opt in. You could play the game and not participate in RealID with no change. If you didn’t like it, it was completely plausible for you to ignore it and ignore any requests. But now, it will be automatically forced on anyone who posts on the WoW Forums. That means if you post anything on the WoW Forums it will post with your real name, as opposed to your character’s name. In fact it may show your character as well as your real name. The thing is, if you want to use the forums, you cannot opt out.

I get the idea they are going with. Real names means no hiding behind level 1 alts. It will cut down a great deal on the cowardly trolls. But it will also cut down on the number of legitimate posters. Legit players who ask questions and respond to questions. I don’t want my real name plastered all over the WoW forums. So now there is no more posting on the WoW forums for me.

The Solution:

All of this could be avoided and added to a level of anonymity if Battle.net simply allowed a player to chose an Alias. Use you real name, use your common screen name, whatever. Tie it to your Bnet, charge to change it, and voila. No more hiding behind level 1 alts, but also the hidden layer many of us internet users prefer.

To Be A WoW Killer

It comes up shockingly often. Someone or some post talking about such and such being a WoW killer. World of Warcraft is a game with 12 million players. Each of these players pays 13-15 dollars a month to play. Simple math leads us to believe that they make over 150 million dollars every month. It’s probably a bit less than that, but even so, it is a rather large pie that other companies would like to get in on.

Oh how they have tried. Turbine, Sony, Mythic, Cryptic, ArenaNet, NCSoft… They all want a piece of the WoW domination. They have all done fairly well in various aspects, but none have even come close to the level of WoW. The funny thing is, every time a new MMO comes out and every time a new company starts up, there is always someone who says “This is gonna be the WoW killer.” They said it about Guild Wars. They said it about City of Heroes. They said it about Warhammer. They said it about Age of Conan. And while all of these games share a measure of success, they are no where near WoW killers.

Some people point to gameplay. The gameplay needs to be better they say and so hope to kill WoW. The thing is, WoW covers a wide and varied set of gameplay. Don’t like farming dungeons? Do quests. Don’t like questing? Pvp. Don’t like Pvp? Try being an auction house mogul. WoW has nearly everything, and has 10 years worth of polish to it’s gameplay. Gameplay alone will not kill WoW. But it is vital that the game being made looks to WoW to see what has been cut, and what has been added.

Some people point to graphics and beauty. Graphics are important. But if your graphics are so powerful they fry video cards (I am looking at you Champions.) then your player base is cut. There is a reason WoW is designed to run on older machines. There is a reason thy focus on low poly high rez texture models. If it were graphic alone, Aion would be top of the pile.

Some people point to licenses. They say, well Warcraft was an established license. We need that too! To that I respond with Star Wars Galaxies. Not a WoW killer, with a much more recognizable license. True, I don’t think that license was handled well, but it was still far bigger than Warcraft with a much more rabid fanbase.

So how do I think you kill WoW? I don’t know the exact answer. I don’t have the magic potion to throw into your game and make it the WoW Killer. But I might know the question you have to answer:

How do you convince someone who has What a Long Strange Trip It’s Been to stop playing WoW and start playing your game?

Okay, that question is a bit specific, but it gets the point across. How do you convince someone to leave a game they have invested years in to come play yours? What a Long Strange Trip It’s Been is an achievement that takes a full year of WoW playing and determination to get. The reward is a large, beautiful mount that flies faster than all the other mounts in the game. It’s not easy, it’s not for the faint of heart, and it is a great badge of pride once you have it. But it took you a YEAR to get. So why would you leave it moldering on your WoW toons only yo go play another MMO, and have to start over from scratch?!?

I am a lifetime subscriber to Champions Online. I like Champions. I like the art style, I like the skills, I like the fact I don’t need a mount I can just FLY. I love the character creation too. I might even be convinced that visually, Champions is a prettier game. The super hero license appeals to my sense of fantasy. And the gameplay is solid and seems a bit more varied than WoW. But I only played Champions for about 3 weeks. Then I went back to WoW. I had this moment, while trying to get mats to make bigger bags in Champions where I went… I have done this. I have leveled this skill. I have leveled this character. I have done this exact thing before. All I have to do, is log out, and log back into WoW and this problem is solved.

The path of least resistance leads me back to WoW. Where my characters are already max level, have lots of gold, have maxed professions, have purple gear that makes them look awesome, and have the vanity items that makes people whisper me going “Where did you get that?” And even more WoW has my friends, who I don’t have to try to convince to come play another game with me.

Solve that problem, and you have solved how to make a WoW Killer. Of course, while you are solving that, people are earning more cool things, leveling more characters, getting more gear… and generally becoming more entrenched in WoW.

Re-Post: In olden days long gone…

I have always loved historical places and items. Just recently I ordered the Collector’s Edition of Beedle the Bard, by JK Rowling from Amazon.com. (Okay, okay, I didn’t order it recently, I ordered it in July the first day it was available.) The book itself is printed on thick textured paper, in a lovely font with sketches interspersing the pages and bound in leather with silver adornments. It even has a clasp, to keep the book closed. The book is tucked into a velvet pouch, and placed in a large protective case, which also holds a few prints of illustrations from the book. The more I looked at this book and it’s trappings the more I felt the price, $100, was completely worth it. This is a book I would treasure. This was a book I could gift to my children at a later time in my life. All of this got me to thinking, why don’t we make things like this anymore?

Even if I purchase a hard bound book, it is unlikely I would view it as a treasure to be passed on. It is merely a sturdier version of the paperback book. I looked to other “treasured items” I own. A wool blanket, purchased in Scotland, a silver jewelry box from a grandmother, a small porcelain angel purchased in Ireland for another grandmother… All of these things share common traits. They are lovely, detailed, authentic, and have a sense of history or memorial for someone or some event.

More recently I have gotten interested in blog sites that detail unique things, clothing, and houses. It is only after thinking about the book that I began to realize something that ties all these things together. No one makes stuff like this anymore. No one takes the time and effort to put detail and energy into their work and crafts anymore. Look at stuff from the 19th century. No one built a house without adding tons of detail like moldings, railings, wrought iron work, and making each piece look like a work of art. Why do we get excited when we go to old houses or locations like the Seminary? Because they are beautiful and interesting in ways our cookie cutter homes cannot hope to emulate. Cookie cutter is not bad, and is in fact necessary to save money and time thus allowing something to be affordable by the masses, but something is lost along the way. But we have created a disposable society, where things are tossed out and replaced. I suddenly have this vision of the future, where a whole section of history has been lost due to our lack of craftsmanship. Is less history passed on because we do not view it as worthwhile? In a generation will mother’s still pass on treasured items to daughters, or will they simply buy a new one for the daughter? These artifacts are not being created for our generation. I love the heirlooms of the past, but I cannot think of any I would pass on from my home.

The most creative object I have decorated and detailed was a Nerf Maverick. To my daughter: A $5 plastic gun I painted in an interesting manner. Not a crib carved by your father and painted by your mother. One of the very things that makes us human is our ability to create things that are lasting and worthwhile.

Here’s to bringing back the days of intricate detail and adornment. Make something worth keeping and passing on to future generations.

Some Websites that I look at that might be interesting:
http://thesteampunkhome.blogspot.com/2008/10/holly-blacks-hidden-library.html
http://www.gama-go.com/product.php?productid=16669&cat=260&page=1
http://lunchbagart.tumblr.com/
http://www.xylocopa.com/product/mad-science-alphabet-blocks

A Memory

I have recently been reading a great deal of books on writing. One of the most interesting things that struck me was the advice to read books that are similar to what you are writing. And even beyond that, read voraciously. The ever snarky part of my brain piped up with, “No sh*t Sherlock.” It is perfectly obvious that as a writer, one should always be reading. But then I suppose the writer of this book intended to cover all his bases and make sure that everyone knew this as well. I read to excess and exceptionally fast. It is easy for me to blast through a 300 page book in 3 or 4 hours. People are always amazed at how fast I read and yet manage to comprehend and remember everything I read. This is always the point where I look at them and tell them “Well, to be honest, I have had a great deal of practice.”

As a kid, I lived in a house where TV was not considered an important thing. Not to mention we lived so far out in the country we had a grand total of 6 channels, and 2 of them were frequently static-y or down if it was cloudy. My parents didn’t see the value in buying movies, so I probably had about 10-12 VHS tapes of various kinds, mostly Star Wars and Disney. But books were a different story. $6 for a paperback book that I could read over and over again was considered a frugal bargain and as such I quickly discovered that while I could never convince my mother to buy a movie or toy, I could always convince her to buy a book. Add this mentality to the fact that as a high school student I often stayed after school for drill team practice or band practice, after which I would walk to the public library, to have somewhere safe to do my homework, and they sold old books for 10 cents a piece and you have all the makings for a girl with her nose in a book most of the time.

The real point at which I became so enamored of reading and by it’s extension writing my own stories down was in the 4th grade. I remember the event quite well because it was one of the first points in my life I felt real frustration and excitement. Every week or so our well meaning teacher would take us to the library in our elementary school. Here she would attempt to teach us about research, decimal systems, and the value of reading. We would do our best to ignore her and hope to get on to the end of the day. In an attempt to convert us, she required us to check out a book every time we went to the library. The first day she instituted this policy many of us were quite annoyed, but dutifully searched the shelves for anything we might want to check out. Several students took the easy route and checked out something they had read. We were, after all, mildly intelligent and it was easy to see this spawning book report assignments.

I wandered down a shelf of books reading titles, not really interested in anything. I didn’t particularly like reading “grown-up” books, i.e. books not written by Seuss. Near the end of the row I sat down and started pulling out books to look at their covers. My mother always said “Never judge a book by it’s cover.” But I had nothing else to judge it by, so I judged away. I found one book with this rather nifty looking image of a wolf on the front. The Grey King by Susan Cooper. Sounded good enough for me to check out and tote around with me until we had to return it.

Ever the normal child I carried the book around, but didn’t actually read a word of it. To avoid the search for a new book, I continued to check it out over and over again. I can only assume the teacher believed me to be a slow reader, or the book to be a bit out of my vocabulary range. Then the unthinkable happened. For whatever reason we had downtime, despite trying I cannot remember what is was we were doing. We weren’t allowed to get up, or even to doodle or whatever. All we could do was read a book in between the something or other. So I pulled out my library book and read it pages for something to do other than stare at the same walls.

Imagine my surprise when the book was quite interesting. I became immersed in the world and deeply interested in what happened. However, before I could finish the book we were back in the library. With a far more suspicious teacher. She insisted that if we had checked out a book 2 or more times we could not check it out again. I was only a part of the way through The Grey King and had checked it out 6 times. It never occurred to me at the time to lie or even to go home and ask my mom to buy the book for me. All I knew was I *had* to keep the book and take it home that day. So I went up to the teacher and told her the truth. Yes, I had just picked a book randomly from the shelf. No, I had not been reading it. But I had started and it was pretty good so far. I wasn’t done and couldn’t I please just have it for one more week so I could finish it. I promise I will turn it in next week. Perhaps in her infinite wisdom she realize that this was indeed a turning point for me. Perhaps she hoped maybe even one good book would make a difference. Maybe she was so surprised I told the complete truth. If she remembered the event, I would certainly ask her now. Regardless, she acquiesced and let me check the book out one more time.

The Grey King was exceptional. At least to me. I thought it was the most wonderful book with a fascinating story, characters, and ending. I returned the book the next week, having finished it over the weekend. I immediately went back to that section of the shelves and touched the spine of what was now my favorite book. Though to be fair, it had no competition. In my childish mind, this was the section to pick another book from for the next week because clearly the shelves had given me such a wondrous treasure before. Next to it on the shelf was a book called The Dark is Rising. Sounds good to me, I thought and checked it out.

I wish I could say I was observant enough to notice the author’s name was the same. I wish I could say I was observant enough to notice the small print on the cover of The Grey King that plainly marked it as a series. But I didn’t. Imagine my surprise when the new book I had checked out was about the same characters! But it told the story of what happened before! How exciting for a 9 year old! It took less than a week for me to finish The Dark is Rising. Far wiser, I returned to the section and with a bit of assistance figured out it was a series of five books. Suddenly the librarian had to deal with a girl who previously had checked out the same book for 6 weeks just for show wanting to check out THREE books at once. The limit on checkouts was 2 at time. Bless her reading heart, she bent said rules and let me take home Over Sea, Under Stone; Greenwitch; and Silver on the Tree.

This was my snowflake. This was the tipping point. It lead to Coville, Keene, Lewis, Alexander, Raskin, Bradbury, and so many more. A snowflake that became a snowball that became an avalanche. For years I known for reading books every chance I got. At the dinner table, in the car, sitting at home, in class… In fact, by sixth grade I was so known for reading when I should have been paying attention I was the only person *not* allowed to have books at my desk.

Alan Wake – Day… Something

So I ranted quite strongly about Alan Wake. And I have not changed my mind. The game is simply too hard in it’s “normal” mode to appeal to novice players.

However, since then, I have seen my husband complete Alan Wake, and even further, gotten the strategy guide to further my own attempts. Knowledge is power, and knowing those four guys are coming up really helps in that I save my flares and shotguns until that point.

I like Alan Wake. It has everything a good game “should” have. An engaging (if not terribly original) story. A hero and characters we as players identify with. Good voice acting with decent writing and good dialog. Great and varied environments. A simple gameplay that is slowly complicated over the course of the game but never gets to the point that it feels like a different game is being played. Wonderful set dressing and side notes about the world and characters. And best of all, “Omg wtf was that? Did you see that? Did I see that? Was that supposed to happen? That was AWESOME.” moments.

Except it is missing one thing. An ending. The game has an ending and quite a stellar one in fact. The opening strains of “Space Oddity” was more than enough to set my heart at ease let me slump back on the couch with a sigh. But then the unthinkable happened. “Alan Wake’s journey in the darkness continues.” As it turns out, in an attempt to get players to hang onto the game, they are putting out DLC this summer to continue the story (and another even later after that). I like DLC, I am a proponent of logical non-greedy DLC. But to so clearly add it to a game that didn’t need it, and in doing so RUIN the ending of a game… I was more than annoyed.

Even if they shipped the game certain they would be creating a sequel, they didn’t need to give the player anymore than “It isn’t a lake, it’s an ocean.” A small breadcrumb that doesn’t break the story or set up the “next week” mentality. This is why we end up with endless numbered sequels and reboots of the same old thing. A game isn’t allowed to just be good and then be done. No we have to milk it for everything it is worth. It isn’t like there aren’t 50 million other horror stories or horror situations we could use this same world, same characters (side ones of course), and same gameplay to explore. No, we have to rehash the story that has already been completed so well.

My favorite part of Alan Wake:

Early in the second chapter Alan is walking down a road alongside a row of cabins, he is looking for a trail to go to a spot to meet the kidnapper. Of course, as an exploration game any good player stops and explores. Inside one of the cabins is a tv set, which switches on when Alan’s flashlight crosses it (as they all do). I had already seen this episode so I turned to explore the cabin while it played as I didn’t want to leave before it was done in case it mattered for the achievement. As I turned something big and dark rushed passed a window. My heart leapt. I gasped and prepared to battle one of the Taken. But as the tv sputtered on, nothing happened. No dark shade came through the door. No creepy voices. No more shadows over the window. So, being the courageous explorer I am, I went outside to explore. Nothing. Nothing around the cabin, inside it, under it, or even on top of it. Nothing. “It must have been a trick of my eyes.” I thought. But always the one to test, I reloaded and made my way back down to the cabin. I double checked the perimeter and then headed inside. Nothing. Flashing the tv I quickly turned back to the window. And the thick shadow washed across it. Once again I ran outside to see nothing. What had it been? What had I seen? What designer in their right MIND would put such a cool little one off so few players would likely NEVER see? Clearly a good one. /salute.

Multiplayer vs. Multiple Players

To be honest, I am not sure which name applies to which idea. For the sake of simplicity, let’s go with the idea of Multiplayer as the concept people are more familiar with. There are hundreds of examples, but I really want to focus on the concept of multiple players in a family or party type environment. So I choose Rock Band and Katamari Damacy.

The first, Rock Band, is what I would call a multiplayer game. There are a few people, each with a controller, playing the game and the success or failure is based entirely on the group. Each person focuses completely on doing their part, and doing it well. If one person fails, everyone fails. True, Rock Band is an exceptional game, and I have spent many hours singing slightly off tune, or whacking away at a plastic guitar, but when not one of the band members, more often I am relaxed, bored, and probably playing with my phone.

How is this different from Katamari Damacy? (Especially since anyone who has played this game will loudly proclaim, “It doesn’t even HAVE MULTIPLAYER. How can it be a multiplayer game?!?”)

It isn’t. But really, it is. More so than Rock Band or other such games. Why? Because as mesmerizing as the notes floating toward the bottom of the screen are, they really aren’t that interesting when seeing them for the 3rd or 4th time (or 100th). I like Rock Band, but if our band numbers five, Rock Band does not get put in the Xbox.

Katamari Damacy is a weird game in that while one person controls the ball and the game, everyone in the vicinity of the tv gets involved. “Turn that way! No! You’re too small! WHOA did you just pick up a CAR?!?” I once sat at a party where the only entertainment for up to 20 people, over the course of 6 hours, was a single game of Katamari. The controller was passed around a bit, though often passed back to the best player. But instructions, comments, and expletives were shouted with a frequency that rivaled a football game. Despite not holding a controller, or having any control over the game, everyone in the room was a part of it. Everyone got enjoyment and fun from this game, regardless of position or ability to affect the outcome.

Rock Band is a multiplayer game, but not one that allows for multiple (beyond the 4) players. Katamari, while a single player game, appeals to all players and as such ends up being a better party game.

Powered by WordPress | Theme: Motion by 85ideas.