Playability

May 15th, 2009

Reading an article about Six Days in Fallujah, the recently canceled title which would have been the first game to be released concurrently with the conflict it featured, I came across this line from oft-cited Gamasutra columnist Ian Bogost:

“We use the word fun as a placeholder, when we don’t even really know what we mean when we look for some sort of enjoyment in a serious experience.”

This had been my problem with Six Days from the start: the gaming business, not to mention its respective media followers, has been so focused on marketing for virtually its entire existence that when titles come along which deserve a deeper perspective, they don’t know what to do with them. Konami, the company behind Six Days, is a big name, which means they’re looking to turn a big profit. And that means pumping the brand, throwing up as much information as possible to break through the nonstop press machine — and assuring gamers that they will enjoy playing the game. It should be simple to fashion a manner of PR that connects without offense, but they blew it by trying to connect “war” with “fun.” Which it apparently is, when it’s a recreated war that was fought by our parents or grandparents, lost on the youth market’s collective memory. But not when it’s happening right now, when we turn off the console and see the caskets coming out of the planes on the news. Then the connection brings fear and outrage from a variety of sources.

What’s the answer to this problem, then? Like it or not, a title won’t succeed without an informational campaign behind it and a concrete guarantee that it’s worth playing, and one of the ways this is done is by demonstrating that it’s playable. Now, I don’t entirely approve of that word; the sense of “play” has connotations which, in a certain light, are just as bad as “fun.” But the definition it places on the philosophy of the game’s design is an essential one: you will be able to control this game. It may not always work out, so you’ll lose lives and see the game over screen, possibly more than a few times. But it’ll be fair. There will be at least one path you can follow through to the ending.

It may seem pointless to mention it, since it’ll obviously be playable. Games which feature sloppy controls, disjointed graphics, or unforgiving challenges are given sixes on the review sites and rapidly forgotten, leaving mere stubs on wikipedia as their legacy. And yet, we can all think of games which are meant to be played not only for fun, but also because they introduce new concepts to us. From the experimental games at You Have To Burn The Rope, gaming provides us with plenty of examples of human emotion and reaction. Six Days may well have been a title that went one step further, meant to be played for its own sake in the absence of fun. Too bad they couldn’t express that in their release notes.

I still think that sooner or later, we’ll get an issue-charged title that succeeds in its goal. Gamers like intellectual challenges — note the popularity of Myst, for example — and it follows that gamers like to exercise their intelligence in general. It’s already happening in the swaths of election-based games (although they inexplicably dried up last November) and in reports of nationalist factions making their own mods for propaganda purposes. Eventually, somebody will step up and create something that engages the expanded gaming community in a bigger debate than which fictional characters would win in a grudge match. Who knows? By adding a healthy dose of reality, it could even lead the way for the Wii Fit set into the FPS realm, which would undoubtedly please the core gamers by making the genre more popular and fueling developer interest. Then it’s only a matter of time until we draw them into RPGs and such, and soon you’d be able to tell a crowded room that you play video games and get nods instead of stares. The key will be to ensure that any undertaking of marketing is handled respectfully and cautiously, to bring down the fears of a terrible experience without replacing them with fresh anger.

The Following

March 26th, 2009

Much as Marle unwittingly follows Crono to the telepod demonstration which sucks her into the middle ages, you can now follow me on Twitter! Simply attach your account to mine in the manner of your choosing, and you’ll receive updates on my latest posts, gaming accomplishments, and other sundry activities such as previews of my movie reviews. I feel this is a good alternative to posting directly on Mammon every time I have a fresh observation about SMB3 that only lasts a matter of sentences before sputtering out.

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Stop and Talk

March 3rd, 2009

A hallmark of the Metroid Prime series — okay, hold on. I feel weird saying that a subset series that only started one console generation ago, despite being built on a storied franchise, already has its own hallmarks. It’d be like saying that a key component of Mario games is Goomba-stomping after only the first three titles. And yet, core gamers will note that I was very upset when I learned that the Goombas of Super Mario World could not be stomped, only flipped over and kicked around like common Troopas. Interesting how quickly we the gamers will adapt to new technologies or motifs, even in spite of our haranguement of them on message boards.

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One At A Time

February 18th, 2009

MadWorld isn’t out until March, but the developers are already talking sequels. Catch this exchange in an interview at That VideoGame Blog with producer Astushi Inaba:

TVGB: So if this is a big success will you move on to a different title on the Wii or are you thinking about sequels?

AI: Platinum Games has several rights so we’ll be developing something new after this, but if there is a lot of interest in MadWorld then maybe we will make another one.

Not to turn this quote inside out with meanings that aren’t there, but some of the usual suspects are already treating this as a given. What particularly stings is that the news is routinely paired up with a reference to “some of the developers” having been part of the team that brought us Okami, a game much more deserving of a true sequel (not just a Wii-make) than an as-yet untested new property. But even that would be pushing the prognostication envelope too far. Why can’t we ever concentrate on the games that are coming out now? Does the gaming news media machine really devour so much information every day that we can’t sate it with actual titles, forcing the invention of speculative products from thin air to keep the RSS feeds running? Surely someone has another set of panty-shot screens from Street Fighter IV or some more honed rage over allegations of racism in Metroid. (”Samus Aran doesn’t care about Elysians.”)

Of course, I have a vested interest in keeping this sort of Ouija-board reporting down, since I’m generally playing games after they’re released, so perhaps my own editorial bias should be critiqued as well. We’re none of us free from sin.

Report: Control youth gamers with “Red Butt” strategy

February 12th, 2009

In the wake of the European Parliament’s Internal Market Committee’s released statement that parents should have a “red button” to disable online games, a prominent Canadian game design philosopher has suggested that even further steps should be taken.

“Your game-obsessed kids need a good spanking,” said Simon Roberts of The Mammon Industry. “Spank ‘em until their cheeks are red.”

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Transition

February 3rd, 2009

If there’s one problem with today’s games, it’s that the number of large-scale treks greatly outweigh the simpler start-to-finish titles. It seems as if all but the most casual of titles are now packaged with “adventure” or “storyline” modes, sending players on journeys that deliver an overload of information as a balance to the time spent actually playing the game. And woe unto you if you get a game that was designed from the ground up as an adventure: every dungeon (palace, temple, abandoned nuclear missile complex…) has a story, a secret, and a four-minute cutscene detailing its connection to the NPC who oh-so-gently goaded you into visiting it with a series of yes/no questions where the answer was always yes.

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Zeroed In

December 2nd, 2008

Heather Mallick has an article up on CBC entitled, rather titillatingly, Porn is in the air that we breathe. Hey, with a headline like that, how could I possibly ignore it? And I was rewarded for my keen sense of exotic editorial excavation with a fabulous picture of Madonna in a corset (circa 2004) and this gem of a quote concerning the explicitization of society:

Snoop Dogg popularized hard-core rap, daughters started demanding Bratz dolls (dressed like hookers) and glittery abbreviated stripper clothes, sons began rapping and killing prostitutes in Grand Theft Auto.

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Norfair

November 26th, 2008

When I was young (or so much younger than today) I used to hate Maridia, the token waterlogged area in Super Metroid. I hated how its passages would crisscross each other in a confusing fashion, how the quicksand could suck you into an earlier area if you weren’t careful, how you could gain access as soon as you had a Power Bomb but then couldn’t actually get anywhere without the Gravity Suit. It was a tease and a blockade all wrapped into one lousy late-game region, and it drove me nuts.

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Marketable

November 25th, 2008

This got past my radar on the weekend, but luckily a clarification put it back on front pages today: Electronic Entertainment Design and Research helps companies make profitable games… or not, as the article explains, detailing how different features (multiplayer, cross-platform design) can be hit-or-miss in terms of overall profitability. The big figure that everyone is tossing around from this story is the percentage of games that become profitable: 4% of all games that enter production, and 20% of those that reach the market.

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No Right On Red

November 14th, 2008

Dunno how I managed to miss this one, must’ve had something to do with my seething rage at the press yesterday. But Reggie Fils-Aime said yesterday that the big N was focusing on more user-generated content. Yeah, so I guess they like the whole “make your fanbase work for you” strategy now? Just as long as it doesn’t involve homebrew or translation patches, and I’m assuming mod chips are right out. So the real message here is “we like user-content, as long as it conforms utterly to the strict limitations of creativity that we’ve set out as the untouchable framework.” This is akin to asking someone to whistle a new chart-topping song while the oft-quoted boot continues stamping on your face forever and ever. Is that a little unfair? I guess a more N-friendly comparison would be that these grey-zone illicit activities are like driving on the wrong side of the two-way street. But I’m a safe driver, and it drives me crazy to get stuck behind a Sunday-grandma type who’s going ten clicks under the limit in a no-passing zone. Give it some gas or take the next off-ramp, Nintendo.

That said, I do eagerly await The Conduit and Madworld. Formulaic creativity through violence is definitely something I can get behind — there’s nothing I like better than a developer with an eye for more than the standard “shoot that guy” mentality.