Archive for the ‘MBB Round Table’ Category

Early Gaming Memories

Thursday, October 9th, 2008

Another month, another Round Table.

This month, Corvus has asked people to recount their earliest family gaming memories… so, let’s crank up the wayback machine and hit the road…

I think the earlier memory I have of gaming was my father bringing home a Pong system.  It played four games, which were all essentially the same game with slight variations.  But the thing I remember about it isn’t playing it, because Pong is a highly forgettable game… no, instead what I remember most is getting it connected and functioning on our small black and white TV in the kitchen.  Well, they sure as heck weren’t going to let us kids use the good TV for games, and I don’t think anyone ever intended that ancient B&W TV to be hooked to a game system.  I remember us sitting there while dad read the manual about how to hook the adapter to the antenna inputs, how to set the switch and tune the TV, and how it didn’t work on channel 3, but it worked on channel 4.  And we sat at the kitchen table, as a family, and traded the paddles around playing video games at home.

Some time after that, we got an Atari 2600.  This led to marathon sessions of Pitfall, Yar’s Revenge, Maze Craze and tons of other titles.  Particularly, my older brother and I trying to “flip” games, which means running through all the levels the designers made and having the game start you back at level 1 while often maintaining certain difficulty settings (like speed of enemies or rate of fire).  And yes, we owned and played E.T. and it was a crappy game, but at the time we didn’t know that, we just thought it was hard, not broken.  But one of my personal favorite games for the 2600 was Basic Programming.  It was my first introduction to the idea that I could make the computer do what I wanted it to do.  Well… within reason.  It was very limited, but you could make little pictures on the screen or make it beep and sound sort of like music.  I think I can honestly say that I owned more games for the Atari 2600 that I did for any other console, and possibly even the PC, although with the PC it is hard to keep track.

I can’t say my parents were ever much involved with my gaming after Pong, but my brothers definitely were.  Playing against each other, or with each other, or just watching each other play, entire days were sometimes spent in front of the Atari.  Especially Star Raiders, which had a second special controller so that one person would fly the ship and shoot while the other played navigator.  This shared gaming continued up through the PC and the NES, and even now with each of us owning our own homes we all have Xbox 360s and occationally play online (or everyone meets up at one house to rock out with some Rock Band).

Did this have an effect on me as a gamer?  I’d have to say it absolutely did.  Over the years I always gravitated toward games that allowed multiple players, even better if it was cooperative play.  And I still lean that way now.  I tend to lose interest in games I play by myself, mostly because I end up being able to notice their design patterns and predict outcomes, but another human player always holds the capability of surprising me, of doing something unexpected.  While I have run every race in Paradise City, its the Freeburns and online racing where I have the most fun.

And it has even fed into my desires to make games.  I don’t dream of making the next Galaga or some other single player adventure.  I dream of making the next online sensation, something that brings people together.  And I dream of playing them with my brothers.

There and Back Again

Monday, September 22nd, 2008

No, this has nothing to do with The Hobbit.  If that’s what you were looking for when you found this page, I’m sorry.

Instead, this is my entry for this month’s Round Table discussion:

We’re heading out of the summer movie blockbuster season and into the autumnal video game blockbuster season. What better time to take a look at the transition of intellectual property from the big screen to the little screen? From traditional media to interactive media? Why do so many movie-based video games fail to capture the spirit of their big screen counterparts? Is it because video games can’t tell stories as well? Is it due to budget issues? Scheduling issues? Or something more sinister (Hollywood moles attempting to undermine the rising influence of video games on consumer spending habits, perhaps)? What movie based games have succeeded? Why? How could they be better? This month’s Round Table invites you to explore video games based on Hollywood IP. Focus on a specific game, or a specific franchise, or the idea as a whole. Take a look at the business realities, design constraints, or marketing pressures. As always, your approach is entirely up to you.

The problem that I always have with adaptations of film or books into video games is that a book is written for you to hold in your hand and turn the pages, one after the other, from the beginning to the end; and films are made to be watched from your seat, for the 90 minutes to three hours it takes to tell the tale.  Games are not, or at least in my opinion should not be, designed for you to sit in front of your PC while the story unfolds in front of you.  Games should involve the player, actually involve them, not just emotionally, but physically.  The game can’t progress from start to finish without the player, at least in part, deciding how to get there.

When most movies are made into games, if I enjoyed the movie, then there is a 99.9% chance I will not enjoy the game.  Because the game isn’t the movie.  Its close, the narrative might be there… but when I watched the movie, the hero didn’t have to stop and play Bejewelled to unlock doors.  And if my participation in a game is limited to playing mini-games in order for the cut scenes to play, then I’m not interested.  The game play needs to support the story, the story needs to unfold in the gameplay, not around the outsides of it.

In a similar fashion, games turned into films suffer the same fate.  They take a game where the player is involved in the story, assisting to help it unfold, and then throwing the gamer out of the equation.  Now, you don’t get to help, you just get to watch.  Its even worse when a game does allow the player to mold the story, because then the movie is just one aspect of the story and is going to match only some of the players’ experiences.  Or worse, since the game won’t directly translate to film, they just go make up a bunch of stuff so that its not really the game any more but just some (usually bland) story with a flavor of the game.

And just like how the book is most often better than the movie… when a game takes 20 hours of solid play to complete, compacting that down to under 2 tends to hurt the story.  If the game came first, most often it is going to be better than the movie.

Personally, I think that games and movies should stay away from each other, except as inspiration.  At best, they should tell completely different stories, often with different characters, but inspired by the existance of the other.

But I don’t make games or movies, what do I know?  Well, I know that I almost never buy games based on movies, and rarely enjoy movies based on games.  Yeah, I said I “rarely enjoy” the movies, because I’m a sucker for films and I’ll see just about anything.

Everything I Needed to Know, I Learned from Video Games

Thursday, August 14th, 2008

This month’s Round Table is about learning from video games.  The truth is that I actually learned quite a bit from video games.  From things as simple as Math Blaster forcing me to be able to do math fast enough to win, to budget management in games like Sim City, to teamwork and risk versus reward evaluation in EverQuest.  Games can teach quite a bit, in many cases they teach the same way life teaches: through experience.  You do, you learn.

Of course, not everything you do in games is a quality learning experience, and some games are best approached as a game only and not a lesson to be learned.  For example, no matter how many Grand Theft Auto games come out, hopefully no one “learns” that killing hookers is a decent source of cash.

The title of this entry is moderately tongue in cheek… because, obviously, I didn’t learn everything I needed to know from video games.  I learned plenty of things from TV, movies, comic books and an old homeless Navy man named Morty.

I’m kidding about the homeless guy… or am I?

But what exactly could I pretend I learned from video games?

Dungeon Keeper taught me that I can get more work from people if I beat them, but that beating them costs moral and breaks their spirits, so while they may work faster, they won’t respect me or be loyal.  Sim City showed me how to balance a budget, and understand that no matter how great things were, Godzilla might still come and destroy everything.  EverQuest taught me to be nice to people in random encounters because you never know when someone you chose to shit on is going to be the recruiting officer of that guild you want to join, or when its going to be that guy who you helped get his corpse back when no one else would.  Burnout Paradise showed me that you can work hard, pay attention, and be great, but the cross traffic at the intersections are still going to get you now and then.  Playing almost any console game online has made me understand the importance of preparation, because there is nothing more frustrating than playing with someone who jumped online and into your room as his first action, without even knowing how the controls work.  King’s Quest III taught me the importance of semantics by only allowing certain words, conjugations and word combinations to mean anything, everything else was frustration.  Warlords, and many other turn based and real time strategy games, showed me the importance of production schedules and how to think ahead before committing to decisions.  And Dead Rising taught me that when the zombie hordes come, everything is a weapon.

Of course, little of that is strictly true.  I don’t have any fantastic story about how a game helped me overcome dyslexia or cure cancer, but I do feel that games have, throughout my life, helped encourage and reinforce certain aspects of my education.  And I think that almost any game has that potential, given the right context and perhaps a guiding voice (of a teacher or parent).  Sometimes, though, games simply provided a break from learning, a rest for my brain, so that I could attack learning again later with renewed vigor.

Somewhere Between Impossible and Impossibly Easy

Monday, July 28th, 2008

This month over at Man Bytes Blog’s Round Table, the topic is game difficulty.

When I try to think of examples of games that I played that are either “too hard” or “too easy”, I usually wind up going way back to the King’s Quest and Hero’s Quest series of games by Sierra.  Of all the games I have ever played, I think that King’s Quest III: To Heir Is Human is probably the most difficult game I ever played.  Not because it was really all that hard to figure out or challenging, but because the game used a typed interface and required keywords, which were not provided to you.  If you wanted to pick up a duck and put it in a pot it might take a good thirty minutes or more to discover that you needed to “get pot”, then “hold pot” and finally walk to the duck and “put duck in pot”.  It was, in a way, very similar to the maddening “open eyes” command you needed to execute at the beginning of the Hitchhiker’s Guide to the Galaxy text game, only it happened a lot more frequently.  On the other end of the spectrum, Hero’s Quest employed an almost entirely mouse driven system.  In fact, to win the game all you really needed to do was walk into a room and drag the mouse across the screen over every object and see if the cursor changed.  If it did, you clicked on it.

It is those two ends of the spectrum that determines how much effort I am willing to put into any game.  If a game’s control system is so obtuse that even when I am sure I know the answer I can’t seem to actually solve the puzzle, or if I walk into a room and it is covered in highlighted objects and glowing question marks and exclamation points, I lose all interest in playing.

This even applies to MMOs… when I first tried out EVE Online, it was clearly an example of the first.  There were no tutorials on the UI, nor was there much in the way of any sort of quests or missions.  I ended up doing the things in game that were the easiest to figure out (mining) and was bored out of my skull.  I quit.  Later, I would return after they added in a number of tutorials and more missions, and it has gotten much better.  On the other end you have World of Warcraft where if it isn’t marked by a giant floating exclamation point there is almost no reason to investigate at all, and once you have investigated the exclamation point you are rewarded with a bullet list of things to do before you return to the giant question mark.

To me, from the point of view of having to figure things out without struggling and not being given “the” path, I understand why I played EverQuest for so long.  In that game you entered the world with a note saying to visit your guild master.  You did, and in most cases were rewarded with your first quest, where they asked you to do something, but you weren’t given a bullet list.  Learning that talking to people got you quests, you would then talk to other folks, some of which had quests, and some of which just added flavor to the game.  As you traveled, you talked to more folks… visiting an inn?  Talk to all seven NPCs while you are there.  Of course, some people played the game in such a manner that they felt required to talk to every single NPC in a town, running themselves ragged and making detailed maps and notes to be sure they had talked to absolutely everyone.  I never did that, I just talked to the NPCs as I found them.

Of course, EverQuest is not like that any more.  Now they have co-opted WoW’s features so that new quests do give you a quest log bullet list of highlights.  You don’t even need to bother reading the quest, and if the NPC doesn’t have the appropriate level range in the tag over his head, you can just avoid them altogether.

I can see the argument that some people use against EQ, in that its quests didn’t properly lead you from one area to the next.  Breadcrumbs.  But in newer games, I feel like they’ve got so far as to bypass breadcrumbs and just install a rail system.  They don’t suggest I should try the next town so much as they point all my quests to the next town and if I don’t go there I won’t have anything to do.  The problem is that often I would like to go some place that is personally more interesting, but I get there in WoW and find there is nothing to do because I went the “wrong” way.

Outside of MMOs, whenever I play a single player game, I always feel that I need a good strong narrative to keep me going.  I enjoy Half-Life 2 and Bioshock because as I progress of location to locations, even though I know I am on a rail and there is no other way to go, the story and the action keep me wanting to go that way.  Then I pick a game like Lost: Via Domus and I barely played into the game at all… I just didn’t want to go the direction the story wanted me to go.  I want to explore the beach while the game wants me to run into the jungle, and just as they finally manage to make me interested in the jungle they are now forcing me to go back to the beach.  Someone is shooting at me and I want to fight them, but I’m not allowed to, whereas in HL2, someone is shooting at me, I’m not supposed to fight them and the I don’t want to fight them, I want to run.

Anyway, this post has been enough of a rambling mess, so I am just going to stop now…  I’m not even sure I managed to cover the Round Table subject…

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