Category: games

Fanboy Flamewars is not a game

Quick background: I’m taking a class on computer game and simulation design. This week one of our topics for discussion was to talk about what defines a game. One of the students posted to the discussion board that “Final Fantasy VII is THE DEFINITION of a game!” While I can appreciate the fandom, and don’t mean to take anything away from it, the sentiment did trigger the following rant that I thought worthy of publication:

I feel I need to say this before I start out, the point of this week’s discussion topic is not to crow about your favorite game and how it “defines” the notion of “game”. OK, so you love your favorite game. Big whooptie. “Talk about your favorite games” was kindof last week’s topic.

The idea for this week is to talk about what aspects of games are essential to games, and to try to identify the necessary and sufficient criteria for the definition of “game”.

Now, to understand the full weight of what I’m about to say, you should know that I have a degree in philosophy, and that basically means that I ought to rabidly devour this topic. But I’m going to commit a little blasphemy:

I’m not really at all interested in this question.

I’m sorry, I’m just not.

I’m not now, nor have I ever been, in an existential crisis because I did not know what a game is.

I’ve never once been in a situation where I found myself looking at something, and thought to myself, “Gee, I can’t tell if that’s a game or not.”

And I’ve never had someone point at something and say, “Hey, know what? I just realized that’s a game!” and then thought “Wow, hey he’s right! I never noticed that before!”

I mean, “game” is just a word. Let’s not get too hung up on it, OK?

What if, instead of video GAME, they had been called video TOYS?

Would we think of them differently? Would they be different?

How is a toy different from a game? I can see clearly that these are different concepts, and I don’t see all that much that I consider profound or interesting about it.

If I call them “video SPORTS” suddenly you start thinking about competitive play and winning and losing and being a champion. That’s not really essential to a game, but it is to sports.

Or maybe you think more literally, and think instead about videogames that are sports simulations, rather than Counterstrike tournaments and Koreans who play StarCraft professionally.

Does it even matter?

I mean, if I’m building something that I call a game, and someone walks up to me and tries to say, “Oh, that’s not really a game. See, a real game would have… blah blah blah” I would be very uninterested in hearing the rest of that sentence. I’d tell that person to go away and not bother me, and continue making whatever I was making. People would either get it, or they wouldn’t. They would either like it, or they wouldn’t.

Take a look at Electroplankton and Korg DS-10. Both not games. The makers of these non-games got my money. Do they care that it’s not a game? Do I care? Does anyone?

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Now, on the topic of Final Fantasy… I’m about to commit a little more blasphemy.

Mind you, I’ve only played the series through the SNES releases. Now, I loved the original when it came out. LOVED IT. It was the most epic turn-based RPG available on the NES, and had the best interface (at the time) although still painful and primitive to use. I loved FF II and FF III. I never owned a PSX, and never had the time or money back when I was in college to play through the CD-ROM era games. When FF VII came out, I thought it looked impressive and really wanted to play it, but I never got the chance. A few years on, I watched a friend who had just bought FF IX play it. While I was amazed at the graphics, I felt that the FF series had turned away from being games, and more toward… well, minimally interactive movies.

Here’s what I realized about Final Fantasy: you spend a lot of time walking around doing stuff. Mostly exploring and leveling up, talking to people, finding things. This is fairly interesting, and it’s cool to find all the items, encounter all the monsters, see and do everything. It’s fun, even.

But — it’s not challenging.

The random encounters that you grind through are just there to take time. Overcoming them is trivial, and you can last through many fights before you need to heal up and resupply, which is always pretty easy, so there’s little risk of party death. Even if you did lose your entire party, you’d just go back to the last save point and start over, hardly missing anything but maybe the last few minutes of play. The monsters barely do any damage to your characters, while most of the time you hit them once and they die.

Even boss fights aren’t all that much more challenging. You just need to be at about the right level, and you’ll cruise through the encounter. FF II & III even took much of that challenge away by turning the boss battles into scripted events. You encountered the boss and dished out a certain amount of damage, which then triggers a story event or dialog. Some fights, intending to be dramatic, would let your party get knocked down to nearly being defeated, and then some deus ex machina would happen, and something would save you and turn the tide. It was supposed to be dramatic, except that it wasn’t. It just made you realize that all the fighting you’d done up to that point was part of a scripted routine, and that no matter what, you had to deal/take that much damage in order for the game to trigger the next part of the battle sequence so the game could continue.

And here’s the other thing I don’t like about Final Fantasy. No matter what you do in the game, you’re basically only going to have one possible outcome. You either play through the entire game, or you give up and walk away from it. Nothing you do in the game makes any real, lasting, meaningful difference to the eventual outcome. The choices you make have no real consequence. There’s one story, with very few if any branches. There’s no choice you can make which, once made, permanently excludes other areas of the game from remaining open to you.

There’s a good parody game that makes this point pretty well, called Turn Based Battle. It basically is a parody of jRPGs and maximizes all the things that sucked about them while removing all the cool parts, and turns that into a game. Give it a try and you’ll get an idea what I mean:

Turn Based Battle

If you actually enjoy it, other than to get the joke, I’m sorry.

In a like vein, check into Progress Quest — It’s kindof like SETI@Home in that it keeps your CPU warm, and you don’t have to interact with it at all.

I understand that the later FF titles did away with a lot of the random encounter grinding, in order to focus more on storytelling, and amazing graphics, but even so, the games are basically kindof like a movie. Only, you have a game controller in your hand, and you have to keep pressing buttons. Casablanca would not be a better movie if you had to press Play repeatedly in order to get to the end and see the whole thing. As for all the amazing graphics and animation, this stuff gets tedious in short order. Very pretty the first time you see it, annoying to have to sit through repeatedly. Imagine an action/fx film where the same exact action sequences get repeated again and again. YAWN!

So, sorry, Square/Enix, but I’d rather sink 60-100 hours into Geometry Wars than the newest FF. I like games with good story sometimes, but story and character are pretty inessential to me when it comes to enjoying a good game.

Also, this is a worthy read.

Honestly, I’m not here to tell you your favorite game sucks. If you enjoy it, who’s to say you’re wrong? Clearly, you like games for different reasons than I do, and there’s nothing wrong with that. Enjoy what you enjoy. I just wanted to put some thoughts out there so people can see other sides to it.

Games: 5 Colors Pandora looks cool

I love graphical minimalism, and this game by Jordan Magnuson takes it pretty close to as minimal as you can get. The graphics are so low res, and only use about four shades of grey for the most part, yet you can tell exactly what stuff is supposed to be, because the shapes and animation suggest and the brain fills in the rest. Caves, buildings, cars, doors, are all readily apparent.

“You” are just a 3-px line, yet it’s enough to convey “person”. Foreground/background objects are conveyed through how dark/light its color is. I have little idea what’s going on plot-wise, yet, but it looks like you go around exploring a world trying to figure out puzzles to take you deeper into the world. Musical cues seem to communicate something about what’s going on, but that’s all I can make of it so far. Stylistically, I really like it.

It reminds a bit of Terry Cavanaugh’s Don’t Look Back because of the low-res graphics + atmospheric and evocative background music. The gameplay is a bit simple and could use a little more elements to this basic formula, maybe, but I’m not sure what just yet. Mostly you explore these large, empty areas and it seems like there should be more things populating these spaces in order to make them more interesting. You get a good sense of travel and exploration, and figuring out how to navigate and get around obstacles is an interesting puzzle that will take some time to figure out, but once you get past that, there’s not much more to engage the player. Items to collect and use, creatures or other people to encounter would make it more interesting. I could see it being developed into a deeper game with a story, maybe. Certain aspects of the game remind me of so many different titles that I like — everything from Pong, Adventure, Zelda II, Mario, Don’t Look Back.

Built with GameMaker, the developer is even distributing the source for it, which is very awesome. I might have to tinker with this a bit…

Get it here

GET LAMP

Today a long-awaited treat arrived in my mailbox: copy #858 of Get Lamp, a film by Jason Scott.

I’d already seen an early cut of this film from when Scott did a midnight screening at Notacon 7, but now here it is in my hands, two discs representing thousands of hours of work by hacker historian Jason Scott. I’ve been waiting for this for… almost a year?

If you used a computer in the 80’s, then likely you are familiar with text adventures. As a gaming genre, text adventures have all but disappeared, but at one time they were among the most popular software products available. There is nothing like them today, except maybe in some very tiny niches. They were games that required literacy and imagination, off the wall problem solving skills, a sense of humor, a love of fantasy, and could suck a player in for hours, even days at a time. It seemed like you could do anything in these games, all you had to do was figure out the right command to type in.

To my knowledge, I only ever played one actual text adventure on a computer: Zork. I might also have played Colossal Cave once. I was maybe about 10 years old, perhaps a bit younger. I don’t remember a whole lot about the experience other than being amazed that a world so rich could fit inside a computer, and that the computer could actually (well, seemed to, anyway) understand what I typed into it, allowing me to interact with it in a manner not unlike my experiences playing pen-and-paper role playing games. Growing up, I didn’t have a computer in the house for many years; all we had was an Atari 2600 gaming console, and later, a Nintendo Entertainment System, and an SNES. I only got to play text adventures if I was lucky enough to get a little time on a computer at school, or at my mom’s friend’s house. One time at my grandma’s house I got to play on a computer (I think it was an original Compaq portable) that my uncle brought home with him from college. When I couldn’t play on a computer, I spent hours reading and re-reading Choose Your Own Adventure books, and looking for people to play D&D with.

By the time we got an a computer in the house, an Apple //gs, text adventures were already falling out of fashion, and hybrid text/animation adventures like the King’s Quest series from Sierra Online were the new big thing. Graphics were here to stay, and it seemed no one really missed text-only games.

There really can be no way to adequately quantify the influence that these experiences collectively had on me during my formative years. Suffice it to say that I could not have been who I am without them playing the role in my life that they did. I can’t thank Jason Scott enough for investing the last four years of his life, thousands of dollars, hours, and miles to produce this wonderful documentary and DVD, and to the people who donated to his kickstarter fund to allow him to devote himself to this project.

This post isn’t going to be a proper review of the DVD, as I have barely had time to pull the shrink wrap off, let alone explore all the special features on it. But I have seen the documentary, and if you have any fond memories of afternoons spent trying to puzzle through the arcane puzzles and mazes that made these game such an obsession, or if you’re just curious to know something about a forgotten bit of computer history, you definitely should order a copy of Get Lamp.

Rosebud Games

Last night I hung out with the Cleveland Game Developers meetup group and had a good time just sitting around talking about what we want to get out of the group.

I love hanging out with people who have interests that I share, and who can talk about them at length. I really get a lot more creative ideas when I’m in an environment where I’m being stimulated by exposure to the ideas of others.

I had two really great ideas last night.

First, we were talking about the sort of games we want to make. I was 6 years old when we got an Atari 2600 for Christmas. It wasn’t long before I was “designing” my own game ideas. I’d take a big piece of paper and draw my concept for the game, and then I’d have my mom write down a description that I would dictate to her. So, ever since then, really, I’ve dreamed about being a videogame developer. There’s a box in a my parents attic somewhere that still has these papers.

So, for me, I think it would be very cool to dig those out and look at them and see if I can turn them into games. I coined a term, “Rosebud Games” to describe the concept. The term, of course, comes from Citizen Kane, and really, it’s the same concept: the thing I loved most as a child is what I want now as an adult more than anything. I think as far as motivating factors go, this has a lot of legs. Most of the ideas I had back the were very simple and shouldn’t be too hard to do as beginner/learner projects.

My other great idea was for a taxonomy project to classify videogames. I have a very clear idea of what I want this to be like, and it is going to be beyond awesome when you see everything that I plan to do with it. I don’t want to give away too much on it until I have something ready to show the world, but I think that this may end up being my big project for the summer.

DomeWrinklesCurl 1.1

I’ve released an update to DomeWrinklesCurl. This isn’t really much of a game still, it’s just a simple rock-paper-scissors programming exercise for Win32 CLI console.

The new feature in this release is improved stat keeping.

With this release, I’ve also cleaned up the code a little bit. The initial release ran OK, but internally was a bit messy. Not a big deal, you won’t notice unless you look at the source and compare it to the 1.0 release.

I’ve been thinking of ideas about what I where I want to take this project…

2.0 branch:

  1. Sound effects
  2. Colored text
  3. Select # of players (0-2)
  4. Named players
  5. External configuration file for settings, game stats to persist

future branch:

  1. 2-player network play

Once I get this much done, I’ll have enough of a framework developed to begin building a real game with, and I’ll start moving from the Console to GUI.

Download it here:

dwc.exe (zip archive)

dwc.cs (source)

DomeWrinklesCurl 1.0

I wrote a windows console game in C# as a programming exercise.

It’s nothing spectacular, but it’s my first game, and I’m happy with the way it works.

The game is a silly pug-themed implementation of Rock Paper Scissors that I made up, called Dome Wrinkles Curl.

The rules:

  1. Dome straightens the curly tail.
  2. Wrinkles cover dome.
  3. Curl wags away the wrinkles.

Download it here:

dwc.exe (zip archive)

dwc.cs (source)