17
March
2010
  • "Nethack does what computers do best – what computers were invented for. It hands you a symbolic representation of something, and lets you interact with it. The symbols are utterly mundane … but the interaction is extraordinarily complicated. Interacting with the game of Nethack can be glorious, frustrating, hilarious, and satisfying. Like any great game, it's even fun to watch and talk about when played by others. There are probably more web pages of people telling their Nethack war stories than there are pages discussing the game itself.<br />
    <br />
    This is one of those pages. I'm writing this because, after twenty years of playing, I finally completed the game." It's quite a tale, and full of glimpses of secrets I never discovered. Always more of a rogue man.
  • "I see Valve Software today holding the same position in the overall media landscape that Marvel Comics occupied in the early-mid 1960s. In both cases, we have two experienced studios, neither the mainstream-recognized giants of their fields, who made an unusual decision: they chose to spend the creative capital gained from prior commercial success to quietly revolutionize their respective medium's dominant genres, rather than take the safer path of grinding out more derivative sameness."
  • Ben Zeigler's notes on Bunge's Jaime Griesemer's talk at GDC, all about balancing. Sample quotation: "It can be tricky to balance, because designers can misinterpret competence (getting good at a weapon) with the weapon being balanced. We CANNOT use our intuition at this stage because it will lie to us. Changes will have to be done in larger batches, and we need to avoid bias effects." Really, the whole thing is jampacked with interesting stuff (not all of which I agree with, but most of it is very good indeed).
12
March
2010

Links

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  • "XKCD minus XKCD is a site dedicated to removing XKCD from the XKCD comic strips, with apologies to Garfield Minus Garfield." Very droll.
    (tags: xkcd comics meta )
  • "Harrison's concept–which works, by the way–uses the body as a sort of echo chamber. Which is to say, when the user taps a particular part of their body, a sensor worn around the upper arm can tell if the tap-point was at a particular spot on the forearm or on one of the individual fingertips, by assessing the vibrations sent throughout the body by the tap." The detection of tap location is remarkable – a single sensor, that picks out location based on the characteristics of the body's reverberation from the tap.
  • EA Sports Active 2.0: for iPhone, Wii, and PS3 (along with centralized online hub). That's a really, really interesting lineup of products – especially considering that there's going to be peripherals for all of them – and slices through a casual-games/casual-exercise market.
09
March
2010

games

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Comrades in the Great Intergalactic Glee Club

Internet culture talks often about the moment some piece of media “jumped the shark”; I’d say that Mordin moment, is the inversion of this, the moment when games stepped up from being puerile, simplistic and arbitrary constructs of a moment’s pleasure, to fully-fledged self-sustaining, confident and internally coherent worlds of their own.

Dan Griliopolous has some good stuff to say on That Mordin Moment: The Unusual Case of the Singing Salarian.

The belly-laugh I got from that moment was totally unexpected, and tickled me the more I thought about: a relatively obscure gag, that you’d only discover if you spent a while digging into Mordin’s personality (or the conversation trees that stand for it), and even then (not wanting to sound snobbish) you might not get it. Of course the Salarians are ideally suited to patter-songs. Of course Mordin feels like a character from a comic operetta anyway – it’s that serious, slightly po-faced character combined with a knowing and devilish wit.

Not all the content in Mass Effect 2 is for every player. Some players might never see the bad endings; some might never see the good endings. Some players might not see certain quests, or conversation branches. That doesn’t mean those assets, or that development time, is wasted: this is how Bioware have chosen to make games. Those choices are choices they value.

And so when I got to that joke, I recoiled: in laughter; in surprise (that someone had even bothered to make that gag – to write it, to animate it, to record the VO); and, most of all, in the wonder that I thought that the joke was written just for me.

A magic moment that, in the way it combined genuine characterisation with seemingly-private easter-egg, felt suitably game-ish. A totally optional dialogue moment, totally ephemeral in the course of the plot, became not only a moment of a humour, but also a further tight bond between my Mordin and my Shepard (for it is never “Shepard”, but invariably my Shepard, when you talk Mass Effect). They were not comrades not only in arms, but also in the Great Intergalactic Glee Club. It wasn’t just a gag; for me – and my Shepard – it became role-playing.

Dan’s right: it’s this little ephemeral moment, its unnecessary detail crafted with no less care than plot-critical dialogue, that reminds you how well filled-out the Mass Effect universe is. Characters don’t just have stats and firearms; they have hobbies and histories, too. World’s aren’t just created in the macro, but also the micro. This was one of the many tiny moments in Mass Effect 2 that made me love the game as much, if not more, than the tubthumping, huge moments.

And it made me guffaw.

01
March
2010

Links

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  • "…let's not kid ourselves. If you sell a game that's a first-person shooter, then no matter how many RPG elements you shoe-horn into the game, the shadow that hangs over every character interaction that you have, no matter who they are, is the question in the player's mind of "What happens if I shoot this person?" And that's our own fault! We've sold the player that; we've made a contract with the player that says it's okay to kill people. Why would we then chastise them for exploring that?" Patrick Redding is brilliant. This interview, with Chris Remo on Gamasutra, is great – Remo asks some smart questions, and Redding gives some really smart answers.
  • "The game insists that I focus, even for mundane activities like carrying groceries, on carefully following directions delivered to me visually on-screen. The simple act of carrying groceries is subsumed by the mechanical procedure of executing a series of prompts _for no apparent reason_. This, for me, is the primary disconnect in Heavy Rain. My mechanical game-directed actions don't amplify or add meaning to the in-game behaviors they execute. They don't pull me in; they keep me out. " Hmn. I've been thinking about something similar recently. Time to fire up the blogpostmatron…
  • Lovely, lovely article explaining just how the PeepCode Blog works. The blog itself features unique layouts for every post. There's no CMS, no database, but what's going on under the hood is at least as clever – and the flexibility makes the beautiful and clear pages much easier to build.
  • "…for reasons that baffle me, my TV can only receive the four terrestrial channels, plus a grainy feed from the building’s security cameras. Easy choice."
25
February
2010
  • "The demo of Dante's Inferno provided absolutely the stupidest gaming experience I think I have had since possibly Ultimate Combat Mission on the Spectrum +2. I don't think God of War can meaningfully compete, because… well, because it isn't based on one of the most famous works of literature produced in the last thousand years. Dorothy L Sayers translated it, for God's sake. Kratos never really had to get past anything more culturally embedded than Clash of the Titans." Dan has been playing Dante's Inferno, and the end result is this lovely post, about classics, and living stories, and Just Plain Stupid Games. It's very good. "…there's nothing to stop an incredibly silly game being a very enjoyable game, but there's something about the abandon with which Inferno is being used art direction for a slash-em-up that is killing the joy of it a bit for me"

Links & notes for this month

Endnotes