The Pitch

Concept Art

I had an experience in class a couple weeks ago that I found very educational.
Essentially each student had to pitch three game concepts. Now, keep in mind, this is for a Z-Brush class, so our ultimate goal with these ideas is to come up with a unifying theme for the artwork we’re creating in the class. So it’s not even necessitating a complete game synopsis, really just a description of characters, aesthetics, and environment. Here are some of my thoughts:

  • I think, especially after working on an idea for a decent length of time, that it becomes difficult to summarize it to a stranger. If you really feel like  you have to spend 35 minutes trying to better explain to me why your idea is cool, it’s obvious you have a lot of information, but you haven’t really prepared for the task at hand. Just start simple.  If your idea is interesting to someone, they will more than likely ask questions.
  • If it takes you so long to pitch that by the end  I can’t remember the beginning, you really need to be more concise. I think in the case of students, it might be good practice to think about their favorite games, and describe what’s great about them in as few words as possible.
  • If you intend to include an in depth narrative synopsis into your pitch, think again. This  won’t just bog down a conversation, it’ll probably be rather confusing to somebody unfamiliar with your project. Again, if this is what they’re interested in, they’ll ask about it. Otherwise, give them the cliff notes.
  • Every time you pitch, just imagine you’re in an elevator with whatever designer you idolize. (If you can’t think of one, imagine the lich of Gary Gygax.) In 30 seconds, if you haven’t piqued their interest, they’ll be gone.

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Grinding

I wanna be the very best, like no one ever was

Grind: verb, ground,  grinding

1. Performing repetitive actions to the point of braindeath in order to achieve a minor gameplay goal, ie gaining one level. I finally reached the Elite Four in Pokemon Diamond, but then I had to spend a whole day grinding just to beat them.

Grinding is something I can sort of see a place for in an online setting. There needs to be something big to separate different levels of players: why not the number of hours they put into it? I’ve seen my little brother waste entire weekends on Rainbow Six Vegas to unlock a new ranking and some goofy pink camo helmet. People have died trying to do what’s best for their WoW characters. In this setting, there’s a sense of achievement. You get better gear, more money, and you hit the level cap. You’re so good, you spend most of your time helping your friends try to get as good as you. But most importantly, you’re better than all those other guys who didn’t have the dedication to get where you’re at.

So I concede grinding can have its place in a multiplayer setting. But grinding in a single player game? That’s practically a crime against humanity.

I know, Pokemon isn’t entirely single player. There’s all kinds of fun stuff you can do with your friends. You can make poffins, have beauty contests, and run around the underground among other neat things. But the fact of the matter is that, even if you choose to battle your friends, your pokemon don’t gain any exp. Thus, the lonely grind persists.

I can’t see any greater reward in grinding by yourself. Where’s the achievement? Oh, I’m better than that NPC character. Hooray?

In a single player experience, doesn’t it make more sense to just balance the game to avoid the grind? Could the 60 levels (10 levels per each pokemon in my party) of grinding I’ve done in the past couple days have been avoided if there’d been a few more trainers here and there? Did all those level 45 golbats really have to die?

Has grinding truly become an alternative to balancing?

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Games for Girls

Horses babies fashion OMG

I got my DS a little over a year ago, and in our honeymoon stage I’ve marveled at how it has a game for everything: from yoga and cooking guides, to tiny versions of the AAA titles from the big consoles. It’s aiming to be a little something more than a toy that kids carry to keep from dying of boredom when their parents go carpet shopping, which is great. However, every time I walk into a game store, I can’t help but feel that ninety percent of the games on the DS shelves are very specifically targeted at 4-12 year old females. These dreaded “games for girls” cover a wide variety of feminine interests, including babies, horses, fashion, and combinations thereof.

I have very mixed feelings about these games. The instinct for most female gamers is to hate them, because they’re sexist and awful and soforth, which is a very justifiable feeling. Showing little girls that their career options are limited to fashion and figure skating is just diabolical, and is perpetuating a social paradigm that should have died a long time ago. Even worse is when the game developers pretend like they’re going in a better, less sexist direction. Take Imagine: Family Doctor, for example. It’s a “family” doctor, so it’s still an excuse to include babies, but it’s a doctor nonetheless. Flip over the box and one of the core features is redecorating your doctor’s office. Because after a long day of giving sad, sick children strep cultures, all you want to do is redecorate the place. That potted plant is filled with bad memories of that sniffle you couldn’t diagnose. Besides, that wallpaper is so 90’s.

For those who actually want to play girl games, the story goes from offensive to sad. A girl game’s graphics are typically two generations behind, and gameplay usually falls into the categories of shallow and awful. I was a little girl once, I understand where the games’ themes come from. But why do they have to suck? Do the developers think, “Hey, girls haven’t been playing games for the past forty years, they won’t know any better!?”

There’s one thing that keeps me from hating these games, and that’s that, no matter how poor, there is an effort being made for girls. It was very rare to find games like these when I was growing up, and when I found one, I usually jumped on it. Hell, I rode horses from the ages of 3 to 14, I would have killed to have this kind of variety.

I’ve thought about what I would do if I was given the opportunity to work on girl games, and I find myself equally conflicted. Assuming I was given the authority to change the face of these series, would my strategies even work? Right now, piles and piles of cheap shovelware are being sold because there are puppies in dresses on the box. Would people care if the games were good, would it sell any better? If I tried to strain some of the “girly-girl” from it, would fewer people be interested?

Regardless, if I were in charge, I would stop shipping one of these games every other week and start focusing on quality. It doesn’t need to be dumbed down. If a kid is into something, they’re going to know all about it. When I was 5, I knew the scientific names of more dinosaurs than I was capable of counting. Give it some depth, make it realistic, just like we do with any other game. Let kids pretend they’re doing the real thing, and I think we’ll see a much better overall opinion of these girl games, even if they’re about cooking and taking care of babies.

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Global Game Jam 2009

When I heard about the IGDA’s Global Game Jam, I had a number of thoughts:

  • That sounds cool.
  • Why God? Why are they doing this midterm weekend?
  • Who could I work with?
  • Who could I work with that I won’t hate by the end of the weekend?
  • Brenda will surely fire me if I don’t go.

Basically, I wanted to do it, but didn’t feel like I had the full 48 hours to give. I figured I would show up occassionally and do some art or design support with a team so big it didn’t matter. Somehow I ended up lead of a team of 8, a number which also represents the number of hours I slept this weekend. I am now skipping my anthropology class so I can try to catch up on my actual homework. In short: play my damn game.

http://globalgamejam.org/games/friend

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Back in my Day…

Nintendogs, I love you, why do you hate me?

Virtual pets were the thing when I was younger. I had dogz, catz, nano-pets, neopets, norns, tamogotchis, and an anti-social bird-dolphin hybrid named Fin Fin. These are my credentials in digital zoology, take them as you will. Recently I’ve gotten my hands on a couple specimens from the modern generation of digital animals, and while puppies haven’t exactly evolved, I’ve noticed a particular change that I don’t care for.

Back in my day, you could pick whatever breed of dog/cat/monkey/hamster you liked right from the start, and you could dress them, feed them, and play with them with whatever items you liked. You didn’t start out with 2 toys, a top hat, and a bottle of water, and you didn’t have to get your pet to do six backflips in under a minute in order to unlock anything. Everything was just there, waiting for you to use in any combination you enjoyed. If you think about it, they were really just like any other sandbox game. Today I can dress Niko Bellic in a ushanka, steal a cop car, equip an assault rifle and go bowling. If Niko Bellic was a great dane around 1998 I could dress him in a red sweater, feed him a bottle of milk, pack a frisbee and a bone and take him to the beach. More or less the same result if Niko wears designer sunglasses or if I take a ball instead of a frisbee, but the choice is there.

Nowadays, presumably in an effort to infuse some sort of challenge into the game, players must either complete specific objectives (a la Petz) or accrue a certain number of points (a la Nintendogs) in order to unlock new animals, items, or things to do, starting the player off with very few choices. If you had to eat a certain number of hotdogs before you could buy grenades, how pissed would you be? Why are we doing this to kids?

Assuming these games are still supposed to be for children. Why is it so hard to unlock everything? If I, and an assortment of my hardcore gamer friends, cannot get a monkey to play dead after 100 wii-mote waggles, how is the average kid going to handle the aggravation? What happens when the prize of an impossible task is the means to another task? It’s a stalemate. The challenge is dead, and you still can’t obtain that last piece you want.

Achievements can be a fun element to a game. They remind you of some of the cool things you’ve accomplished in gameplay. But when a game becomes so achievement based that it becomes the game’s foremost mechanic, it’s not fun anymore. Withholding things from the player is not always the formula for longevity, as restricting options just for the sake of some sort of quantified challenge can be incredibly frustrating.

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Fable II

When the original Fable came out four years ago, there was a gruesome crash of the notorious Molyneux hype train that left a lot of players bitter and disapointed. I wasn’t one of them. I didn’t pick up Fable til at least a year later.

My only expectations going in was some regurgitated hype from a kid I ate lunch with in high school. Even so, I was still unhappy with it. It seemed to fail at delivering its most core ideal: choice. The opportunities to express your moral compass seemed few and far between, something made all the more noticeable by the game’s short campaign.The main joy I derived from Fable was being so evil that my footprints turned to blood, a feat easily achievable by repeatedly decapitating Albion’s respawning guard population. Even this was tainted however, when I discovered some combination of sword restricting safe zone and my character’s feeble 60 year old fists rendered me incapable of killing my wife. So Fable went back into its box, never to be heard from again.

With a letdown like that, I was a little skeptical about revisiting Albion, but I’m glad to report that I found myself pleasantly surprised. There’s been a lot of new choices thrown into the mix, and while it still has its flaws, I found it much more engaging, and replayable, than the first.

The first thing that struck me when playing Fable II is just how visually stunning it is. Maybe it’s just the breath of fresh air from the grey and brown and dark all over that’s taken over nextgen games, but Fable’s storybook stylization and bright palette really struck a chord with me. The art direction as a whole is very consistent, and, even more importantly, very consistently polished. Across the board: animation, spell effects, environments, characters, all very nicely done.

As we all know though, a good RPG is never all about the graphics. So let’s talk about what’s new on the character sheet of Albion’s new hero. For one, this iteration lets you choose your hero’s gender. While by the end of the game this choice may actually look irrelevent (more on that later) it is, nevertheless, a nice gesture. Further customization of hair color, tattoos, and clothing is on lockdown until the adult stage of the game, when your character’s body also becomes a canvas for their morality.

Being good or evil is much the same and pretty self explanitory. If you’re good you kill bandits, don’t cheat on your spouse, and perform sock puppet shows for children. If you’re bad, you join the bandits, sacrifice your spouse to the shadow temple (YES!) and train your dog to urinate on children. Playing the neutral party in this game can be a very difficult balancing game, and really just sort of forced. Fighting bandits one minute and sacrificing the traders you saved from getting robbed the next? A little strange. Of course there are ways to fine tune your morality (and physique). Eat organic vegetables? Good and purity points abound! Tofu is practically saintly. Pies are literally sinful in this game, and eating animals is downright evil. Funny commentary on modern society? Oh, yes. Just a little annoying when you’re emulating Korgoth the barbarian and you want your character to get good and drunk without instantly gaining twenty pounds and a bad reputation.

Abilities are still split up into strength, skill, and will, but there have been some changes as to how they impact your character. You can now upgrade anywhere and anytime you want, which is a welcome addition, and you no longer age every time you level up, instead tying the aging to the actual storyline. The leveling system is simple enough for anybody to jump in and play with without a manual. You use an ability, you get experience in that category, you buy more abilities, you get better. Certain abilities also have a profound impact on your character’s appearance. Strength will make you buffer, skill taller, and will, uh, more glow in the dark. While this shallow approach makes it easy to customize your character, it also has a potentially unfortunate side effect if you’re not careful. By the end of my first playthrough, my generalist female character was not only twice as tall as the average citizen of albion, but her broad shoulders and trunklike calves made her androgynous at best. Combine that with her husband constantly commenting on her strength in bed, and I found myself too disturbed to play her any longer. Realistic? Somewhat. Equal opportunity between sexes? Absolutely. Gross? Yes. I’m a girl, and I appreciate the effort made here to include body types that are not the stereotypical video game vixen. But could her muscle at least have gone to her thighs instead of her shoulders, seriously? I picked a female character so that she wouldn’t look like a man.

Anyway, enough of that tangent. There’s also a very distinct imbalance in this part of the game. While you (my boyfriend) may have dreams of being an evil lesbian spellcaster (to avoid looking like a man) you’re going to find your life very difficult, because 90% of the enemies you face are going to charge straight at you and attempt to beat you to death the old fashioned way. While at higher levels this may not be as much of a problem, it makes every battle without a sword very drawn out and difficult to start. You could argue that this is just something that happens in RPGs, and that a level one wizard in D&D has the exact same problem. The difference is, of course, that in D&D you have 3-5 other characters to use as meat shields, and you don’t have to navigate a terribly clunky spell interface while being evicerated in real time.

Your one constant companion is, of course, your dog, who varies from golden retriever to hellhound based on your moral decisions. He doesn’t attack constantly, just when you’ve already done most of the work, so his primary functions are to hunt treasure and be adorable, both of which he does with admirable gusto. There’s even a series of self-help books available for your dog, which teach him everything from how to roll over to the best way to rip out a bandit’s throat. The dog’s novelty might wear off a little bit after a couple of playthroughs, but if you have ever caught yourself squealing “Puppy!” in your life, you really can’t help but love him.

So we’ve covered all your adventuring staples, what about the other side of the game? Buying houses, chopping wood for a living, impressing villagers into giving you presents? I honestly found that this was the element that added the most replayability to the game. The game is very different if you wait til the end of your adventures to settle down or if you shack up with the first dancing gypsy you see. If you’re a loner with no interest in the domestic, you can spend all your money on swords and guns and hair dye and just keep moving on to the next thing. On the other hand, picking up a house and husband/wife to put in it has substantial initial investment, and then requires subsequent upkeep payments. Not to mention you have to actually show up occasionally to give them some loving and their favorite present. Of course, if my experience was indicative, finding a man with a good personality, a job, and good looks is harder in this game than it is in real life, so you may not even have to worry about it.

One thing that seems decisively unheroic is that it is actually much easier to make a decent amount of money by doing something conventional, like serving drinks at a tavern, than saving the world. In fact, it’s too easy. Get yourself a couple levels of experience in any job and you can easily pay for a house by the time your shift is over. That is, of course, if you can stand to play the mini games that long, which are all variations of hit the “sweet spot” on a bar with a changing range and a moving dot. Not the most entertaining thing in the world, especially after you’ve served your 40th pint and heard the same lush say “The perfect amount of foam.” after 29 of them. This seems like a mild case of over-design, where they were afraid the player didn’t have enough to do being heroes so they started throwing in day jobs and pub games and broken economy simulators.

It’ll have to do though, because the storyline is not what will not keep you coming back for more. Like the original Fable, there are only so many big choices you can make, though I will say that they are at least a bit deeper and harsher than before. The main campaign is lengthier, but the narrative is still nothing to write home about. It’s generic fantasy at its best. It’s well acted, and presented in a nice package, but it’s still predictable and cliche. You do have the option to skip conversations, and the missions themselves can be a lot of fun due to the inherit hyperactivity of the combat system, so playing through again isn’t a drag.

I’ll say this as my final note though: this is a game that knows when it’s doing something bad. It regularly makes fun of itself, and it’s got that hip, cheeky sort of humor you expect when reading item descriptions in Sims games. It knows it’s a stereotypical fantasy game, it’s got problems, and it’s cool with that. It thinks you could be too if you’d give it a chance. I say, if you’re debating Fable II, go for it. There’s a lot to do, you’re bound to at least like some of it.

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The Inevitable Blog

I’ve meant to make time to start this blog thing for about a year now, but the inspiration never really struck me to inoffensively rant. Lately though, in a post-finals state of healing, I’ve spent a highly concentrated amount of time playing games, and I felt like I had a lot to say about them. So here goes!

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