11.16.2009

Videogames Appreciation -- Why We Game 1

Recently I stumbled upon a posting on NeoGAF by GDJustin, a fairly respected poster (at least that's the impression my lurking gets me), who hit his 10,000th post in October. For his 10,000th post he "wanted to do something... different. Something special. This is dedicated to all the [Neo]GAF members & lurkers out there that actually make the games the rest of us play, praise, deride, and discuss. My hat is off to all of you. This is a long topic, but please read it. Consider it your gift to me, for achieving 10K posts :)"

I was completely taken in by his post, it expressed all the reasons I play videogames and table top RPGs, and also the driving force behind me starting my own game company. So I present his post, reproduced here in full (though I have picked a couple better images, same subject matter though for the changed images).

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About a year ago I was conversing with someone when the topic of my work came up. I mentioned I work in the video game business, for a company that publishes websites focused on games. They asked if I was a big fan of video games in general and I said yes, absolutely. But then they asked me something that caught me off guard:

"Why do you like games so much? What is it about them that is so attractive to you?"

I didn't have a good answer for them, at the time. In the following months I've continued to turn this question over in my mind, and I still don't have a very good answer, to be honest. But that isn't going to stop me from trying, here in this topic.

The best answer I've been able to come up with is that the medium of video games, unlike any other, presents people with a sense of endless possibility. As an adult, the majority of my life is mundane. Enjoyable and fulfilling, but... mundane, nonetheless. Things simply don't happen in the "real world" to spark one's imagination.

Actually... that isn't 100% true. Things DO happen in the real world to spark the imagination. It's just that, in the end, that spark will end up being extinguished, rather than nurtured and encouraged. A perfect example:

The other day during a typical Wikipedia crawl, I landed on a piece on the Great Lakes: http://en.wikipedia.org/wiki/Great_Lakes. I read that Lake Superior is over 1300 feet deep. 1300!

"Jesus, that's amazing!" I thought to myself. "There could be ANYTHING down there, at the bottom!"

But the truth is... there's nothing down there. Because that's how the real world operates.

But in a game, a mysterious, deep lake is always worth exploring. There will always be something there, waiting to be discovered.

It might be a dangerous eel in need of a teeth cleaning:


Or an entire underwater dungeon might be waiting to be explored:




Or there might just be no further reward than some treasure:



I think a lot of people "grow out" of games when they reach adulthood because they don't need video games anymore to feel powerful or in control of the world around them. When you're a kid, saving the world, being NFL champ, defeating the Nazis... it's pretty obvious why games are attractive.

But when you're older and have kids of your own, have real responsibility at work and are just better able to shape the world around you... there's less drive to drop into the world of Albion and wander around, rescuing strangers.


My theory is that those of us that didn't grow out of games into adulthood (ie those of you here on GAF and working in the industry)... we're the ones that didn't lose that spark of imagination. When we hear about some incredibly deep lake, or deep-space discovery, or recorded ocean sounds of unknown origin, our brains light up and we think "wow!" But... the real world lets us down in that regard, in ways that games almost never do.

I know oftentimes on GAF we can be cynical. Yes the Eely Mouth bossfight in Mario Sunshine had wonky camera issues. Yes raiding that underwater dungeon in WoW can be a pain because travel time takes so long. Yes treasure hunting in Wind Waker can be pointless. But I think deep down we all derive a certain amount of thrill from these and other set-ups... because in games, you really, truly don't know what is going to be inside that lake or around that next corner.

In some ways, that explanation is a little bit of a cop out. Several of my favorite games of all-time feature no exploratory elements of any kind.



In those cases, instead of having robust game worlds to explore, they all have robust game systems to explore. It really isn't that different. Experimenting with a level in Monkey Ball or Advance Wars... ferreting out the perfect way to exploit the stage layout and game systems to achieve my goals... that type of game exploration isn't too far removed from crossing an overworld in Zelda or an RPG.

It's always a little sad when you finally do wrap your head around all of a deep game's systems... a subtle shift happens. It ceases being about possibility ("this game is so deep!") and becomes more about exposing all the game systems' bare parts and how they fit together, and exploiting them to accomplish your goals as quickly and easily as possible.

It's no surprise, then, that the most acclaimed and beloved games of all time (and the bulk of my top 10) are games that allow the player to explore game worlds AND game systems... both intertwined in a beautiful mix of genius design:




Video Games have the ability to surprise, engage, absorb, and challenge individuals in a way that nothing else in the world can. Time spent with games is not time wasted.

It's a cliche, but I don't know a better way to put it: when you pop in a game cart (or disk), you're transported to another world. I have a tiny stack of misc. DS games on my desk, and I marveled the other day at how this little 2-inch stack contained untold-number of challenges, mysteries, stages, battles, characters... entire worlds.

My time spent in dracula's castle, in Midgar, in Ironforge, Brinstar, Hyrule, on Halo rings, tropical islands... this has not been time wasted. These experiences have enriched my life, not detracted from it.















So to all of you that create these worlds and these game systems in the pursuit of putting a little bit of adventure back into people's lives... in the pursuit of ensuring that spark of imagination isn't extinguished by the boring and unsurprising "real world" but is instead rewarded... my hat is off to you. You have all accomplished something monumental. Something important.

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NeoGAF Video Games Appreciation Topic -- http://www.neogaf.com/forum/showthread.php?t=372111

11.08.2009

Gaming vs Controversy Video



I really have nothing else to add except, except as you probably guessed, I agree with this video 100%.

11.03.2009

Comrades In Arms... Or Not.

It's really scarring me that Activision is in charge of Blizzard now (after all the company is Activision-Blizzard). Activision has been dropping the ball lately. From DJ Hero not exactly blowing up at retail to the Modern warfare 2 server debacle, to them showing NO pictures of Modern Warfare Reflex for Wii they have been really fucking up.

Yes it's true that Modern Warefare 2 has more pre-orders than the Bible has followers, but a pre-order is not a confirmed sale (I for one pre-order games at multiple locations when I do pre-order a game just so I can be more sure of getting one). That is nit picking though, Modern Warefare 2 is not the problem after all. Infinity Ward make a good product and justly deserve their success... but at what cost?

Recently there has been a theory going around that Infinity Ward, with their huge influence at Activision, have been trying to seperate their CoD games from other CoD games. Call of Duty 3 was the only numbered Call of Duty game that Treyarch ever developed. Every game they have developed since then has had no number, or had a different subtitle tacked on. Every single game that Infinity Ward themselves havn't worked on has has a major subtitle change to differentiate it from their efforts with the IP.

Case in point, Modern War Reflex for the Wii from developer Treyarch. This is a port of a game from 2007, to an underpowered console, using an engine that was optimized for higher end hardware. You can expect some issues to exist int he graphics department, but Treyarch reportedly has dome an amazing job with their port of the game if everyone is to believed... but why hasn't Activision released anything but pre-alpha screenshots?

For those of you not in the know, pre-alpha comes before any real development has happened on the game. Essentially it's just the engine running on the hardware, no optimization or anything, and 999 times out of 1000 it looks like crap.

The game releases on Novembur 10th, the pre-alpha screenshots were released in August of this year... that is over two full months and not a single shred of graphics have been shown since then. And of course having the screens released in August does not mean the game was at that level back then either.

Treyarch are a talented developer capable of keeping pace with Infinty Ward on their turf. they made Call of Duty: world at War for the Wii which looked very good considering the level of tech inside the Wii. So why haven't they released new media to combat these horrible ones? Remember hwo I said that Infinity Ward might have a hand in this? Turns out that any screenshots for this project have to go thru Activision PR (obviously, you expect that of the publisher) but it ALSO has to go thru Infinity Ward.

Now why might Infinity Ward not want screens for the Wii version being released right now? They have a highly-anticipated game for the high-end consoles coming out the same month, and if you think for a second they will sacrifice just one of those sales because of some customer confusion you are very deluded.

Infinity Ward has never done anything new with any of their games yet. Everything they have done, they've done well, but I don't think they deserve their giant egos. Hell, Treyarch are the ones who started the whole class system in Call of Duty 3 which Infinity Ward then used in Call of Duty 4: Modern Warfare.

Maybe if Infinity Ward backed the Wii with their titles like Treyarch does (World at War sold well over 1 million units on Wii) they might garner some respect from me. I can't stand these shallow devs, they backed the damn PS2 with every single damn game ever created, but the Wii blows up out of the gate and they have to run "tests" to see if the thing has a market for them. YOU MAKE THE GAME AND ACTUALLY ADVERTISE IT AND THERE WILL BE A MARKET!

Anyway I digress. Infinity Ward might be a great dev technically and design wise... but man do they suck at the whole comrades in arms thing. Kinda like their games where it's you and you alone with a bunch of AI who follow you and do nothing to help you...

I will update my blog when screens are finally released, I avoided it now because no way in hell will the game look that bad upon release.