Monday, May 24, 2010

Is Video Gaming on a Downhill in My Life?

I enjoy gaming. No, I used to enjoy gaming.

If you know me, this is not a small matter--I spend 90% of my free time away from work playing and exploring various video games. Even at work, I spend my down time reading up on video game news, blogs, and such. You can pretty much say that I use 90% of my time awake in something related to video games. I used to be so happy to hold a controller in my hand and divulge in the action filled virtual space and act as a hero or a soldier.

However, starting some time ago, I noticed I'm enjoying video games less and less with each title I complete. Each new game I put into the game console, I enjoy less than the previous game. This phenomenon started with Modern Warfare. You can think of it as a peak of my gaming experience; it's been downhill ever since.

Below is a sample of triple-A titles I've played after Modern Warfare:

  • Dragon Age: Origins: vast, hardly interesting--feels like an exact copy of the Lord of the Ring--lore to explore, with hard-to-immerse presentation, and greatly time-consuming
  • Modern Warfare 2: great action with fantastic presentation and immersion, that ends up as a trashy Hollywood action film, and thus, a great disappointment
  • Mass Effect 2: fun action, great presentation (minus actors), with a really terrible story (and wasn't the story the focal point of this game?)
  • Grand Theft Auto IV: very enjoyable scenes (so far) that are interrupted with game parts that's not that enjoyable and breaks immersion
  • Fable 2: are you joking?

You see, for a topic worthy of a seperate post, I'm looking for some valuable and relevant experience out of video games that I can learn from to become a better human being. But all those games above? Hardly.

Is it that I am "growing out" of games? Or is game as a medium not capable of delivering what I'm looking for--meaningful and relevant experience? Whatever the reason, I feel as if I'm maturing faster than game industry, which, in my mind, is going a totally wrong direction of trying to mimic other and inappropriate medium.

Let's see what the industry has for me in the upcoming E3.

Friday, May 21, 2010

The Real Question (and Answer)

In response to Christopher Totten's Gamasutra blog post, "Roger Ebert: Hero of Videogame Discourse?":


While I agree that Ebert's challenge ultimately will be beneficial to games, I disagree with the angle this essay approaches it.

When you started applying how games can be considered as social artifacts that reflects the society we live in, I must argue that virtually anything people create today can be considered just that. It's nothing unique to games.

But I think we're missing the point here.

Agreeing with Max Bowman, I think the real question is not if game is art, but if it can achieve enough artistic value to be accepted as a valuable asset to our society, and to humanity at large. I think Ebert was also asking this when he initially brought it up--he compares it to other works that he considers to have more "value." Even when he declares that games can never be art, he doesn't say game != art, but rather, people will never create a game with enough artistic value.

I know that people are actually arguing that games can achieve this status when they say that game is art. And I do agree with them, however, I do not agree with the reasons: Shadow of Colossus or Ico or a few other pop video games.

Today's games share one and only goal: to reach point B. The winning condition is to see the end of a story. Gameplay is used to make that travel from point A to B interesting, to immerse players into those elaborate, virtual worlds. At the point B, some event occurs, then again, a new point B is revealed. Player starts trotting down the path again. If delivering story is the focus, then game is not the best medium to use. Shadow of Colossus or Ico is all good, but the thing is, it still falls short--very short--of taking full advantage of what is unique to games.

Instead, I think Brenda Brathwaite got it right. Goals and rules (not mere game mechanics) are the swords and spears of games. They're what's unique about the games, and should be utilized to create unique experiences. Her games, Train and Middle Passage, does just that. The experiences you get while playing those games, are quite unlike anything else. Playing Middle Passage is nothing like watching Amistad, for example.

I think devs really should start thinking about not small machanics to make pulling that trigger feel good, but rather a bigger picture of the meaning of each and every rules and goals. All the techniques at how to utilize these in creative ways will, in my opinion, form games own language and ultimately grant games more artistic values that we are hungry for.

UPDATE: The author of the post responded to my comments. My response to his is also attached.

@Peter Park: I would argue against the goal of games simply being "to reach point B." Maybe in a game such as "Final Fantasy XIII" or some FPS's where the game is a long winding tunnel, but there are many more games where the journey can provide a wonderful aesthetic experience or allow for deep reflection. I, despite your arguments to the contrary, would cite Shadow of the Colossus as one (am I actually doing evil by killing the colossi?), as I would many of the Super Mario games (the aesthetic of a beautiful cartoon world/galaxy and the joy of movement.) I can understand your frustration and belief that the "A to B" system is where the meat of many games are, but I think you're underestimating the point of many of those mechanics in the middle. Braid is a good example of a game where you must take an avatar from a starting point to reach a goal (a puzzle piece), but I would say that the mechanics of reversing time and other time-manipulation tricks are what make the game a rich experience. Ultimately, when the player does reach the "ultimate B", the end of the game where the true nature of his relationship with the princess is revealed, the game's time manipulation mechanics are revealed to be a part of a much broader and richer theme. Do all games use their mechanics in an artistically meaningful way? Of course not. But that doesn't mean that there are no pieces of art to be found in pop games.

@Christopher Totten: You say that the point of video games may lie within the journey between point A and B. I don't disagree completely. However, saying that is, IMHO, same as taking a book, and trying to make the book look aesthetically pleasing, like monks did in Medieval Age where they wrote a same book over and over while trying to make each letter as beautifully as possible. The work can be appreciated as artistry in writing skills, but it misses the point of writing a book: communication.

The gameplay between point A to B can be masterfully done, as it has in Super Mario Galaxy (to come to light, I've yet to play this game. But I have no doubt that it is fun... I do plan on playing this some time in future). However, my argument is that game as a medium can be used to do so much more than making pushing A button fun, just as a book can do much more than be a display of scribing skill.

For Braid, while it was indeed an exciting revelation at the end, I think the movie Memento was infinitely better implementation of backward progression of story and that "oh-shit" moment to put an exclamation point at the end. Even for Shadow of Colossus, I strongly believe that it could be a better experience were some master studios like Studio IG to create Original Video Animation of it.

My point is that there are other mediums to do a singular, uni-directional narrative experience better than an interactive medium can do. To really realize the full potential of game, I believe we should focus on the system itself than just game mechanics or telling stories.

Wednesday, June 3, 2009

Wait, Haven't I Played This Already?

"Thank you sir, may I have another?" by Micheal Abbot, The Brainy Gamer

So, for the past few days, I've been mesmerized by all those sweet, sweet trailers and gameplay footages of exciting and adrenaline pumping action filled games shown at E3 2009. I guess this is precisely why I failed to really understand why I responded to each of big press conferences in the way I did. When I read the post I've linked above, it hit me: Everything shown here at E3 is pretty much the same thing I've enjoyed so far.

As Micheal puts, "[i]t's pretty much one male power fantasy game after another (featuring, by the way, powerful white guys presented on stage by loquacious white guys to an audience of mostly white guys.) Awe-inspiring technology aside, it's hard to see where the progress is." High-powered action FPS? Check. Brutal stealth game? Check. Cool cars? Check. How about meaningful, touching, and deep drama that reveals something about ourselves? Um.... not check.

As you can see, the line up of titles at the conferences tell what kind of audience they had in each hall: as Micheal quotes Heather Chaplin's rant at GDC, "[they] aren’t men. [They] are stunted adolescents." And thus, each companies showcased toys that'd make them go awe and yay about.

When I finished Call of Duty 4: Modern Warfare, I was truly satisfied; it was the pinnacle of what today's video game experience can bring about. However, it was released already two year ago, and I moved on. I want to see something different now. But Moden Warfare 2 demo, while intriguing, didn't seem like a full sequel; with same gameplay mechanics, it was more of an expansion pack.

The change I want is not here.. ..yet, I hope.

Sony... Well...?

So, E3 is officially underway, and Microsoft, Sony, and the Big N have had their two-hour-long press conferences. Nintendo held the same old presser with numbers, show-and-tell's, and some announcements; nothing that exciting for me here, not that I expected much out of it. Microsoft--my console creator, and thus, where my obligatory alligence lies (I kid)--pumped my adrenaline and left me happy and excited for contributing a chunk of my money to its big, fat bank account for it to get fatter. But Sony? For someone who wanted to be blown away by their vision, see a crazy dogfight between it and other companies with new and exciting titles, I must say I came out very disturbed. Disturbed because I wasn't excited at all.

Sure, they did announce next next Final Fantasy title, Final Fantasy XIV, but as soon as the word "Online" was shown, I stopped caring. (I am not about to start caring for any other MMOG than upcoming The Secret World.) They also showed many huge titles, like Assassin's Creed 2, God of War III, Final Fantasy XIII, and so on, but nothing really blew my mind away. Well, except The Last Guardian.

But none of these were new, nor that intriguing.

AC2's gameplay was marginally better than the first. Sure they showed various things to do, but I think guys at Ubisoft Montreal got a wrong idea of what players actually want: variety of quests to do, not more gimicks and tricks.

God of War III also showed pretty much the same gameplay as the two previous games: chained blade action, check. Brutal finishers, check. Huge and action filled backgroud, check. So, what's new? Just better graphics, I guess.

And Final Fantasy XIII? SquareEnix has been teasing the game for like eternity that I feel like I've already played that game.

I guess I consider Sony to be the one to evolve the industry with its support to artistic games, more innovative narrative games, and so on. If they had shown Heavy Rain, or some more titles like that, I'd probably have rated this presser much, much higher than Microsoft's. But well, Sony thought they needed to mimic others, and so, they failed to impress me.

My score for Sony: C-.

Games shown at Sony's E3 2009 Press Conference that I care about:

  • God of War III
  • The Last Guardian
  • Final Fantasy XIII
  • Final Fantasy XIV Online
  • MAG
  • Assassin's Creed 2
  • Uncharted 2: Among Thieves
  • Gran Tourismo 5

Monday, June 1, 2009

Aaaaaaand Microsoft Hits BIG!!!

Image from Kotaku

And just like that, Microsoft Press Conference has come and gone. (You can view the full video here.)

Thanks to the conference and ever so thankful live streaming services (especially IGN.com), today's productivity at work has been utterly pathetic--The whole thing was two-full-hours long!

The conference had Splinter Cell: Conviction, Modern Warfare 2, Left 4 Dead 2, Forza Motorsport 3, working demo of Final Fantasy XIII (and it's surprisingly early release window, Spring 2010), and... Hideo Kojima's appearance and the introduction of a brand new title, Metal Gear Rising! (If you thought Raiden looked awesome in MGS 4, you're gonna love this--it's a whole seperate title with him as the main character!)

There were many, many more announcements and videos and demos, and my head's just mesmerized with all those goodies right now. My response to the conference is basically written out at Gamasutra.

PS. Today isn't exactly E3; it's pre-E3 conferences with E3 starting on Wednesday. Still, I can already tell, it's going to be a hell of a fun week. Now, I have to make sure I do get some work done...

EDIT: Games shown at Microsoft Press Conference @ E3 2009 (that I care about):

  • Modern Warfare 2
  • Final Fantasy XIII
  • Shadow Complex
  • Crackdown 2
  • Left 4 Dead 2
  • Splinter Cell: Conviction (!!!)
  • Forza Motorsport 3
  • Halo 3: ODST
  • Halo Reach
  • Alan Wake
  • Metal Gear Solid: Rising
  • Possible future title by Steven Spielberg...?

Non-Game features shown at the conference that I care about:

  • Project Natal (mo-cap feature add-on for Xbox360)
  • Nilo (Lionhead's Virtual Intelligence boy)
  • Last.fm
  • Netflix sharing
  • Facebook extension
  • Tweeter(!)

E3 2009 Is Here!


E3 2009 has finally arrived at LA Convention Center, and in about 2 hours, the highly anticipated Microsoft Press Conference will begin. (You can watch web streaming via Gamespot HERE.)

With two years (or was it just one year?) of scaled-down, or rather, dumbed-down show, this year's E3 is said to be the return to the former, glorious show with large show floors, extravagant booths, and, of course, booth babes.

E3 is the time when big players in vido game industry make numerous announcements of coming products and services, it is an exciting event.

And as a Xbox360 owner, I am psyched about Microsoft's press conference and what they have up in their sleeve!

How about you? Are you excited??

Wednesday, May 20, 2009

Finally, An Emotionally Attachable Game

Game developers have long been, and still are, cracking their head to come up with a game that will have a big emotional impact on players, something that will make your heart pump a bit faster, sweat a little, and.. oh, bring tears to your eyes. But if you think a bit harder, there are some titles that have already achieved all this, and the next title from Japan's acclaimed developer of ICO looks like it's going to be the next to do this.

And the game is Project Trico, which is probably a temporary name. The game features a little boy and a mythical, giant animal who seems to be fond of the boy, and follows around and helps the boy navigating in ancient looking platforms and structures.

Watch the trailer HERE.

While watching the trailer, I immediately realized that these people hit the nail on the head of the whole "emotional game" thing. By creating a meaningful interaction between the player character and the adorable friend (san the tail... ew), the developer can pretty much embew the game with any emotional effect it wants using these two characters.

The key, I think, is to create a believable animal, a sentient being outside the player's control, that player can become attached to. Surely, this is easier said than done, however, there has been some games(?) that were able to achieve this: Tamagotchi and, more appropriately, Nintendogs. These titles brought about relevant emotional attachments from players to these virtual beings very strongly. (While I make this sound like I know it all, I haven't played the latter title, nor spent too much time on the earlier. So, take my words with a grain of salt.)

I've long thought that the next step for games to become a relevant artistic medium is to somehow involve one or more animals and create a chain of interactions between player and the animal that would result in a story-like experience. Project Trico seems like it's geared to achieve just that.* It is very heartwarming to finally see a game that has potential to advance the medium as a whole, and show the world games' hidden potential.

But then again, I may be setting myself up for a huge disappointment. But we'll see.

*Fable II and its dog could have been the title to achieve this. However, it failed miserably because the game simply isn't about the relationship between the dog and player. So, they completely missed the perfect opportunity to exploit and become a hallmark of modern gaming.

Tuesday, April 28, 2009

Descend. Or.. Ascend?

One of the grudges I have against probably-hated-by-me Elder Scroll IV: Oblivion is that it tricks you to believe that you can make meaningful choices which you absolutely cannot. I believe Bethesda studio could have built an entirely seperate path for the player to follow: the true evil path where player joins the cult that tries to bring apocalypse upon the world, and work with them.

This may sound like the old trick in today's RPGs where they have multiple endings for players to see, but I beg you to think differently. What I'm talking about is to keep the same story, but introduce a different perspective to it. The player can become the antagonist who ultimately loses to the protaganist at the very end, resulting in the world that survives to make another Elder Scroll game.

Anyways, while these two paragraphs may seem like the point of this post, I meant them as a lead to something I thought of after reading the preview of upcoming Dante's Inferno by EA Redwood.

The setting they chose to work with in the said title is, in fact, very interesting and even stimulating. Intellectually, I mean. Think about diving deep into Hell as described in the first part of the epic poem Divine Comedy, trying to save your dear love. To do that--and this is me musing--you have to defeat numerous devilish creatures, and descend into yet another, deeper and more gruesome circle of Hell. Because it's a journey that has no helping hand or even a rest, your character grows tired, unkempt, bloody, agressive, and starts to lose the human-side. In short, he grows more evil. If he stays on that path, he'd have become the Devil himself at the end of the journey, although he would've saved the love from being damned.

Now, what if, from time to time, the game shows what's above--the glorifying view of the heaven that keeps growing farther as Dante descends down to Hell? What if the game has a hidden path where the player could, instead of marching towards Satan, turn around and find a way to reach Heaven? This may let Dante's love be damned for eternity, but the player would've saved themselves in the end.

Unlike Oblivion idea, this may seem like an alternate ending that creates two versions of a same lore. But I believe that is not the case; there's only one small difference--Dante in Heaven and Beatrice in Hell, or vice versa--but everything else is the same.

I believe the true power of interactive entertainment as videogame is to let players have a real effect in the way story is delivered (rather than having a impact on the story itself). I think ideas such as above, could be one correct way to exploit such uniqueness of the medium.

But well, that's me musing in the slow day at non-game-related work...

Monday, March 16, 2009

Casual-ness

Whenever I see another Wii game, or any other casual game, trying to make more sales by featuring a picture of mom or grandma playing the game, I'm constantly reminded of how powerful the casual audience has become; there are just too many to ignore. And this is inevitably shaping today's game industry, and I don't like the way it's going.

To make more money off of this massive audience, more and more developers are trying to make more (and not necessarily better) casual games that can appeal to the normal, non-gamer audience. And by doing so, the quality of games is lowered. For a longest time, people relied on market's competitiveness to advance the market forward, resulting better and better games. But if there's just so many not-so-well-informed consumers eating up any trash games devs put out, who'd try hard to create a triple-A, high-quality title costing them a pile of gold in developing it?

Game has been nothing more than toy as long as humanity existed. Now that we've developed technology to finally thrust game forward and turn it into something more meaningful, we're suddenly struck with this very distracting second renaissance of casual games. I just hope the troubling situation of today's Japanese game development doesn't become a global trend.

Friday, March 13, 2009

My Library of Games - 03/13/2009

Below is the list of all the game systems and titles I own. I'll be updating this list as I acquire new titles, and also link any of my own reviews if and when I write them.

  • Microsoft Xbox 360:

    1. Armored Core 4
    2. Armored Core: For Answer
    3. Assassin's Creed
    4. Blue Dragon
    5. Braid
    6. Call of Duty 4
    7. Castle Crashers
    8. Chromehounds
    9. Clive Barker's Jericho
    10. Dead Space
    11. Fable 2 Limited Edition
    12. Forza Motorsport 2
    13. Gears of War
    14. Gears of War 2
    15. Hail To The Chimp
    16. Hexic
    17. The Last Remnant
    18. Lost Odyssey
    19. Mass Effect
    20. Mirror's Edge
    21. Project Sylpheed
    22. Rez HD
    23. Soul Calibur 4
    24. Tom Clancy's Splinter Cell: Double Agent
    25. Tom Clancy's EndWar
    26. Tom Clancy's Ghost Recon: Advanced Warfighter 2
    27. Viva Pinata: Trouble in Paradise
  • Sony PlayStation 2:

    1. Ace Combat 5
    2. Final Fantasy XII
    3. Guitar Hero 3: Legend of Rock
    4. Killzone
    5. Odin Sphere
    6. Okami
    7. Musashi Samurai Legend
    8. Persona 3: FES
    9. Persona 4
    10. Prince of Persia: Sand of Time
    11. Shadow of Colossus
    12. Valkyrie Profile 2: Silmeria
  • PC:

    1. Diablo II
    2. Dreamfall: The Longest Journey
    3. Elder Scrolls IV: Oblivion
    4. The Longest Journey
    5. Starcraft
    6. Starcraft: Brood War
    7. World of Warcraft
    8. World of Warcraft: Burning Crusade

Hmm, I thought I had more games than this. Am I missing any games that I should play or own?

Wednesday, March 4, 2009

Comparison Videos. Nothing More Than Flame Bait

I was one of them who were really interested in these videos that compare graphics of each system when a multi-platform game is released. But that quickly grew old, as there isn't really a notable difference to be found--developers quickly mastered working on each platforms, and most multi-platform games are pretty non-differentiable. Here's what I had to say to GameTrailer's Street Fighter IV PS3/360 Comparison Video:

I strongly doubt these videos will do anything more than starting yet another fanboyism war.

The difference between the consoles will be drawn not by 3rd party, multi-platform games, but by exclusive titles like inFamous. Because those are the ones that will really try to take advantage of a given platform.

That said, I think there will be more PS3 exclusives in the future, given that their hardware spec and architecture can provide some extra juice. 360 being easy to work on, any 3rd party game on 360 will also come out on PS3, unless Gabe Newell's behind it. :PTo MS's credit, since they have price advantage, they can retire their machine earlier and introduce another, more powerful system that can top PS3's power, and go ahead in the race while Sony's still tied to that system since they need to make up for the dev cost and all.

So, GT.com, you can stop making these pointless video.

Leave Those Long Lasting Games in the Past.

Here's a comment I left on an article on EA Games Europe senior VP Patrick Söderlund's response to EA's last year-end's underperformed quarterly result. This article, where he talks about his positive view of the result, wasn't what triggered my comment. It was another comment that basically blamed EA's new IPs' having short playtime for the disappointing result.

I am with a lot of people who backs Dead Space, and that length of a game does not define its quality.

While we would love never-ending stream of content with great gameplay to occupy our time, the audience of today's games is growing up. More and more are getting jobs and starting families. And thus, shorter games that packs tight and deep content are thriving over ridiculously (in my opinion) long games of the past.

For instance, I used to love playing RPG games like FF series that took above 40~50 hours to finish. But now, with a job, I just don't have time for games like that. It's taking me months to finish Lost Odyssey right now. And do I think that drawn-out-to-death playtime necessary? Absolutely not. They could've cut so many parts and end up with much much tighter and cohesive story, and ultimately, overall fun.

I think Dead Space got it right. It's pace, playtime, everything was right on the target, and I hope more games like that comes out.

Tuesday, February 24, 2009

PC Better Than Console?

With the release of highly-anticipated installment of overly-popular Halo franchise, Halo Wars, a heated discussion has been resumed: "Is PC's control of keyboard and mouse superior to that of the console systems', and are they necessary to enjoy games?" Well, I think that's an obnoxious hardheadedness to hold on to the way it is and has been in the past. Thinking everything is flowing and evolving, and that we should evolve with it, I've posted the following comment on Wired magazine's review of Halo Wars.

Of course, there is a sense of achievement for those who has time, energy and money to invest on a decent PC to enjoy games on it. But not everyone has that kind of free resources. No, MOST people don't. Shifting of games' preferred platform from PC to consoles is just another step of this industry's evolution. It does so to expand and flourish.

That said, I think RTS genre will also evolve to accomodate console systems' (somewhat limited) controls to provide as fun and rich experience as PC games with mouse and keyboard controls. I think EndWar shows it pretty well. I think it was a great first step towards this. No economy, more tactic.

And let's stop to kid ourselves. We call RTS games RTS just because we've been calling it that, not because they truly involve "strategy" in any meaningful way. Every game is tactic with mechanically glued-on microeconomy. So, don't start arguing EndWar-like RTS games without "real" economy system are not TRUE RTS games.

So, my point is, today's RTS games on console is just a start. If you want to hold onto your dear PC and your futile stubborness, brace yourself. You'll see a flood of games like that in future.

Monday, February 23, 2009

Say Yes to Console RTS!

Here is a comment I left on Giant Bomb's Quick Look video feature of Halo Wars. Below the video, numerous users has expressed their negative thoughts about RTS games being developed for console systems, and that they must stay on PC where the complex controls enable gamers to battle with precision and fast-response. Seeing this as a mere resistance to change, I expressed my thought against them.

Wow, anybody who bashes console's capability to house decent RTS games fail big time, in my view.

You seem to forget that historically, there were hardcore fans of specific portion of games that clung to the traditional style of gaming, trying to resist change. And what happened? Things kept changing and they had to move on. Adapt.

Today's no-RTS-on-console argument is just the same, I think. As hardcore games evolved to become (in hardcore gamer's point of view) easier to accomodate not-so-hardcore gamers to enjoy, RTS games will also do the same to survive. I think EndWar is a great example (not sure how well it's doing. Haven't pop that thing in 360 in a while). It enables gamers to show skill in managing troops, yet it perfectly utilizes consoles unique control scheme. And it is very enjoyable, too.

The notion that a RTS game has to be based on economy, base-building, and unit control is just about to become passe. Just as "having to retry 100 times or more to finish a game" became a thing of the past.

Friday, February 13, 2009

Wii-Fit != Game

NPD charts are unavoidable. They're released monthly, and when it does, each and every news outlet out there, be it a magazine, a news website, or even a blog, seems to write it up as if it's an obligation. So, failing to avoid the unavoidable, I took a look at this month's chart and found it very un-surprising; Wii-whatever is on the top! Just like last month, and few dozen months before it.

Then, I thought:

Maybe, just maybe, the reason Nintendo's flagship titles* sell like crazy is because their games are not really "games" at all.
*I mean Wii-Fit, Wii-Play, Wii-Music and stuff like that, not their traditional major titles like Zelda.

This theory comes from my belief that gamers who're in gaming for epic experiences are still a minority in this stinking world, that even with stellar technological and artistic achievements numerous titles contributed, the term "video game" is still mentioned as a degrading, childish play-thing ..thing. So, whatever that will go beyond the usual nerdy audience and reach out to the "normal," busy people with real lives will inevitably float to the top of the charts. And this is where Nintendo seems to excel.

Of course, I don't have a Wii and only had some playtime with it prior to the release of the balance board. So, you can and probably should take whatever I say here with a grain of salt.

But just look at that damn thing. It's a board you stand on and some simple instructions on the screen for exercising. Yes, excercising! It's not really something where a "player" "plays" it to enjoy the experience (by this I mean characters, stories, and interaction between players and characters). And besides this instructional program, the only thing that can be considered "game" are some extras that can barely be called games.

Let's think about the majority of people who buys Wii and Wii-Fit. Without any scientific data to back my theory, I say they are some average Joe who enjoys drinking beer, going out to movies, watch television, and only when friends come over does he fire this Wii up for maybe an hour of laughs and happy happy time. Is this what I consider a gamer? They are as much a gamer as bleak a game Wii-Fit is, if you ask me.

This is why I think NPD should not include Wii-Fit, Wii-Play, or any other so-called "casual" games in the same chart as games that traditional gamers, who enjoy games for game's sake, plays.

And when we do that, and start counting casual games seprately from traditional games, I bet there isn't as much expansion in the market as there is heralded to be.

Now, please sit back and enjoy this promotional video of the popular *tiny pause for dramatic effect* Wii-Fit:


Monday, November 24, 2008

On Jonathan Blow's Latest Talk: 'How To Make Games That Touch People'

Braid's Blow: 'How To Make Games That Touch People'

Jonathan's talk probably is the closest thing to what I've been thinking about today's games among any keynotes or presentations on the same topic until now.

Today's games are structured in a way that if they were novels, we would be solving puzzles or other challenges in between chapters of the story. For example, first, we'd be reading dialogues, a character's thoughts, feelings, meaningful interaction with other characters. Then when that parts over and time to move to next part of the story, we're slammed with a caculus problem that we have to solve in order to discover what happens next.

While I really do want to see someone try a different path than this, I still want to be told of a touching story, an interactive one, that is. I really would be pissed if all we see in future is AAA version of "Gravitation" or "Marriage." While it certainly is a progression, it's missing story element that I hunger.

What if we take completely opposite way, and instead of suppressing linear story, we take away player control? What if we don't let players directly control anything, but instead, let them merely influence character's actions? I see the true merit of a medium being interactive in its ability to let players influence and thus customize the experience to his or her liking.

In this case, we'd have a game that looks more or less like movies or TV shows, but depending on how a player, or rather a viewer, influence characters, plot turns and twists in response to that.

Friday, October 3, 2008

Wii Finally Offer Something For Hardcore Gamers

Wii has been something of a novelty product for me; it's not something I have to have, but would be a fun system to play on occasionally. This is because Nintendo tried so hard to capture larger crowd, that is the "casual" audience, that they pretty much didn't put much effort in developing more serious titles for more "hardcore" audience. This is obvious if you consider their choice of executive officers and who they picked to come up to the stage at E3 2008 press conference and kick off the show: Cammie Dunaway, Nintendo's VP of sales and marketing.

However, with the announcement of Vanillaware, the creator of much-beloved Odin Sphere, bringing their next title, Oboro Muramasa Youtouden, a beautiful 2D action RPG just like the previous title, to Wii, Nintendo finally got me seriously interested in their system. I was 'meh' at Mario, Zelda, and any other titles they had, but this, I really want to play.

But let me keep myself from dishing in heavy investment into Wii just yet, until they truely convince me that there are more titles like this on the horizon, or I'm sure I'll regret it later...

Thursday, October 2, 2008

Kudos To Microsoft. *Claps Half-Heartedly*

Microsoft Adjusts Contents & Pricing for Fable II Collector's Edition

Honestly speaking, I haven't been in the market for everything games for that long. My saying this may puzzle some of you, since I always was amazed and immersed in the wonderful world of games as long as you've known me. (This goes the same for me.)

But it is a fact; before I started working, and figured out what my spending ability is, I wasn't really out there buying games and console systems. I rarely got my hands on spare money, and so I spent it only on truely, truely epic and hallmark games, such as StarCraft. So, I think I can rightfully say Fable 2 Limited Edition is the first game I've pre-ordered before released date.

And so, the news of the adjustment Microsoft is making for the package is especially acerbic for me. For $10 less, I won't be receiving a "Hobbes" figurine, five "Fate" Cards, or the premium packaging box. Still included is the bonus downloadable contents and a bonus DVD with "Making-of" documentary, which is... still OK. Sort of.

I think this is a good chance to think about how valuable these special packages like "Collector's Edition", "Limited Edition", or even "ULTRA LIMITED EDITION" really are.

Just how valuable are these special editions? Is buying these more expensive variants meaningless and foolish? Am I being a victim of those companies' marketing strategies? I really don't know which side of the fence I am standing, or should stand.

Anyhow, I now need to find another way to fill up my bland and lifeless cubicle...

Wednesday, October 1, 2008

What It Takes To Be A Game Developer

I've always admired to become a game developer, to create something that will revolutionize the face of gaming. And I was thinking of sneaking into the indutry with my software engineering skill, but alas, that's not the only one you need: you need a tough body that can be pushed around, charged into a wall, and so on..!

Check it out:

FYI, Neil Wakefield, the poor guy in helmet, is a core member of the team behind Peter Molyneux's new game, Fable 2. And they're researching moves for their combat system. Or so they say, at least. :)

Saturday, September 27, 2008

Another Beginning

This post marks a start of yet another blog for me, with Eternity Begins being another.

This blog will serve as a place where any ideas, stories, opinions, or anything relates to games will be stored and shared. This is in response to a post by Brenda Brathwaite, a professor at Savana College of Art and Design and an industry veteran, "Design Portfolios - Is there such a thing?"

This isn't to say that I am to create a "design portfolio" with this blog; rather, I am simply creating a repository for everything I have to talk about in game, and more importantly, interactive storytelling (hence, the title).