I recently started playing through Ico and Shadow of the Colossus by Team Ico, again. They were great games for the PS2, though for some reason I hadn't finished Ico before. Shadow of the Colossus is probably one of my favorite games of all time, however, and I still enjoy playing through it. I've also started reading some analyses of both games. I'm impressed at the depth and thought that went into those games. I would, however, like to add one thought that I have on the games. We;re going into this with the idea that you know these games, so if you don't go play them. NOW!
I believe that Shadow of the Colossus is the prequel to Ico.
There is really no support for this. As far as I know, the developers claimed that they were independent games. The in-game stories are not connected it seems, no self-referencing material or real mention of the other. There is an unlockable that puts the Ico symbol on your horse if have an Ico saved file, but that might just be a fun extra. In theory, these two games are not related.
I, however, think that there is a connection between the two. This comes in a few points. The first being the art style. This is definitely brought on by the system limitations, but there is more to it than that. The main temple, as well as the castle in Ico has a similar style to it, with intricate carvings and statues, all built from a sandstone like material. Each is also connected by a ridiculous bridge, thought that might be for atmosphere. There is also a similar style in the dark magic. Most of it in Shadow of the Colossus is black and teal, much like it was in Ico. In the little elements, we see similarities.
A second part comes in the language. Shadow of the Colossus translates what each character says into English (in the few lines actually spoken). Ico never did these, offering only Ico's words, while Yorda's were a jumble of hieroglyphs. To the ear, however, the cryptic language of both the Demon and Yorda sound very similar. In some way, there might be a connection in how language was passed down.
A third instance is in the Shadows. Ico's main bad guys were these shadowy creatures with various deforms that would try and steal Yorda away. In Shadow of the Colossus, the shadow creatures are still present, though in a much reduced degree. After the Wanderer defeats a colossus, he returns to the temple, unconscious, and another shadow form gathers around him. In theory, these are the souls of the various colossi, who might have been human at some point. The ending of Ico also has Ico facing down various shadow demons, which appear to be the horned people that came before him. I believe that the magic that created these shadow creatures in Colossus is carried over into Ico.
Finally, and perhaps most importantly, the ending of Shadow of the Colossus shows a baby with two points on the side of its head. I took these has horns that would start to grow in. This could mean that the Wanderer is the first instance of the horned children, the fore runner to Ico. Mono, the girl he wanted to rescue, could very well have made it back to the village and raised the child. Maybe the spirit of the wanderer was reborn in the next generation, maybe it became some kind of family curse. Who knows.
This is all speculation. Team Ico has their own thought process behind the games. I respect them immensely for their work, and still enjoy the games regardless. For me, however, the thought that these two are connected creates a richer experience for me. I find a different way to connect with the work and it shapes my experience with it.
Now if they could only finish the Last Guardian, then we'll see.
Friday, May 25, 2012
Saturday, May 19, 2012
Game Balance
Some of the games that I like most are multiplayer. They let me and my friends get on together and play together. I've covered before how I like teamwork in games, when done well. There is a lot to offer in games where two or more real players interact. RPGs and other such games can focus more on the story and let the game play slide a little if needed. Team based games aren't so luck. How players play and the levels of skill required are essential to note in design. This leads me to the main point.
Balance is key, but so hard.
In games where there is competition, you can bet that the players will exploit every bug and function in a game. Many hours get put into finding the best locations, oddest map hazards, and most random rule loop holes. The first thing many gamers try to do is break the games distinct rules. This comes to the forefront in many online games, fighters and shooters usually, where characters and classes with skills that can be abused are often used and dominate the others, making the game not fun.
Designers have to find how to balance a game so that no one class or skill makes all the others useless. If there is, it is basically a win button for the player and the experience suffers for everyone involved. Some games have stun locks that keep the opponent from moving or being able to retaliate, some weapon sets change the nature of a class and allow it to dominate in ways that it shouldn't, and some moves just get spammed repeatedly. With patching and online updates, these exploits can be fixed, but they are still sign of design flaw.
Fighting games are an interesting thing with this. Many players break it down to a science, calculating things like hit boxes, attack range, damage output, speed, frame rate, attack priority, and more. In these games, there is usually a breakdown of the best characters known as tiers. Top tier characters are the best to use in tournaments and competitions, while bottom tier characters shouldn't even be played in practice. With such precision breakdowns, it is a wonder that developers still add over powered characters with ridiculous moves to their games. Some characters dominate if their combinations are put together correctly. This isn't necessarily skill on the players part, it is more exploiting various status effects and not even giving your opponent the chance to fight back. This is just not a good way to play. Even entry level players will often see that certain series are unfair. Developers in this field need to listen to their audience, many of whom have broken the game down more than the developers, and help face down problems in balance.
I appreciate shooters in this regards, as they are sometimes the most well-balanced. Team Fortress 2, one of my favorites, is probably the most well-thought out game I have ever played. Each class is balanced with specific goals and play styles in mind. Even the updates, while sometimes a little off the mark, try to maintain balance while offering variations on the typical play styles. Valve is very good at listening to their community and knowing what kind of variations to offer and when. Some changes the community doesn't like, but is often done for the good of the experience as a whole (I know my favorite gun got an update a while ago, it saddened me). While these games are still huge and still have many chances for players to exploit, more often than not it instead asks the player to think and find a new solution.
What needs to be done is proper play testing. Some exploits and over powered moves should be easy to find. If developers brought in more of the players who were seriously dedicated and could identify these failings, then I believe that the over all product would be that much better. The work in production can save a great deal of effort in patching and updating post production.
Still, we'll always have those dirty hackers to deal with.
Just something to chew on.
Balance is key, but so hard.
In games where there is competition, you can bet that the players will exploit every bug and function in a game. Many hours get put into finding the best locations, oddest map hazards, and most random rule loop holes. The first thing many gamers try to do is break the games distinct rules. This comes to the forefront in many online games, fighters and shooters usually, where characters and classes with skills that can be abused are often used and dominate the others, making the game not fun.
Designers have to find how to balance a game so that no one class or skill makes all the others useless. If there is, it is basically a win button for the player and the experience suffers for everyone involved. Some games have stun locks that keep the opponent from moving or being able to retaliate, some weapon sets change the nature of a class and allow it to dominate in ways that it shouldn't, and some moves just get spammed repeatedly. With patching and online updates, these exploits can be fixed, but they are still sign of design flaw.
Fighting games are an interesting thing with this. Many players break it down to a science, calculating things like hit boxes, attack range, damage output, speed, frame rate, attack priority, and more. In these games, there is usually a breakdown of the best characters known as tiers. Top tier characters are the best to use in tournaments and competitions, while bottom tier characters shouldn't even be played in practice. With such precision breakdowns, it is a wonder that developers still add over powered characters with ridiculous moves to their games. Some characters dominate if their combinations are put together correctly. This isn't necessarily skill on the players part, it is more exploiting various status effects and not even giving your opponent the chance to fight back. This is just not a good way to play. Even entry level players will often see that certain series are unfair. Developers in this field need to listen to their audience, many of whom have broken the game down more than the developers, and help face down problems in balance.
I appreciate shooters in this regards, as they are sometimes the most well-balanced. Team Fortress 2, one of my favorites, is probably the most well-thought out game I have ever played. Each class is balanced with specific goals and play styles in mind. Even the updates, while sometimes a little off the mark, try to maintain balance while offering variations on the typical play styles. Valve is very good at listening to their community and knowing what kind of variations to offer and when. Some changes the community doesn't like, but is often done for the good of the experience as a whole (I know my favorite gun got an update a while ago, it saddened me). While these games are still huge and still have many chances for players to exploit, more often than not it instead asks the player to think and find a new solution.
What needs to be done is proper play testing. Some exploits and over powered moves should be easy to find. If developers brought in more of the players who were seriously dedicated and could identify these failings, then I believe that the over all product would be that much better. The work in production can save a great deal of effort in patching and updating post production.
Still, we'll always have those dirty hackers to deal with.
Just something to chew on.
Friday, May 11, 2012
Tech and New Friends
One of my favorite video series, Extra Credits (which has been the inspiration for a few articles), recently did two episodes on alternate reality gaming and augmented reality gaming. The idea behind both of these is to make the real world part of the game. At the very basic level, think about it on Facebook games, when you invite friends to help your game. That's a part of it. With that in mind, I am looking forward to the future of gaming where these connect through amazing technology.
Imagine making life a part of your games.
Google has recently announced a prototype for a pair of glasses that project information for the user. These "augmented reality head mounted displays" would sort of function like a computer, letting you chat, use online maps, and access information before your eyes. We've seen these kind of things in movies and such but did we ever think they could be real? Imagine the ways our society would change, how our social lives would change.
Of course, since I love video games, I like to think how this would change gaming. If the technology advanced enough, then we would see games become a literal part of our world. The user would see the game in his or her own town, interact with it in a familiar and personal way. You would finally be the main character, the avatar in the game world. You could reach out and interact with the world that you play in.
I think there would be some interesting benefits to this kind of play. First, oddly enough, would be some health benefits. These would probably require people to go out into their world and interact with it. They would go for walks and explore their towns because the game wouldn't be limited to their personal home. City land marks or public buildings could become important parts of the game. The game would require you to go out and explore, keeping people off their couches and getting them outside.
There might be some academic benefits. Going to a library and getting a book might let you gain strength in certain skills, or you could find treasure in the park at your town center. It might seem odd, using games to teach, but that has been a major movement already in the industry. Lots of different groups are trying to find how to use video games as a medium for teaching. One of the biggest names on the PC, Valve Software, has even been looking into adding their amazing Steam network for schools. These types of games could encourage tangential learning, where the user learns because they want to, not because it is forced on them.
Finally, I think there could be a great social benefit to these games. Imagine you were supposed to find and defeat a monster that inhabited your local park. While searching, you met up with someone else who was also searching for that monster. Together you could meet and play the game, working together for the final goal. What if the game was tailored to these kinds of chance occurrences? If you met someone and shook hands, maybe both characters would gain experience, or if you combined spells or attacks with your partner and they would deal more damage, maybe you would gain even more loot at the end if you worked with someone. These would make people more inclined to act civilly with others. And after, you might find that you have more in common, games you both like or books you read or places you like to eat. The game would be helping you to meet real people in your area and make real connections.
There is a lot that these games could do, good and bad. I won't go into it now. Smarter and more invested people will continue to expand on these topics as development continues. I just look to the future. These could change how we play and how we see games. There would be great opportunities to change how society views games and how we deal with each other.
On the downside, I just know someone is going to make some creepy games someday.
Just something to chew on.
Imagine making life a part of your games.
Google has recently announced a prototype for a pair of glasses that project information for the user. These "augmented reality head mounted displays" would sort of function like a computer, letting you chat, use online maps, and access information before your eyes. We've seen these kind of things in movies and such but did we ever think they could be real? Imagine the ways our society would change, how our social lives would change.
Of course, since I love video games, I like to think how this would change gaming. If the technology advanced enough, then we would see games become a literal part of our world. The user would see the game in his or her own town, interact with it in a familiar and personal way. You would finally be the main character, the avatar in the game world. You could reach out and interact with the world that you play in.
I think there would be some interesting benefits to this kind of play. First, oddly enough, would be some health benefits. These would probably require people to go out into their world and interact with it. They would go for walks and explore their towns because the game wouldn't be limited to their personal home. City land marks or public buildings could become important parts of the game. The game would require you to go out and explore, keeping people off their couches and getting them outside.
There might be some academic benefits. Going to a library and getting a book might let you gain strength in certain skills, or you could find treasure in the park at your town center. It might seem odd, using games to teach, but that has been a major movement already in the industry. Lots of different groups are trying to find how to use video games as a medium for teaching. One of the biggest names on the PC, Valve Software, has even been looking into adding their amazing Steam network for schools. These types of games could encourage tangential learning, where the user learns because they want to, not because it is forced on them.
Finally, I think there could be a great social benefit to these games. Imagine you were supposed to find and defeat a monster that inhabited your local park. While searching, you met up with someone else who was also searching for that monster. Together you could meet and play the game, working together for the final goal. What if the game was tailored to these kinds of chance occurrences? If you met someone and shook hands, maybe both characters would gain experience, or if you combined spells or attacks with your partner and they would deal more damage, maybe you would gain even more loot at the end if you worked with someone. These would make people more inclined to act civilly with others. And after, you might find that you have more in common, games you both like or books you read or places you like to eat. The game would be helping you to meet real people in your area and make real connections.
There is a lot that these games could do, good and bad. I won't go into it now. Smarter and more invested people will continue to expand on these topics as development continues. I just look to the future. These could change how we play and how we see games. There would be great opportunities to change how society views games and how we deal with each other.
On the downside, I just know someone is going to make some creepy games someday.
Just something to chew on.
Friday, May 4, 2012
Time to Upgrade
I've really started getting into comics lately. I think it is because of the both the Kindle and the easy to use comic app, as well as the recent DC universe reboot. However, I would like to outline that I have had a love of super heroes in general for a long time. I would read the old Spider-Man comics from the library and watch all the cartoon shows. One of my favorites, then and now, is the Teen Titans. They have a great cast of characters and an entertaining story line. The comic series is also very well written with a lot of intrigue and drama, not just about super villains, but also about growing up. One character that has had a huge presence in the series has been Cyborg. The half man, half robot young leader of the Titans has been around for a while as a Titan and as a mentor. This reboot and other material have shown a wonderful change in this character's DC career.
Cyborg is finally getting the spotlight he deserves.
In the recent Reboot, Cyborg is not a member of the Titian, he becomes a founding member of the Justice League. The ex-Titan has moved into the "big leagues" now with his introduction into the League. He is becoming more mature and involved in the mainstream DC universe. Cyborg has always had a following, being popular for his abilities and his personality. Finally he is stepping onto the big stage and playing with the big stars. With a character like Superman as an industry figure head, those who are allowed to fight with him gain a lot more for themselves.
This upgrade for Cyborg is a long time in coming. He debuted in October of 1980 and was quickly joined with the Teen Titans. From there he has been an active member and leader various times, including co-leading a team of Titans East for a while there. In a series when characters get knocked off in increasing numbers, his longevity is astonishing. His life span might only be outranked by Robin (whichever variation we're working with). Cyborg may very well be the most influential member of the entire Titans. There's a whole plot point in One Year Later about the younger Titans asking his coma state body for advise and venting their problems to him. He has long since been a leader.
With all his experience, however, he has never really gotten the attention he deserved. Raven had a number of story lines about her and is even getting her own comic series soon. Various Robins do their things, even with Dick Grayson coming out as Nightwing and getting his own series. Cyborg has been a popular character that they never seemed to know what to do with. Even Beast Boy (or Changeling depending on how hipster you are) made his name in the Doom Patrol before going joining the Titans and winning fans with his charm and shape-changing ability. Cyborg hasn't had his time in the light yet.
Now is his time however. He is a founding member of the Justice League and a big name hero in the world. Other plot lines have been leading up to this. In the recent Flashpoint series, in an alternate universe, Cyborg is the world's leading hero, basically what Superman is to us. There he would search for ways to stop warring supers and maintain order. This focus on Cyborg spelled out a bigger future for him.
He even has a staring role in a DC animate film. When so many of the films focus on the main players, usually Bat-man, Superman, or The Green Lantern, in the recent Justice League movie Doom, he is a pivotal character. Helping save Wonder Woman, Superman, and the entire planet. In the film he maintains his strong voice and great gear, while moving smoothly into a more mature and dire situation.
Cyborg is stepping up and getting some real and well deserved focus as a character. He is strong enough to be a hero as well as human enough to sympathize with. In this, DC is growing a character; offering a familiar hero to the old school fans and what could be a new favorite for new fans. Their writing has brought him into his own and allowed his popularity to grow. I hope that DC realizes the potential that they have with this character and use him in the best way possible.
Now I just hope Beast Boy get's his time, but one step at a time.
Just something to chew on.
Cyborg is finally getting the spotlight he deserves.
In the recent Reboot, Cyborg is not a member of the Titian, he becomes a founding member of the Justice League. The ex-Titan has moved into the "big leagues" now with his introduction into the League. He is becoming more mature and involved in the mainstream DC universe. Cyborg has always had a following, being popular for his abilities and his personality. Finally he is stepping onto the big stage and playing with the big stars. With a character like Superman as an industry figure head, those who are allowed to fight with him gain a lot more for themselves.
This upgrade for Cyborg is a long time in coming. He debuted in October of 1980 and was quickly joined with the Teen Titans. From there he has been an active member and leader various times, including co-leading a team of Titans East for a while there. In a series when characters get knocked off in increasing numbers, his longevity is astonishing. His life span might only be outranked by Robin (whichever variation we're working with). Cyborg may very well be the most influential member of the entire Titans. There's a whole plot point in One Year Later about the younger Titans asking his coma state body for advise and venting their problems to him. He has long since been a leader.
With all his experience, however, he has never really gotten the attention he deserved. Raven had a number of story lines about her and is even getting her own comic series soon. Various Robins do their things, even with Dick Grayson coming out as Nightwing and getting his own series. Cyborg has been a popular character that they never seemed to know what to do with. Even Beast Boy (or Changeling depending on how hipster you are) made his name in the Doom Patrol before going joining the Titans and winning fans with his charm and shape-changing ability. Cyborg hasn't had his time in the light yet.
Now is his time however. He is a founding member of the Justice League and a big name hero in the world. Other plot lines have been leading up to this. In the recent Flashpoint series, in an alternate universe, Cyborg is the world's leading hero, basically what Superman is to us. There he would search for ways to stop warring supers and maintain order. This focus on Cyborg spelled out a bigger future for him.
He even has a staring role in a DC animate film. When so many of the films focus on the main players, usually Bat-man, Superman, or The Green Lantern, in the recent Justice League movie Doom, he is a pivotal character. Helping save Wonder Woman, Superman, and the entire planet. In the film he maintains his strong voice and great gear, while moving smoothly into a more mature and dire situation.
Cyborg is stepping up and getting some real and well deserved focus as a character. He is strong enough to be a hero as well as human enough to sympathize with. In this, DC is growing a character; offering a familiar hero to the old school fans and what could be a new favorite for new fans. Their writing has brought him into his own and allowed his popularity to grow. I hope that DC realizes the potential that they have with this character and use him in the best way possible.
Now I just hope Beast Boy get's his time, but one step at a time.
Just something to chew on.
Friday, April 20, 2012
Get What You Pay For
How would you feel if a group of people just gave you four hundred thousand dollars in about eight hours? What if people like the first ones continued to give you money until you had about three million by the end of the month? Would you feel obliged to them somehow? What would you do in return? This is what acclaimed game designer Tim Shaffer is looking at with his newest adventure game. He and his team raised three million dollars on the website Kickstarter. Shaffer, and others like him, have been using this website to fund various projects, from book publishing, to game design, to technological innovations. The success of these creators and this kind of business deal shows us something amazing.
If we want it, we can fund it.
Adventure games are pretty old hat. They had their time in the early years of gaming, and games like Sam and Max did their best to bring them around again, but they were never a big enough hit to warrant major publishers investing the money needed into them. The genre pretty much died out. Independent studios tried to revitalize them, but none of these were ever major successes. It seemed like it was the end for adventure games.
And then Tim Shaffer, god father of adventure games, decided to try out Kickstarter. He would appeal to a niche audience and see if you couldn't get some minimal funding to do a game he would enjoy making and he hoped people would enjoy playing. He as asking for four hundred thousand dollars at the start, more than had ever been raised on Kickstarter. It was a pipe dream, but he and Double Fine Productions had nothing to lose. In the first eight hours, when fans and professional sites saw what he was doing, they raised their goal. For the next month, the money kept pouring in. People were excited for his project and willing to throw a few dollars his way to make it happen.
Tim Shaffer isn't the only one out there. Familiar classics are coming back. Cult Classic "Leisure Suit Larry" is making a return, Wasteland 2 is being developed, Shadowrun is getting and update, and many more. Popular material thought dead is getting a second wind. And new material is also being added. People with a passion for their work and their niche are turning to the consumer to help them make their dream real. Whether it is a school project about social groups, an online role-playing game, or a bands first CD, creators are asking the consumer what they want to see, and the consumer is backing them with their dollars.
This may be one of the first times that consumers have had direct say in what gets made and what doesn't. Have you ever wondered how crappy movies keep getting made? Or how so many trash, boring novels keep getting publish? Or how the same grey and brown shooting games keep getting pushed into gamers' hands? If you keep seeing pointless wastes of material that you hate, this kind of marketing is your chance to support that which you really care about. Don't buy what the faceless publishers throw at you, choose what you want to support.
I hope that this kind of method catches on, or at least draw the attention of bigger publishers. If they realize that people are willing to support smaller ideas, ideas that innovate, or ideas that aren't "mainstream" then they might realize that if they support these small projects with their large wallets, they could turn a profit. We might see a rebirth of innovation and creativity. We'd stop having Micheal Bay action movies with nothing but explosions, we'd stop having pop music that just repeats the word "baby" a thousand times, we'd stop having games that have you shooting Nazis in WW2. A bold, fresh, new landscape would open up to creators everywhere.
Great, another site I have to resist spending money on.
Just something to chew on.
If we want it, we can fund it.
Adventure games are pretty old hat. They had their time in the early years of gaming, and games like Sam and Max did their best to bring them around again, but they were never a big enough hit to warrant major publishers investing the money needed into them. The genre pretty much died out. Independent studios tried to revitalize them, but none of these were ever major successes. It seemed like it was the end for adventure games.
And then Tim Shaffer, god father of adventure games, decided to try out Kickstarter. He would appeal to a niche audience and see if you couldn't get some minimal funding to do a game he would enjoy making and he hoped people would enjoy playing. He as asking for four hundred thousand dollars at the start, more than had ever been raised on Kickstarter. It was a pipe dream, but he and Double Fine Productions had nothing to lose. In the first eight hours, when fans and professional sites saw what he was doing, they raised their goal. For the next month, the money kept pouring in. People were excited for his project and willing to throw a few dollars his way to make it happen.
Tim Shaffer isn't the only one out there. Familiar classics are coming back. Cult Classic "Leisure Suit Larry" is making a return, Wasteland 2 is being developed, Shadowrun is getting and update, and many more. Popular material thought dead is getting a second wind. And new material is also being added. People with a passion for their work and their niche are turning to the consumer to help them make their dream real. Whether it is a school project about social groups, an online role-playing game, or a bands first CD, creators are asking the consumer what they want to see, and the consumer is backing them with their dollars.
This may be one of the first times that consumers have had direct say in what gets made and what doesn't. Have you ever wondered how crappy movies keep getting made? Or how so many trash, boring novels keep getting publish? Or how the same grey and brown shooting games keep getting pushed into gamers' hands? If you keep seeing pointless wastes of material that you hate, this kind of marketing is your chance to support that which you really care about. Don't buy what the faceless publishers throw at you, choose what you want to support.
I hope that this kind of method catches on, or at least draw the attention of bigger publishers. If they realize that people are willing to support smaller ideas, ideas that innovate, or ideas that aren't "mainstream" then they might realize that if they support these small projects with their large wallets, they could turn a profit. We might see a rebirth of innovation and creativity. We'd stop having Micheal Bay action movies with nothing but explosions, we'd stop having pop music that just repeats the word "baby" a thousand times, we'd stop having games that have you shooting Nazis in WW2. A bold, fresh, new landscape would open up to creators everywhere.
Great, another site I have to resist spending money on.
Just something to chew on.
Friday, April 13, 2012
Truly Bazaar
Who am I? You might never know. I am the eloquent gentleman, toast of parties all over the city, charmer of countless noble women, verbal combatant with some of the greatest minds, the creator of vivid and unrivaled poetry, theater, and books. His amused lordship enjoys my company, the Wry Functionary and share cards and drinks, even the Duchess herself seems to hold me in good regards. The common rabble love my work. I am not, however, just another pretty face in society's upper circles. My eyes are always watching, picking up clues and secrets that so many would wish hidden. I even turn my hand at thieving, though it is still a new hobby for me. I am a person of some consequence in this city, and I will become someone of Importance.
Or at least, that's who I am in Fallen London.
This entry is to talk about an innovative game that I came across last year. It was then called Echo Bazaar, and has recently revamped itself and now goes by the name Fallen London. This is not your normal game you might find on Steam or some other digital provider. It's not even a flash game like you might see on Armor Games or Miniclips. What this game is, is a browser game: a game that tells a story without a lot of strict "game play." Typically, you click through some cards and prompts and then chance decides if you succeed or not. You gain levels in four key skills, as well as in story specific occurrences, and gain items of a large variety to use in later story arches.
So basically, this whole game wouldn't seem all that engaging. It might come across as a novelty, a gimmicky website with nothing to offer. Yet, I find myself coming back to this game in my spare time. If I have a few minutes I like to hop on and run through a few missions, earn a level or two, or maybe hunt after some useful times. There's no sound, no three dimensional models, nothing but text (and a spinning hat load icon). What makes this game so appealing?
In short, the world. This game has created a world that is unique and intriguing. It is dark and mysterious while also being entertaining and lively. Through only the text before and after each challenge, the team behind Fallen London have built up a city that you come to understand and love. Whether you're a charmer like me, a thug, a thief, or whatever, you find how your character fits into the world and you can peruse that which interests you. Want to be a novelist? Work up and get into the literary circles, then dominate them. What to be a detective? Put in some time and hunt down big cases. The game functions much like you would think life does, working the menial jobs and low tier work until you get better and move on to more important work.
Every action you take is combined with story bits, short blurbs of text that talk about what you did, how you did it, and how it affected the city or the people. Your knowledge of the city and the people groups, various factions and locations, all grow in time. Nothing is ever just dumped on you, you learn in bits until you understand a good deal of how the whole Fallen London runs. The world is so complex, but is given to you in such digestible parts that you can understand its complexity and really immerse yourself in the world.
I love this game for its story and for showing that not all games have to be fast-paced and big budget. It also shows that an interesting story and believable world can keep a player around just as much as lots of explosions and collision physics. It is a step in showing games as mediums for storytelling and interactive art. I love the game, and I want to see how it grows. Maybe one day I could help shape the streets of Fallen London and influence the various factions.
You should join and play. It's fun.
Just something to chew on.
Or at least, that's who I am in Fallen London.
This entry is to talk about an innovative game that I came across last year. It was then called Echo Bazaar, and has recently revamped itself and now goes by the name Fallen London. This is not your normal game you might find on Steam or some other digital provider. It's not even a flash game like you might see on Armor Games or Miniclips. What this game is, is a browser game: a game that tells a story without a lot of strict "game play." Typically, you click through some cards and prompts and then chance decides if you succeed or not. You gain levels in four key skills, as well as in story specific occurrences, and gain items of a large variety to use in later story arches.
So basically, this whole game wouldn't seem all that engaging. It might come across as a novelty, a gimmicky website with nothing to offer. Yet, I find myself coming back to this game in my spare time. If I have a few minutes I like to hop on and run through a few missions, earn a level or two, or maybe hunt after some useful times. There's no sound, no three dimensional models, nothing but text (and a spinning hat load icon). What makes this game so appealing?
In short, the world. This game has created a world that is unique and intriguing. It is dark and mysterious while also being entertaining and lively. Through only the text before and after each challenge, the team behind Fallen London have built up a city that you come to understand and love. Whether you're a charmer like me, a thug, a thief, or whatever, you find how your character fits into the world and you can peruse that which interests you. Want to be a novelist? Work up and get into the literary circles, then dominate them. What to be a detective? Put in some time and hunt down big cases. The game functions much like you would think life does, working the menial jobs and low tier work until you get better and move on to more important work.
Every action you take is combined with story bits, short blurbs of text that talk about what you did, how you did it, and how it affected the city or the people. Your knowledge of the city and the people groups, various factions and locations, all grow in time. Nothing is ever just dumped on you, you learn in bits until you understand a good deal of how the whole Fallen London runs. The world is so complex, but is given to you in such digestible parts that you can understand its complexity and really immerse yourself in the world.
I love this game for its story and for showing that not all games have to be fast-paced and big budget. It also shows that an interesting story and believable world can keep a player around just as much as lots of explosions and collision physics. It is a step in showing games as mediums for storytelling and interactive art. I love the game, and I want to see how it grows. Maybe one day I could help shape the streets of Fallen London and influence the various factions.
You should join and play. It's fun.
Just something to chew on.
Friday, April 6, 2012
Mr. Fix-It
I'm not a techy; I can't fix your computer. I don't know how to deal with a Blue Screen of Death, I can't get your Skype cam working (or my own for that matter), I don't know how to get into your e-mail. I can't fix home stuff either. I don't know how to cook that well, I would probably struggle changing a fuse, I have no idea how to repair a roof. Honestly, I can't fix a lot of things, (I'm rather worried what I'll be like on my own). Yet there even with my technical failings, there is still a drive I have. It doesn't revolve around the physical, like computers or home repair, but a little deeper.
I always want to fix other people's problems.
I get this desire to be able to reach out to someone and help them past their problems. If it's school work, I want to offer advise on how to work better. If it's people, I want to give opinions on what to say or do. Heck, even in video games I want to make the choices that help my ally characters. Games like Dragon Age have me agonizing over what ways I could help my party members. That might show me as a bit more neurotic than is probably healthy, but it underlines my point. I want to help people.
It bugs me that I can't as well. I might see someone that I only marginally know and they might just look dejected or sad, and I get this drive to help. I want to be able to reach out and let them know that it is all right, that I can help them. I know it sounds arrogant, but the goal isn't to show how they need me in their lives, but to let them know that whatever it is that they are dealing with, someone is there to help them through.
The reason this comes up is twofold. The first is that I started reading through a "visual novel" (a very Japanese kind of computer 'game' that is mostly text with a few distinct choices all in all) and the characters are all burdened with their own problems. While the story follows through the main character, who is not really the player, we get to see how he interacts with the other characters and helps them, or doesn't. Reading that, I can't help but think how I would want to react and help. The only reason I picked up on this idea in this type of game is because the preset story and dialogues don't usually fit how I would handle a situation. I make a few choices, maybe ten in total, but how they play out is strictly in the mind of the central character and his personality rather than my own. I want to help in my own way, but the story doesn't lend itself to such freewheeling.
The second reason for this comes simply though the society that college seems to be for me. Maybe it's something about the Christian community, or maybe it has something do with my place as lounge furniture, but I find I hear about and see people and their problems. I might walk in on someone crying in the prayer chapel, or over hear two people hashing out a tough issue. Whatever the case, when I hear these things or see others in a state of distress, my heart goes out to them.
Maybe this is just your stereotypical guy mentality. Something wrong? Must fix! But I hate to think that what I'm feeling is just base instinct. I'm not moved to solve a problem; I'm driven to help someone. That's the desire, to help. I want to help people, to be their personal life Mr. Fix-It and give them a solution so that they aren't burdened anymore. I know that isn't what people need. Some people need to try it on their own, some just need someone to talk to (I make a great sounding board as well, might get into that another week), some people need to go break balloon animals in half with caramelized steak. I'm not one to judge people's coping mechanisms.
I suppose this overly-drawn-out series of poorly joined paragraphs is a build-up to say that: someday, in our interactions, I may try to help you solve a problem. This isn't me imposing on your life, or trying to be the hero your life deserves, it's me having a desire to help you not be burdened anymore. If you need someone to help you, come to me and I would be glad to do whatever I can. Your problems aren't a burden to me, and even if I can't help, I'll be there to listen.
Just don't ask me to fix your toaster; I'll short out the whole state.
Just something to chew on.
I always want to fix other people's problems.
I get this desire to be able to reach out to someone and help them past their problems. If it's school work, I want to offer advise on how to work better. If it's people, I want to give opinions on what to say or do. Heck, even in video games I want to make the choices that help my ally characters. Games like Dragon Age have me agonizing over what ways I could help my party members. That might show me as a bit more neurotic than is probably healthy, but it underlines my point. I want to help people.
It bugs me that I can't as well. I might see someone that I only marginally know and they might just look dejected or sad, and I get this drive to help. I want to be able to reach out and let them know that it is all right, that I can help them. I know it sounds arrogant, but the goal isn't to show how they need me in their lives, but to let them know that whatever it is that they are dealing with, someone is there to help them through.
The reason this comes up is twofold. The first is that I started reading through a "visual novel" (a very Japanese kind of computer 'game' that is mostly text with a few distinct choices all in all) and the characters are all burdened with their own problems. While the story follows through the main character, who is not really the player, we get to see how he interacts with the other characters and helps them, or doesn't. Reading that, I can't help but think how I would want to react and help. The only reason I picked up on this idea in this type of game is because the preset story and dialogues don't usually fit how I would handle a situation. I make a few choices, maybe ten in total, but how they play out is strictly in the mind of the central character and his personality rather than my own. I want to help in my own way, but the story doesn't lend itself to such freewheeling.
The second reason for this comes simply though the society that college seems to be for me. Maybe it's something about the Christian community, or maybe it has something do with my place as lounge furniture, but I find I hear about and see people and their problems. I might walk in on someone crying in the prayer chapel, or over hear two people hashing out a tough issue. Whatever the case, when I hear these things or see others in a state of distress, my heart goes out to them.
Maybe this is just your stereotypical guy mentality. Something wrong? Must fix! But I hate to think that what I'm feeling is just base instinct. I'm not moved to solve a problem; I'm driven to help someone. That's the desire, to help. I want to help people, to be their personal life Mr. Fix-It and give them a solution so that they aren't burdened anymore. I know that isn't what people need. Some people need to try it on their own, some just need someone to talk to (I make a great sounding board as well, might get into that another week), some people need to go break balloon animals in half with caramelized steak. I'm not one to judge people's coping mechanisms.
I suppose this overly-drawn-out series of poorly joined paragraphs is a build-up to say that: someday, in our interactions, I may try to help you solve a problem. This isn't me imposing on your life, or trying to be the hero your life deserves, it's me having a desire to help you not be burdened anymore. If you need someone to help you, come to me and I would be glad to do whatever I can. Your problems aren't a burden to me, and even if I can't help, I'll be there to listen.
Just don't ask me to fix your toaster; I'll short out the whole state.
Just something to chew on.
Subscribe to:
Posts (Atom)