Wednesday, December 31, 2008

Massive Entertainment & The Mystery Of The Missing Expansion Pack


Being a big fan of World In Conflict, I was a little miffed when Activision decided to sell developers Massive Entertainment. But now that Ubisoft have bought them and the World In Conflict franchise, it still remains a mystery of what has happened to the Soviet Assault Expansion pack.

World In Conflict: Soviet Assault was to be a console port of the game that would have added a new soviet campaign. It was planned to be released as a downloadable expansion pack for the PC. The port was being handled by Swordfish Studios.

It was reported here, that prior to the sale of Massive Entertainment, ESRB made a listing for a certain World In Conflict: Complete for the Windows, PC platform. This looked like a complete WiC package that included the Soviet Assault content.



A lot of work had been done in it and Massive also made it known that the console version would feature a voice control mechanism(exactly how this would work is unknown).

A couple of trailers got released showing the new content(actual in game footage and new maps)







Massive was bought by Ubisoft this November when it was put on sale. It was reported that Ubisoft did buy Massive together with the rights to World In Conflict. Soon after that, a curious article cropped up detailing the reason why Ubisoft bought Massive. It was stated that Ubisoft brought in Massive to get into the MMO market:

Gamasutra reports that Ubisoft CEO Yves Guillemot stated that the World in Conflict developer "...are going to help us to also get closer to the MMO space." Speaking at the BMO Capital Markets Interactive Entertainment Conference, Guillemot stated that Ubisoft will move into the "light-MMO" genre with things like free-to-play MMO titles.

No news about Soviet Assault and Massive has remained tight lipped about this so called MMO project and the fate of WiC. A quick check in the World In Conflict forums shows that they just released two community made maps as an update.

It remains to be seen whether the title will see the light of day next year with Ubisoft showing interest in developing an MMO. It also needs to be said that Ubisoft recently published Tom Clancy's End War which was a console RTS game that shared similarities to World In Conflict.

I'm am not sure what all these points to for the series. I truly hope that Massive is somewhere still secretly developing Soviet Assault. Soviet Assault was in works for a Q1 2008 release before the whole Activision sales blitz.

Will Wright : 2008 The Year Consoles Grew Up


Will Wright, the brains behind the Sims and Spore said in an BBC write up that he feels consoles have really matured this year and that he thinks we will see more connected game. He said:

2008 was the year that the console hit its stride, we're seeing the rise of mobile gaming (along with user generated content) and, as we hear every eight years, the death of PC gaming


He also went on the predict that:

Next year, we're going to see more connected games - more social networking rather than just multiplayer. What's more, they are going to be more fractal in nature; how you interact with the game will depend not only on what you play (360 vs mobile) but where you play. So, for example, a mobile game that interacts with a GPS (global positioning system) so that where you physically play the game in the real world will have a direct effect on the game you are playing.


Will Wright is an intelligent and well respected designer. His words get taken seriously and I would not doubt what he says in this regard. Connected games are beginning to take shape this year and I think we all wait with anticipation for what devs can think of to take it to the next level.

The BBC write up featured the thoughts of leading developers like Peter Molyneux(Lionhead Studios), Paul Barnett(Cryptic Studios), and professional gamer Jonathan Fatality Wendell about 2008.

To read the full article, go here: http://news.bbc.co.uk/1/hi/technology/7804564.stm

Starcraft 2 Terran Campaign Is In A Playable State Now


1up featured an interview with Dustin Browder, lead designer of Starcraft 2 recently. Dustin proclaimed in the interview that the Terran campaign has been playable for sometime now. Dustin also stated that they haven't gone into any design of the protoss or zerg campaign(which in case you didn't know, will be its own game). Quote :

The other two campaigns are definitely not in a playable state. We've put by far, the most amount of work into the Terrans -- the other two campaigns are still in planning and concepting, which is where they'll stay until we?re done with the core game. All of our design and production efforts have been focused on the Terran campaign for the core game for a while now.


He also went on to say that Starcraft 2 will have 26 to 30 missions:

The primary thing we can do is structure the campaign in a non-linear fashion. Being able to focus on one race for 26 to 30 missions gives us the breathing room to give players meaningful choices as to which parts of the galaxy they want to explore first, and the ability to create side plots. It also gives us the leeway to introduce more characters, more locations, and allow us some room to explore those characters and settings in more depth. Trying to cram all of that into 10 missions at a time didn't seem feasible, and would have negatively impacted our design goals as well as our story presentation.


It is unclear whether we will play all 26/30 missions or be treated to a few core missions and some other side missions that aren't necessary to finish the game. It has been stated that playing as Jim Raynor, you will have to take missions to earn credit that you will use to upgrade your technology.

I would assume that these filler missions would be there for the sole purpose of allowing the player to earn more credits.

Read the full interview here: http://www.1up.com/do/previewPage?cId=3172090&p=1

Tuesday, December 30, 2008

Empire: Total War Video Preview At cubic.com


French site cubic.com has released two video previews of Empire: Total War. The videos show a mix of gameplay capture footage and interview with Kieran Brigden. If you understand french then all the better.

The videos are part of a writen preview of the game(in french of course). This is a MUST SEE!

Link : http://www.clubic.com/test-jeux-video-9156-0-empire-total-war.html

Witcher Developer Believes Adding More Value To Your Games More Effective Than DRM


CD Projekt's Tom Ohle said in an interview with softpedia that they don't believe in punishing their legitimate customer and would prefer to add value to their games than implementing punitive DRM. And I quote:


“Piracy happens. Our goal is to provide as much value to paying customers as possible; the Enhanced Edition was basically like a Collector’s Edition of a game at a standard price point. Rather than spending all our time and effort punishing people who get the game illegally, we want to reward those who legitimately buy the games. Piracy hurts a lot of companies, and there are a few companies that have embraced a progressive stance on the issue… make loyal fans out of your customers and they’ll pay for your games.”


His stance on DRM is admirable however it has to be noted that CD Projekt is now publishing games themselves and run GOG(Good Old Games). They profit from the negative press that publisher like EA and Ubisoft gets for employing Securom.

It also has to be said the CD Projekt may have the advantage of relatively cheaper cost of developing games since the cost of hiring programmers in eastern European countries is very low considered to North America or Central Europe hence their strategy of just putting more content for the price of a regular game may be viable for them.

Source : http://news.softpedia.com/news/Witcher-Developer-Talks-About-Piracy-100921.shtml

Prince of Persia Lacks Cultural Realism


Seth Scheisel for the review of the game(New York Times), described Prince of Persia as culturally insensitive and crude. He went on to point out that :

What are we to make of a “Prince of Persia” who talks and behaves like a 17-year-old American mall rat? A “Prince of Persia” with blue eyes, fully Anglicized facial features and what looks like a tan he picked up on spring break? Is it taking a video game too seriously to shrink in distaste from such characterizations? In fairness, the new Prince of Persia does not claim any historical or cultural authenticity; the game is set in a fantastic magical realm rather than in a rendition of any real place. But does that absolve the game of any responsibility?


He further explained that:

Many Americans have little understanding of the difference between Persia and the Arab world. To most Americans the entire Islamic world is still the “other,” as Mr. Said might have put it, something mysterious and unknowable and at least a bit menacing.


He was refering to Mr. Edward Said who wrote 'Orientalism'. He does have a point about the lack of faithfulness to the Persian setting. It would seem to me that Ubisoft tried to play it safe to not offend the American audience( or was underestimating the maturity of the audience) by making the prince a bit more american.

Again the writer may be over analysing things too deep. Either way it is an interesting read.

Source : http://www.nytimes.com/2008/12/25/arts/television/25pers.html?_r=2

Worlds.com Files Suit Against NCsoft - Virtual Worlds A Protected Trademark


Worlds.com filed a suit against NCsoft for patent infringement this Christmas Eve. Reported by Virtual Worlds News, The patent was filed in 2000 and granted at 2007. The patent is described as :

provides a highly scalable architecture for a three-dimensional graphical, multi-user, interactive virtual world system" that uses a "central server" to compute the positional data that allows avatars to interact with each other as well as the environment.


The report stated the suit was filed because:

Specifically, the suit claims that NCsoft has infringed on patent 7,181,690, "System and Method for Enabling Users to Interact in a Virtual Space" through its games, including City of Heroes, City of Villains, Dungeon Runners, Exteel, Guild Wars, Lineage, Lineage II, and Tabula Rasa.

The complaint seeks to recover damages for the infringement and asks that NCsoft be prevented from infringing on patent 690, which covers scaling.


By the looks of it, Worlds.com are just trying their luck out with NCsoft and is avoiding the 80 pound gorilla in the genre.

Monday, December 29, 2008

Empire: Total War Could Be Played With Minimal Amount of Conflict


In a recent hands on of the game by Martin Korda from PCZONE UK, a developer claims that Empire: Total War can be played with minimal conflict. And I Quote:

In a clear attempt to provide greater flexibility, Creative Assembly have expended a great deal of effort in fleshing out Empire's non-combat features. The developer even claim that you'll be able to play the whole game with the minimal amount of conflict if you're canny enough, though sadly my playtest wasn't long enough to test this theory.


I'm not sure how fun it would be playing a Total War game peacefully, but I suppose it is another option. Creative Assembly has talked much about the improved combat and diplomacy AI.

I hope the revamped AI will mean new and interesting strategies and gameplay challenges.

You can read the entire hands on here: http://www.computerandvideogames.com/article.php?id=204221&site=pcz#comments

Saints Row 2 PC Requirements


A community representative on the games official forums let slip the minimum and recommended requirement for the upcoming PC version:

Minimum Requirements:
- Windows XP / Vista
- 2.0 GHz Dual-Core Processor (Intel Core 2 Duo or AMD Athlon X2)
- 1 GB Available System Memory
- 15 GB Available Hard Drive Space
- 128 MB 3D Video Card w/Shader Model 3.0 Support (Nvidia GeForce 7600 / ATI Radeon X1300)
- DirectX Compatible Display Capable of 640x480 16-bit Color Resolution
- DirectX 9.0c Compatible 16-bit Sound Card
- Broadband Connection for Internet Multiplayer

Recommended Requirements:
- Windows XP / Vista
- 3.2 GHz Dual-Core Processor (Intel Core 2 Duo or AMD Athlon X2)
- 2 GB Available System Memory
- 256 MB 3D Video Card with Shader Model 3.0 Support (Nvidia GeForce 8800 / ATI Radeon HD3850)
- DirectX Compatible Display Capable of 1024x768 in 32-bit Color
- DirectX 9.0c Compatible 16-bit Sound Card
- Recommended System Requirements Required for 2-12 Player Multiplayer or Co-Op


It was also reported that Saint's Row 2 will be using Steam and will not employ any other DRM mechanism.

Source : http://www.fragland.net/news/Saints-Row-2-PC-specs-Steam-activation-revealed/20108/

2008 Thanks For The Memories


With the year coming to an end, we look at what 2008 entailed for us. We reminiscence all the bitter sweet memories of the year, the trial and tribulations, before we finally say our goodbyes. Lets take a look at some of the major news items or talking points of 2008.

January



Mass Effect Sexual Content
2008 started with a bunch of people getting all hot and bothered over Mass Effect. The game was reported to have a non graphic sex scene. The issue blew out of proportion when a Fox News report deemed the game as pornography.

How misunderstood can you get. The people that made these accusations hadn't even played the game. BioWare later cleared things up by stating the game is rated M and the scene was a minor scene that the player might or might not encounter.




Crytek Rues PC Piracy
Crytek beginned the year by making statements that they were disappointment about Crysis getting pirated. Cevat Yerli, claimed that the rate of piracy was like 20 to every 1 person that bought the game.

Many in the enthusiast press went on to rubbish his claims since he didn't have the number's to prove it even though Crysis was clearly heavily pirated in the early days of release(like most triple AAA games).

Cevat later lamented about the PC games market as being constricted by piracy. Which based on sales figures of top AAA games, he had a point. He went on to say Crytek will not be making anymore PC exclusive titles and stated that a tweaked version of the CryEngine 2 for consoles were being worked on.


February


Sins Of A Solar Empire Released
While Crytek complained about piracy, Ironclad captured the headlines with the release of Sins of A Solar Empire. Sins received glowing recommendation from the press and had converted many strategy gamers to loyal followers of the series and its developer.

Iron Clad choose Stardock as their publisher and Sins was released without any DRM or copy protection. No Internet necessary for installation, no install limits, no disk checks. They won kudos from a lot of people for this.

Stardock reported later that Sins has done amazingly well and was very pleased with it. A large portion of sales were from their digital distribution platform.




GDC 2008 - Will Wright And The Russian Space Minute
2008 was the year Will Wright mania reached the peak of everyone's expectation. Will Wright was the coolest game developer in the planet and more importantly, he gave a good and geeky presentation wherever he was invited to give one.

One of these great presentations happened at GDC this year where Will talked about franchises and how he envisions these franchises to span many different segments. Will then went on to give the Russian space minute presentation that detailed the Russian space programme.

An amazing talk from a master presenter.


April



Resident Evil 5 Racism Issue
Resident Evil 5 made news this year for the wrong reasons. Level Up blogs N'Gai Creole made a blog posting that he thought the Resident Evil 5 trailer had too much of a negative connotation.

He said the images reminded him a lot of the painful and bitter images of how native Africans were portrayed as savage beasts by early European explorers. His comments sparked a flurry of Internet discussion and debate (some pretty hot and emotional debate) with some saying N'Gai was too sensitive and that it was only natural that Africa was populated by Africans and he shouldn't be disturbed by those images.

Critics say to a case in point that the Spanish weren't mad at Capcom for Resident Evil 4's Spanish setting with the protagonist killing many Spanish zombies (Guanados...okay not really zombies).

Capcom has since made Resident Evil 5 a bit more multi ethnic to avoid hurting anyone's feelings.

May



GTA IV Released With Record Breaking Sales
Analyst's predicted GTA IV would be a blockbuster and GTA IV delivered. It sold tons of copies off the shelf when it was released. 3.6 million units moved in the first day. There were small grumblings about frame rate of the game on the 360 and the PS3 running just a tad bit better. Either way, they lapped it up.

June


Diablo 3 Unveiled!
Blizzard made a major unveil that they would be developing Diablo 3. Rumours were abound even before the announcements that Blizzard could be working on it. Blizzard displayed cryptic images as hints run up to its Blizzcon event that was held in Paris.

Of course then the fan boys were all up in arms about Diablo 3's colourful and WoW'ish graphics. These fan boys even set up an online petition demanding Blizzard to change the art style of Diablo 3. They said it was not dark enough. Blizzard came out to defend their decision.




Dennis Dyack vs The Internetz!
Prior to the release of Two Human, Dennis Dyack the founder of Silicon Knights started a forum war by challenging forum goers at Neo Gaf that Two Human would be good. He said he would put on an avatar that said owned by Neo Gaf if he lost this challenge. Dennis was infuriated because of the negative opinion from forum posters on his unreleased game and said it could adversely affect how the game does.

Dennis took it upon himself to go up against these critics and was immediately labeled a cry baby and a whiner. Neo Gaf eventually banned him from their forums because he was disrupting them and challenging the moderators.


July



E3 2008 Spawns New E3 Is Dead Debate
E3 this year was held at the Los Angeles Convention Centre. The event was heavily criticised previously when it was held in San Jose and journalists had to travel to different buildings to go to the different press conferences.

However, this years E3 felt generally underwhelming with a lot smaller presence from retailers and developers. A lot of big publishers have had their own press events prior to E3 and scaled things down a lot for E3.

This had led to a lot of murmurs that E3 was dead and that all is not well with the ESA. Many agreed the format had to change if E3 was to be held as a major milestone in the gaming calendar.

E3 2008 will always be remembered for Nintendo ditching the hardcore audience. Ravi drums as the face of E3 2008.


August



Leipzig 2008 Shows Em How It's Done!
Just after the drudgery that was E3, journalists and fans packed their bags and went off to Leipzig. At Leipzig, they were reminded of what a games convention should be. Full of fanfare and excitement, the Liepzig Games Convention was filled with exciting games and performances.

Leipzig was colourful and full of cultural diversity. The convention allowed the press to get two days in before the public. This format was much praised by journalists. It was what E3 should have been.

September



Spore And The Whole DRM Hullabaloo!
Spore was released and what got the headlines wasn't the game, but its copy protection mechanism. It used an online Securom DRM that needed the user to connect to the authentication servers before install and on a weekly basis.

The DRM was cracked literally hours before even the release( the game was sold a day or two before the actual release date by some stores).

To make matters worse, users were limited to three install limits(install on 3 separate machines) that Maxis later increased to five. Amazon user's started bombing the sites game review by giving Spore a 1 star rating, which lead to Amazon cleaning up the review section.

The game received widespread flak from all quarters for this draconian approach to DRM. Many users downright threatened to pirate the game because of this. Maxis has since released a de authorisation tool that will allow users to get refunded an install when they uninstall the game.

Spore nevertheless was the top seller regardless in the opening week and remains one of the best selling game this year.

October



EA Sexes Up Red Alert 3
EA released Command & Conquer: Red Alert 3 with much fanfare here in Malaysia with some events thrown in and stuff. EA really sexed up the game with many hot ladies and used some high resolution hot and sexy poster for promotional material (which the kids loved).

The game was offbeat and kooky with corny FMV's. The gameplay was fast and it had a Co op single player campaign that could have been better implemented. A fun little strategy game that doesn't really add much new.

It was also the game former gamespotter Greg Kasavin worked on. Greg was definitely one of the best PC editors in the video game media. I was a big fan of his writings.

November


San Fransisco Gets Invaded By The Undead!
No that's not the title of a song by a goth band, but Left 4 Dead got released. The game had very good press reviews and previews prior to its release. Valve had a massive add campaign that cost USD$10 million. San Fransisco was plastered with left 4 dead posters and billboards.

The undead would take over everything soon. BRAINSSSSS!!!!





LBP Doesn't Quite Sizzle In The Sales Chart
After the massive ad campaigns by Sony to push LittleBigPlanet as their exclusive title and as the face of Playstation 3, the game got released with disappointing sales figures. The hype and good press reviews didn't do anything to improve sluggish sales. It sold 205,00o when it was released.

The sales figure's have been better later on as sales picked up.

December



GTAIV Released For The PC And Does This To It!
GTA IV was released for the PC and it was...Wait, I'm still installing mine. It took a lengthy installation process with multiple account registration and user names and password. After all that effort, the game was downright broken for many with texture issues and crashes.

If you did manage to run it, it runs terribly slow even on a high end machine. Rockstar has made a statement(that is also in the read me) that the high settings were included for future generation hardware.

Many were not having it and some got refunds from Steam. Things are a little bit better now with new drivers and a patch.





The Lich King Corrupts The World!
Blizzard released the long awaited expansion Wrath of the Lich King to the delight of legions of fans throughout the world. It became the fastest selling PC game ever with 2.8 million copies sold in the first day of release.

Since release, Word of Warcraft has reached a whopping 11.5 million suscribers. It turned out to be the top selling PC game of the year. No real surprises. Many lament the fact that PC gaming has turned into an MMO market with no room for regular PC titles.



Sayonara 2008! Hope you all had a great year. I'm very certain 2009 will bring big things for us gamers and big things for this blog. A lot to look forward too. I hope you all had a good year and will have an even better 2009.

Addendum : I will also need to add that 2008 was the year Jeff Green and Shawn Elliot, editors I respect and look up to left the media to join the development side of things. Jeff Green was an industry vet and had been with the media since the glory days of Computer Gaming World Magazine. He then went on to be in charge of Games For Windows magazine(that was closed down by Ziff Davis). Jeff left 1up for EA and cited the closure of GFW as a catalyst to his decision to look for something new.

Shawn Elliot was his co editor in GFW mag and I always valued Shawn's writing as I found it to be deeply insightful and well put forward. Shawn is currently working on an unannounced project at 2K Boston. He was also the clown of the gang and always had a funny story to tell. I will miss these guys.

PS : March was a forgetable month.

Sunday, December 28, 2008

F.E.A.R. May Have Lost Fans From Mediocre Expansions


Dave Matthews from Monolith explained in an interview with CVG that some of the expansions from Timegate Studious may not have lived up to the stand set by F.E.A.R. He said:

"And killed off a few," was his response, suggesting Monolith has a bit of work to do in attracting some punters back to the series.

"[TimeGate] took the story in a direction that we didn't intend," he added. "We look at Extraction Point and Perseus Mandate as an alternate universe, a 'what could have been', and because of that it doesn't necessarily diminish the story that we were trying to tell. F.E.A.R. was about Alma, F.E.A.R. 2 is about Alma, and we wanted to continue the story the way we originally intended."


He went on to add that the PS3 and X360 versions of F.E.A.R 2 will be a lot closer with the PC version that F.E.A.R. was.

Link : http://www.computerandvideogames.com/article.php?id=204906

Saturday, December 27, 2008

Steam Holiday Discounts


Steam, Valve's digital distribution platform is offering a massive 10% to 75% discount on their whole catalogue. Get it while offer lasts. The offer is valid till 2nd January 2009.

Link : http://store.steampowered.com/

Kosong Sen - Auditorium


Auditorium starts out as this black screen in front of you. It gives you no instructions on what to do or any hints at all. In fact one of the big foundations the game was built upon was discovery. The game evokes a sense of discovery in people.




In fact writing about it makes me feel guilty that I might spoil some sense of perhaps your discovery of the beauty of this game. In its essence the game is a puzzle game.




You have these circles with arrows on them. Another outer layer around this circle that you can expand. You can move the circles around. There is a stream of white line and something that looks like a volume control.




If you move the circle and play around a bit, you will get the idea. The aim is to make the stream touch the volume control. That will play a music and you need to keep the stream on the volume control until it fills up and you complete the stage. Obviously the circle manipulates the stream based on the direction the arrow on the circle is pointing.




The outer circular thing will modify the direction of the stream more significantly. It really is important to get a feel of how these controls work for it to all make sense. Th cool thing is that the volume control thing actually resonates a sound from one musical instrument. It may be violin, synth, piano, bass etc. As you pass the first level, you will find that the game starts to include more than one volume control. As you direct the stream over these volume control, you get an enchanting piece of music that works together...much like a symphony.




While you might think that the puzzles are easy, the difficulty level ramps up quite a bit later on. What i found really interesting is that the whole dynamic of the volume controls acting like a piece in a symphony was a natural reward to solving the puzzle.

Often times i listened in amazement the amount of diversity in the different musical pieces stringing the piece together. At each level you will often wonder, can the music get more complex with many more pieces, to which you will discover that it can.




On one level, it is mesmerising. The very simplistic aesthetic belie the actual beauty of the animating stream playing the symphony like something that can only be compared to a graceful figure skater, skating over the ice rink. The audio visual experience just wont stop amazing you as you graduate to another level.

To put it shortly, this 'game' is more about experience. It is more of an experience rather than a game. The way it rewards player unconsciously with music is a very fresh idea a kin to something like flower or flow. Like all experiences, it is hard to describe. It really has to be experienced to be understood.

This is however just a demo, but what a demo it was. Auditorium will be one of the games I will be following very closely. Another indictment of how awesome indy games can be. You ought to give it a try and experience its magic.

Link : http://www.playauditorium.com/

Friday, December 26, 2008

Mirror's Edge Breaks Player's Expectations


Ian Bogost wrote an analytical piece about Mirror's Edge for Gamasutra in which he describes the notion of games performing to the expectation of the player and how our expectations lead us on a false pretense about games.

Mirror's Edge presents its own take and view of the world and to apply everyday day logic, or commonly held gaming convention would dillute the message the developers were intending to deliver. He said :

Mirror's Edge deploys two main strategies to create the experience of fluidity. The first is its first-person perspective, an unusual, risky decision that alienates some players, those unable to get over the fact that Unreal Engine 3 would have afforded a more straightforward third-person viewpoint. The game would indeed probably have been easier to play with the camera locked behind its main character, Faith.

But the game's purpose was not to make movement predictable and easy -- to make it transparent, in the lingo of HCI. Rather, Mirror's Edge attempts to create a sense of vertigo which the player must constantly overcome in order to reorient Faith toward her next objective. The rewards for success are remarkable: running to a sprint and properly vaulting a fence produces a sense of physical mastery commensurate with the parkour expert.


This is how the developer's wanted players to experience the game. They wanted to deliver an experience that was unique and presented players with the attitude and point of view of a parkour artiste.

The second is its unusual level structure, one designed for difficulty. Mirror's Edge is a hard game; the number of times a player, even a good one, will fail is utterly enormous. When such failures occur, the game often asks the player to restart from a particularly punitive location, demanding that he work back to a point where, inevitably, he is likely once again to tumble violently down to earth.

Unlike Assassin's Creed, which adapts the fluidity of parkour by making movement consistently easy, Mirror's Edge adapts that fluidity by making it hard. But what initially seems like a punitive design gaffe actually carries a crucial payload: requiring the player to reattempt sets of runs insures that the final, successful one will be completed all in one go.

This is not the same type of frustration that one finds in Mega Man: the punitive levels are not conduits for final accomplishment and trophy, but for mastery over the very process of moving through the levels themselves.


There is a great sense of accomplishment with mastering a skill. It isn't about material rewards like points or gold coins but a mental reinforcement of how good you are. I think in this day and age of MMO's and competitive experienced based multiplayer games with numbers popping up to tell you how well you have done, gamers are forgetting to appreciate the less obvious rewards of games(which may be more fulfilling).

Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection.

While Keith Stuart's rejoinder against meeting expectations does remind us that innovation offers an important avenue for creativity, to privilege experimentalism still implies a view toward titles of the future. We must stop looking at the games we make and play in terms of how well closely the vistas they open match the ones in our mind when we come to them.

Rather than seeing these works as mere toasters or word processors meant to deliver on our expectations while we await a better version to come along, we must begin to understand what a game can offer us today: how it can serve as a mirror that presents a new view of our own experience of the world, rather than as a window polished to an incrementally greater shine, facing that same green pasture of familiarity.


Which is a point I have often pondered about. What if games fail to meet our expectation on how something in it behaves? What if it defied commonly held game logic.I often found it entertaining to read about how gamers play games with a very methodical and almost perfectionist attitude.

What if a game behaved unpredictably? Games are not like a piece of software that are supposed to behave predictably for productivity purpose. Games are a form of expression of the developers.

Does all these mean they automatically make it a bad game. Do we judge a game based on our expectations based on our experience of playing other games or judge it based on its own merit?At least developers are trying to diversify form of experiences they want players to feel. That is a good thing.

When movie directors and book writers mess with our perceptions in their medium all the time, why can't games do the same? Which goes back to the article I wrote, Are games art? If we are to look at it at that, then we have to see them from its own perspective rather from a very mechanical aspect of gameplay dynamics.

Read the full article here : http://www.gamasutra.com/view/feature/3890/persuasive_games_windows_and_.php

Thursday, December 25, 2008

The Economy Will Affect The Video Game Industry


1up editor Garnett Lee wrote that contrary to analysts prediction that the video games industry is recession proof, lay off show otherwise as tougher times dawn on us. He writes :

Economic news here on the cusp of Christmas points to this being one of the worst holidays in memory for retailers. Yet the videogame industry continues to chant its mantra that games are recession-proof. NPD sales reports get cited most frequently as evidence of consumers taking the much ballyhooed "staycation" and spending their discretionary money on entertainment that can be enjoyed at home (as opposed to holiday vacations).


He went on to state that the NPD numbers shows sales of video games and consoles during these holidays to be strong. This was often touted as proof of the video games industries recession proof label. He went on to lament that:

Little good those reports do for the many members of the development community hit by layoffs over the past few weeks. In an interview for an article appearing in the Economist Piers Harding-Rolls of the media analyst firm Screen Digest attributed these job loses to the regular cycle of the industry. Publishers, he says, "go all out for investment, trying to produce ideas, then at a certain stage in the cycle they pare down." While true that teams swell to finish projects and then contract after a release, the notion that publishers would be curtailing development in what should be the strongest part of this current generation flies in the face of common sense. If anything, with installed hardware numbers hitting critical mass, you expect publishers would be putting their foot on the gas to drive as much product as possible into the growing number of gamers' hands.


The growing number of lay offs among development studios are disconcerting to say the least. While some analysts claim that it is normal production cycle. As game developments wind down end of the year, projects near completion, teams get cut in size.

There may be some ounce of truth in that, but the number of lay offs in the United States development studios point towards it being more than just the end of production cycle's.

I do believe sales of video games will slow down simply because of the fact that people will be buying less games because they earn less or they can afford less. The argument that people will buy more games because they cant afford other things is just pure guessing. Which I suppose is what analyst's do.

I might add that analyst's may have their own interests lined up too when declaring that the games industry is recession proof. Everything may not look as rosy as it sounds.While the industry may not be hit as hard as the automotive industry, that's not to say it will be great.

The full article over here : http://www.1up.com/do/newsStory?cId=3172059

Teh Tarik Corner - Are Video Games Art?



Teh Tarik is a new series of article where I’ll cover topics I think are interesting and relevant to us be it Malaysians or anyone else. The purpose of this article is to encourage debate on the topic and apply real analytical thought on the topic. The debut article is “Are video games art?” So sit back have a teh tarik and join in the discussion.


“All the world’s a stage, And all the men and women merely players;
They have their exits and their entrances,
And one man in his time plays many parts,
His acts being seven ages.”
William Shakespeare, As You Like It.

I like this passage from a Shakespeare play in which a character named Jacques describes the world as a theatrical stage. It’s an artistic expression of a man’s almost cynical view of the world. Art has always been described as the creative expression of man. However, video game enthusiasts and makers have long debated about defining video games as art.

Leonardo Da Vinci's Mona Lisa

According to meriem Webster, art is defined as “the conscious use of skill and creative imagination especially in the production of aesthetic objects”. This definition seems to disregard music as part of art.

The definition of fine art puts things into perspective “art ( as painting, sculpture, or music) concerned primarily with the creation of beautiful objects – usually used in plural”.
Half Life 2: Episode 2 (PC, XBOX360)

Based on the definition, we have an idea that art relates to anything that requires some use of creative imagination in its making or production. The use of the term beautiful as in beautiful object is too vague to make any sense of since it is entirely subjective to each individual.

Surely we can compare the development of video games that does employ the use of creative imagination in regards to the responsibilities of its designers, writers, artist, and coders. While in the early days of video games, games were made from a more technical perspective rather than an artistic perspective since the industry was still young and trying to get a grasp of technology.

Shadow of The Colossus (PS2)

The thing about video games is that it employs the use of multiple mediums like sound or music, visual art(graphics), writing(storyline) as opposed to the more singular mediums like painting, music, literature and even movies that lack an element of interactivity. I’m not trying to say that video games are a more superior form of artistic expression than these types of art. On the contrary, I think these single medium arts often deliver a deeper and more meaningful experience by mainly refining elements in it to present a lot more depth and elements thought possible.

Flower (PS3)

That is something that video game developers have not learnt. It is not about the quantity of content rather the quality of what is in it. There are definitely games that stand out as good candidates for being defined as art. Games like Okami, Half Life, Bio Shock, and System Shock immerse us in a gripping story that we as the player feel an attachment too. We cared about how the story went. We cared about the characters in the game.

Games like Rez, Flower, Flow and Fez were more simplistic in nature of its gameplay but added either an interesting visual elements or aural element that made them a unique experience that you will never forget just like the amazing piece of music or novel you’ve read.

Rez HD (X360)

From a more grounded perspective, we should look at whether gameplay mechanics of a game can be considered as art. By this I mean that if we could see that the mechanics of Super Mario, a platformer where you navigate a 2D plain and collect gold coins as an artistic expression and removing the audio and visual element of it. These can vary from very simplistic puzzle like games to more complex mechanics of strategy games.

On a very basic level, these gameplay mechanics are nothing more than elaborately designed algorithms that are designed to challenge the player to accomplish something in the game. Seen from this perspective, it’s hard to put the ‘fun’ or emotion in it.

Portal (PC, X360)

What all these leads to is that, it is extremely difficult for us to segregate all the pieces of what makes a game and judge them separately. While we can definitely appreciate good sound design or visual design of a game, it is difficult to judge a game as art just by looking at these specific elements in it.

It is imperative to look at a game as a whole rather that bits of pieces put together (which relates to the whole topic of reviewing games by scoring them on different categories). If I could describe an experience of playing a game like Okami as an unforgettable, emotional, experience, I would without a doubt describe it as art which it is in my opinion.

Okami (PS2)

Which gets back to the point I made earlier in this article, beauty like art is entirely subjective to an individual. While I might describe a game like Okami as art, others that might not have had the same experience as I had might beg to differ. If we all had an appreciation for games from an artistic perspective then we would all be describing it as art.

That would only happen when gaming culture as a whole becomes more mainstream and the new generation of gamers mature. I think we are still a bit far off from that mark as a whole.

So would you consider games as art? What games would you put in that category?

Wednesday, December 24, 2008

Creative Assembly Says Downloadable New Campaigns Likely For Empire: Total War


Creative Assembly Communications Manager, Kieran Brigden stated in a Gamespy preview of Empire: Total War that the studio might consider a DLC approach to new campaign. And I quote:

During our recent demo, Brigden mentioned that the studio is interested in pursuing this approach further if it's received well by the audience. Brigden specifically mentioned the possibility of further campaigns becoming available as DLC-style expansions.

The possibilities for this kind of content are as limitless as history is bloody and storied.

Read the full preview at:
http://pc.gamespy.com/pc/empire-total-war/940881p1.html

Starcraft 2 Lead Designer Says Single Player Campaign Will Be Non Linear


Starcraft 2 lead designer Dan Browden said in a recent interview posted on Gamespy that Starcraft 2's single player campaign will have more depth, more branching paths and a lot more customisable options. He said:

Actually our campaigns will be structured in such a way that players can choose the path they take -- it's not a linear path. Our goal with StarCraft II's campaign is to give players the ability to make meaningful choices in the missions they take and the technologies they unlock, so as to customize their single-player experience. The choices you make can impact how different subplots unfold, or how soon you unlock certain units and technologies.

There will still be a single, overarching story we're trying to tell, so it's not as if there will be alternate endings to the primary plot line. But in certain subplots, players could affect the fate of specific characters or even worlds depending on the choices they make, while the ability to choose your technology upgrades lets you customize your army for your own playing style.


He also went on to hint out about a mission in the game:

"Tightly-scripted" may not be the right way to describe our philosophy as it relates to mission design in StarCraft II. Those of us who have played a lot of RTS campaigns have already played a bunch of the typical skirmish missions, or the commando-style missions where you navigate a hero character or two through a maze of enemies. We're not looking for StarCraft II to do 25 or 30 of those tried-and-true mission types.

We're doing our best to make sure our missions give players new and unique experiences, so we're viewing each mission as its own special mini-game. We don't want to give away too many surprises, but we can tell you that one of the missions will have you doing a series of train robberies. How that exactly plays out, you'll have to wait and see, but we're having a lot of fun putting these ideas into practice.


You can view the entire the write up of the entire QA over here:
http://pc.gamespy.com/pc/starcraft-2/940879p1.html

Prince of Persia Producer Says They Took Risks



Surprised By Lack of Appreciation


Prince of Persia producer, Ben Mattes said in an IGN interview that his studio took risk in the design of Prince of Persia and was surprised by how little it has been noticed. He said :

For years we've all been reading complaints about sequels and companies churning out carbon copies of proven formulas without focusing on innovation or taking risks. Fans, developers and critics alike seemed ravenous for new ideas -- new IPs; major innovations -- advances in this art-tertainment (I'm trying to coin a new term here ;)) form we all love.

We tried to really embrace this challenge on PoP. We set out to keep a few core fundamentals but to re-imagine everything else, discarding some very well entrenched ideas not only about the brand but also about videogames in general (and we weren't alone. EA took some major risks this year with new IP and innovations - Mirror's Edge and Dead Space, for example).

What surprises me is how little these high level risks seem to be noticed and appreciated as attempts to shake up the industry and push things forward. Perhaps I'm an idealist, but I think perhaps I was expecting a few more virtual pats-on-the-back for our attempts to do something new.

Whether this means we didn't totally succeed in our risk taking or whether our industry in fact has a stronger appetite for the familiar then it wants to admit remains to be seen. Honestly I hope it is the former.


I think it need not necessarily mean the market wants something more familiar. Although end of this year saw some games that took brave new design directions not quite selling as much as had hoped for, like Far Cry 2.

I think games like these sell much better in the long term rather than in the short term. The mindset of most console game developers would seem to focus a lot more on short term early sales.

We on the PC side, the trend has been on long term steady growth. I think it is perhaps fair to say that the console market will not be dissimilar in the near future as the market matures.

Ben Mattes Interview at IGN over here:
http://xbox360.ign.com/articles/940/940408p1.html

Malaysian Gamer Christmas Wishlist


It's Christmas and I have a christmas wishlist ready. A little late but I'm sure Santa will catch on to it. Here's my ten items thats on my christmas wislist in no particular order.




1) Saphire 4870X2
This is the fastest graphic card on the market right now. It would run any game you throw at it and some more. Any right minded gamer would love to recieve one of these for christmas.




2) Cyber Snipa Sonar 5.1 Heaphones
Lets face it. Real gamers dont use actual speakers. Real gamers use headphones. And yes we probably will go deaf when we reach 35. The Sonar actually supports 5.1 surround in that headphones. Now I just call it magic that you can hear stuff from around you on that thing.




3) Logitech G15 Keyboard
Oooo look...at the shiny display. Need a keyboard? Why not get the Logitech G15 keyboard? Its chrome plated and has got an LCD display of your settings. High cool factor.




4) Seagate Baracuda 7200.11 1 Terabyte Hard Disk
What more would you want? You need a big ass hard disk to install all those huge new games. With this baby, you can forget about uninstalling stuff.



5) Logitech G5 Laser Mouse
Lets not forget our furry little friend the mouse. Now thats a gamers best friend. Its an extension of ourself in our virtual gaming world. So it goes without saying that a mouse is extremely important to us. You cant go out of style with the Logitech G5 laser mouse. Now stop being a sniper and help you teammates!:P





6)Valve Complete Pack
Santa please buy me Valve's complete pack from Steam. It only cost USD99! All of Valve gaming goodies in it.Ultimate bundle that i can play for the entire year...and more.




7)Samsung Syncmaster 2053BW 20 inch
These are really good monitors and what I need are 2 of these. Daul monitor set up...not thats all the rage!





8) Core i7 plus motherboard
Oh these are without a doubt the have to get computing items next year. But its extremely pricey right now. But any gamer that has bucket loads of cash should splurge for one of these.





9)Corsair Dominator DDR3 Memory
Of course you need new DDR3 memory to go with it. Corsair makes the fastest of these. Look at these...have you ever seen memory look so sleek?





10) Trouble free broadband connection
Yes lastly Santa, I would love for my broadband connection to have a trouble free year with good latency and no disruptions. Please don't remind me of how Streamyx is now :s

Malaysian Gamer would like to wish you all a Merry Christmas And a very Happy New Year!