Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Monday, December 10, 2012

Tiny Soccer Manager Stories, by Pierre Corbinais


My very strong favorite of the TIGSource "Sports" compo is Pierre Corbinais' "Tiny Soccer Manager Stories." It's a 20 minute-ish puzzle game made in Adventure Game Studio that tasks you as a substitute junior high soccer coach, and your job is to balance the two teams to make sure everyone plays, even the kids who suck.

(INSTALLATION NOTE: To get this to run on my Win7x64 system, I had to change the settings to "Direct3D 9" windowed mode. Try that if it doesn't work for you.)
(HINT: If a particular puzzle gives you a lot of trouble, use the "Skip Puzzle" option in the menu. The game doesn't penalize you or limit you at all.)

I've whined before about how we should narrativize the sports genre, and I think TSMS does some really great things with game narrative using this roster mechanic -- it isn't the first sports mechanic that comes to mind, which just makes this all the more refreshing and novel. Here's why this game is awesome: (SPOILER ALERT)

Thursday, April 5, 2012

Book Club, level design edition

Here are some books I've been reading, most of them about halfway through. I haven't bought any of these; they're all from my university library. (Pro-Tip: If you're a student, take full advantage of your library.) I'll probably give them more detailed write-ups later...

Myst and Riven, by Mark J. Wolf. (2011). I only picked this up because I saw it on the shelf next to Ian Bogost's "How To Do Things With Videogames." I'm not going to say it's bad -- if you've never played Myst or Riven, this'll give you a decent idea of what that's like, and the various idiosyncrasies involved -- but from my perspective, Wolf seems like a huge fanboy who overestimates the series' significance and place in history. I argue against his account in an upcoming feature on FPS games in May's PC Gamer UK; Myst sold a lot and seemed poised to start a revolution, then it didn't. Instead, Myst (along with Second Life) is "significant" more in the minds of humanities professors. Where are the scholarly monographs on Doom and Quake? (Actually, I think Dan Pinchbeck's in the middle of writing it?)

Monday, September 19, 2011

"Ruins", by Jake Elliott

Branching dialogues and conversations are very set in their ways. When we do occasionally innovate with them, it's usually to change how to choose an option.

Should we stare at the NPC animations and guess whether they're nervous? Maybe there's a timer, and if we don't choose, the game chooses for us? Perhaps we type a keyword instead of choosing an option. Oooh a dialogue wheel!

Jake Elliott's "Ruins" reaches deep and re-contextualizes branching dialogues more fundamentally: what does a dialogue choice mean? When you choose it, does it mean you're saying the text, verbatim, out loud? Who are you even talking to? In this way, words can summon being. Talk about disappointment, and now the story is about disappointment. Keep mentioning hope, and now the story is about hope. In contrast, BioWare games often treat conversation as a means to explore an exhaustive pre-existing arc and world -- "Garrus, tell me more about Sjao'w'jnga'e!" -- but here, Elliott uses conversation to create the arc itself.

After all, how can Aeris exist if you never talked to her or used her in battle? How can the game narrative possibly hinge on Aeris when she was barely even in it?

Elliott's thoughtful (but never too sentimental) writing suggests giving such games the benefit of the doubt; a ruin could just as easily be the starting shell of a building, he insists, waiting to be filled... Sometimes I fear for people so much kinder than I am.

(Disclosure: I beta-tested this game before release.)

Friday, September 16, 2011

"The Artist is Present," by Pippin Barr

"The Artist is Present" makes you wonder why we're bothering to have a museum of video games when it's clear that museums suck for (most) video games.

Games don't kick you out at closing time. Games can withstand flash photography and direct sunlight. Games don't need to pay people minimum wage to stand there and protect their integrity. Games want to be touched. Games can be copied so that no one has to wait and everyone can play.

In fact, it seems more like museums have video game envy. They try so desperately to have participatory exhibits with their small ideas of interaction design. Engagement must be something elusive in a building that encourages you to stroll through and then promptly leave so someone else can go in and do the same thing. The whole thing makes gamers laugh because a Powerpoint presentation is a sad excuse for an interactive system, but that's what's on display in half of these "interactive kiosks" in museums. They might use the verb "explore" but really they have no idea what it means.

If games aren't art, it's only because they're already better than art.

I'm also super-jazzed that someone's made a game that talks about the stuff I've ranted about before, but better, and in game-form. So play it.

Thursday, August 4, 2011

The Stanley Parable, by Davey Wreden

I'm a bit late on the trolley here, but here's the latest postmodernist / poststructuralist artsy Source mod to hit the scene -- it's Davey Wreden's "The Stanley Parable." Relatively spoiler-free critique follows:
  • Tree of life. There are lot of branching points in this game. Do they matter or not? You'll see. I will say, though, that critiquing the Branch as a ludonarrative structure is becoming increasingly misplaced these days because no one is defending it. Take the Landsmeet in Dragon Age 1, or Deirdra Kiai's "Chivalry is not Dead" -- there are so many branches and interactions, they're more "bushy" than "branchy," to the point that you can just barely distinguish between branches -- and if it's in both an AAA console action game and an indie PC-only notgame, it's safe to say that bushiness is a growing design practice.
  • Them thematics. The level design says a lot. Some of it has been said before (and maybe with more subtlety) and some of it is novel and predicts your reactions uncannily. I hate to call it a "trick," but the level design has a lot of tricks, much like Ian Snyder's "Feign" or Alexander Bruce's "Hazard: The Journey of Life" "Antichamber" or even the stuff I do in Radiator. These devices work once and only once... Which is okay. Tricks aren't bad.
  • Sotto voce. There's a lot of voice acting involved here, and (at least to American ears) the British tone is incredibly resonant and charming. To be fair, some of the credit should go to Wreden for writing a decent script too. It's all very well-done and probably the stand-out feature of this mod, though it's important to NEVER press "Escape" to go to the menu or it'll desync a lot of the dialogue.
  • Theme songs. I didn't like his choice or use of music. It was a missed opportunity to do more with the sound in general. I suspect Wreden was still learning the toolset (more on that later) because this type of thing is ripe for soundscapes and fun setpieces that might've interacted with the voice acting.

Friday, February 11, 2011

Comatose

"Comatose" is a single player HL2 mod by Aspik where you're bleeding uncontrollably, so you have to take all these pills (clotting agents?) as you try to escape a building in some sickly yellow apocalyptic city -- a great summation of my daily life in New York City.


 Warning! Mechanics spoilers / design analysis after the jump...