Subscribe to RSS Subscribe to Comments

Vertigames

Weapons of Awesome Power (and some less so)

Marine with Pulse RifleLast week I got a nagging feeling that I needed to catch up on some of the latest games… I’d played and enjoyed Grand Theft Auto IV, as well as some other open-world and RPG titles, but occasionally there is a “huge” title that I just plain miss. This fall was a busy time…  while I’d played Bioshock and some (but not enough) of Assassin’s Creed and Mass Effect, I’d completely breezed by Halo 3. As a long-time shooter fan/developer I figured I owed it to myself to put in a few hours and catch up with what’s held up as state-of-the-art.

As I played through the first few levels, I got reminded of weird thing that always bothered me with the Halo series. The weapon you start with, the Assault Rifle, always starts the game on the wrong foot for me.  It always felt anemic and ineffective against enemies, and the third installment wasn’t a whole lot better.  I have no doubt that some of this might be a design choice, since it would be foolish to give the player a powerful weapon at the start of the game.  Of course you need a lot of room for growth so that the player feels a sense of achievement as he/she finds new weaponry. However, for a weapon so obviously inspired by the Pulse Rifle from Aliens (one of the coolest movie guns ever), it’s always been tremendously disappointing to have my anticipation have this gun look and sound so subdued, with little apparent effect on my opponents.

C’mon, watch this and tell me that you don’t want that rifle to be this badass sounding (around 3:00):

While I got past it and am now churning through Halo 3, the experience got me thinking about what elements make up a weapon that is satisfying to wield. Sure, making a weapon do more damage is what you’d expect, but there are a large number of intangibles that can add to the player’s shooter experience without disrupting the balance of the game.

Most of my roots are from Raven Software, where shooters are (mostly) a way of life. If there’s one thing that members of the studio preached constantly, most particularly my boss Brian Raffel, was that “the player must feel powerful”. It seems obvious, but a lot of times games don’t do enough to make the player feel like the gun in his/her hand is an unstoppable tool of destruction. This is about gratification and player expectation… Movies have trained audiences to expect that guns shoot massive plumes of flame and sparks and are accompanied by tremendous booming sound. In comparison, the sharp, loud crack or pop of a real gun can be a disappointment (although obviously they are intimidating nonetheless in person). Usually just modeling the audio and visual reality of a weapon isn’t quite enough.

Most games that have contemporary-style guns have a few standbys in their arsenal … the pistol, the machinegun or automatic rifle, and the shotgun. As an exercise, I cracked out a bunch of different first-person shooters and captured their weapons on video for the purposes of comparison. These games were:

  • Halo 3 (Xbox 360, 2007)
  • Resistance: Fall of Man (Playstation 3, 2006)
  • Half Life 2 (PC, 2004)
  • Quake 4 (PC, 2005)
  • Doom (PC, 1993)
  • Deus Ex (PC , 2000)
  • Bioshock (Xbox 360, 2007)

The Games

In each, I took shots of the weapon firing at a surface, and follow with shooting at a “common” opponent. The choice of a “common” opponent is arbitrary (and sometimes driven by convenience when I was capturing footage), but suffice it to say that I wanted to choose an enemy that the player was going to face frequently with a given weapon. A few of these weapons also have “upgrades” that make them more effective, but I wanted to provide feedback on how the weapon would be seen upon first picking it up… will the player be glad he did? Will he or she keep using it because it’s just awesome? (Read the article)

More Part 2: Justifying the Axe

Last time we chatted, I gave a word of warning on how easy it is to get into the trap of “more”. As a designer, it’s seductive… you get on a train of thought, thinking about a feature, and you want to consider all the things that would make that feature great. Overambitious designs is one of the biggest mistakes you see from amateur designers… coming up with “stuff” isn’t particularly hard, and scope bloat is something that just about every game has to deal with at some point.

30 games in 1!Back when games were smaller (or more recently in the casual game space) scope choices were easier. You started with limited technology, manpower and time. Generally you started with a singular activity and fleshed things out from that root. Whatever you couldn’t accomplish would quickly get stripped from the design.

These days, as games get bigger and budgets get larger, the choices become more difficult. Feature sets have become very broad as shooters now come standard with vehicles, and driving titles get gun combat added to them… And when you’ve got a 10 or 20 million-dollar budget on a “triple-A” title, everyone’s got high expectations. It’s much harder to explain to an executive why you can’t just drop upgradable vehicles or clothing shops (or something as earth-shattering as multiplayer) into your game with just a bit more work.

As you start to debate the scope of a game, the boogeyman known as “player expectation” also comes into heavy use. Open-world games and MMO’s are the worst, providing the player with a large world and wide breadth of activities, along with incredible competition in that space. Grand Theft Auto is the poster child right now for breadth, with its bowling, fake internet access, cellphone upgrades, functional toll booths… they attempt to give players the closest thing they can to a full palette of features in a modern city. This means their game is just plain packed with stuff. Since it’s impossible to provide absolutely everything the player might expect or find “fun” in that space, the decision-making can seem arbitrary or even like guesswork.

I know that hardcore gamers hate to hear about developers delivering anything but the maximum they possibly can… Members of the hardcore can gripe that games are too simple these days and that they need as much depth and features as possible. I’ve been involved in heated arguments with good friends about what features in Oblivion (a game that I played the hell out of) might have been necessary or unnecessary. These folks are hardcore to the extreme (and also developers), and I respect their stance … but I did say before that making cuts can spark conflict, no?

Grand Theft Auto, boat, helicopter, etc etcDepth and complexity are awesome things, but are best served in more carefully chosen places. Features that are just “filler” can just distract from the pacing and action of a title, and poorly-crafted activities can turn a player’s early experiences into negative ones. While your average gamer might believe that “more” does no harm, the truth is that every game is created using a limited sum of money… even the mighty GTA IV. Anything created for a game, no matter how simple or small it may seem, takes manpower and brainpower. Design, code, art, documentation, testing, translation… These resources must generally be applied to get the biggest bang for buck.

So what do you consider when looking to spend your buck?

Does it support the game’s objectives? Ideally, the biggest share of richness and depth should support a game’s stated core values (combat, exploration, collection, partying, whatever). I’ll talk more about setting these “pillars” next time, but if a new feature does not help a game further its primary objectives, see if it can be modified to do so. If this is not possible, the feature isn’t necessarily cut (everything from UI to game saves count as “features”… they are of course required to have a functional game), but these elements should be scrutinized and kept leaner and meaner if possible.

Metal Gear Ice Cube Solid 2Is it worth the cost of entry? In a technically challenging project, it can be valuable to take an “all or nothing” stance on some features… When you implement a small feature, you are still creating new tasks for multiple team members, communicating objectives and checking on progress. There’s a start-up cost for something “new” that can be significant, even for something very light on technology or polish. Can that feature be filled out to be a more significant addition to the game experience? If not, sometimes that small feature is not worth the investment… and a game full of lots of tiny half-hearted features is rarely better than fewer, stronger, more robust features. A similar notion is that if it’s worth putting in the game, it’s worth making it good.

Is the gamer really going to notice? This particular statement is a rather cynical one, but it is a common theme in my posts if you’ve noticed… You want to put things into your game that gamers enjoy and tell each other about. Stuff that’s going to make your game stand out from the crowd. Stuff that makes critics sing and sales ring. Tiny little weird details are fun and all, but that realistic depiction of ice cubes melting is probably only going to amuse you, your buddies, and some forum-dweller named Monty in Arizona.  Fun is fun (and programmers like a challenge) but keep your eye on the prize.

These are some of the basic reasons to think twice before you think “More”, but I’ll talk more about the pillars of a game and aiming your axe next time.

More

In every game I’ve been involved with (and I’m sure most developers would agree), there’s a single teeny-tiny word that creates conflict more certainly than anything else: “More“. Developers want it. Gamers want it. Reviewers want it. Executives want it. Marketing people want it.

Complex StuffEverybody wants their game, whether the one they’re making or the one they’re playing, to be jam-packed to the gills with stuff. Why? Well, features just make everything seem cooler. A gamer feels like they are getting better value for their dollar… and extra bullet points on the back of the box makes everyone happier.

But you’ve gotta ask yourself, is a game with 500 weapons really better than one with 10? Sure, if the game is about acquisition, like Diablo… However, a lot of action games generally aren’t better off with 20 different models of assault rifles (and there are plenty to go around…  I used to play Phoenix Command, remember).

Is that extra stuff always worth it?  Was No More Heroes really a better experience for having that empty open-world you could drive around in your motorcycle? Would Kane and Lynch have been better if you could get into those parked cars and driven around their dense one-block-sized levels?

Spidey CarHow about Spiderman 2? I’ve noticed this one to be a bit more divisive with developers, since it feeds into the almighty “gamer expectations”… Sure, he ran around an open-world like Grand Theft Auto, but should Spidey have been able to hop in a car and drive around New York City? Would it still have been a Spiderman game if instead of swinging through the rooftops, he was tooling around town in a low-rider?

Game development is just as much about focus as it is about “doing neat stuff”. Your game is nothing if you don’t make a great core experience. Believe it or not, God of War really had a pretty simple combat system under the hood… they just polished the hell out of it. There weren’t 20 weapons, or an intricate collection of grapples and throws. There weren’t even that many enemies. They honed in on what their audience enjoyed and they were rewarded with a huge hit.

Bioshock started as a much more complicated game, reflecting its RPG roots in System Shock. There were a ton of cuts made to the game to make it more like a “shooter”. But dear lord, you sure can’t tell as a user of the end product… it’s still an incredibly complex game!  I’m sure there were tons of fights inside the development team when the axe started falling.

Niko’s Bowling NightAs I play GTA IV these days, for all its great gameplay and amazing accomplishment, it’s an iteration of a series that has been in development for over a decade. It’s got the biggest budget of all time. People are already starting to wonder what it’ll do to people’s expectations…  Do they really think that Gran Turismo will suddenly allow you to get out of the car, enter the stands and buy a popcorn? That Soul Calibur will add rocket launchers and monster trucks? That Halo will allow you to hop in a frigate and become a free trader across the galaxy?

And more importantly, would those great experiences be better for it? 

I’ve talked before about making sure that your game is scaled appropriately, but when and where do those cuts happen?  I’ll hit this next time.

Sequel articles:  More Part 2: Justifying the Axe, Pillars and Razors.

See also:  Making the Rules: The Scale of a Game

EQ the Return Part 3: Legitimizing your “Mistakes”

After an exploratory return to the game, we mulled last time over how “abhorrent behaviors” in Everquest became acceptable, reasonable tactics for players.  As silly as they were in the game, the players were still having fun, perhaps only at the cost of detracting from the immersion in game’s fiction.  Of course Everquest’s world seemed to be pretty much a lump of 20 years of the creators’ favorite Dungeons and Dragons campaigns (Racial languages? Foraging skills?) so there wasn’t a whole lot of immersion to break. 

Spawn campingOf course that was okay!  They were forging new territory…  While Ultima Online was the first large-scale success in the online space, with Everquest it got even more widely-accepted…  and new gamers were still enamored with this persistent multiplayer combat-and-socialization model and discovering what they enjoyed doing.  If people found, say, staking their virtual claim on a small collection of huts, systematically killing every orc that appeared there to be effective (that is, spawn camping) perhaps there’s something to it.  These gamers didn’t want to wander around and trust that a patrolling creature might not jump them at the wrong time, but rather find an area of a reasonably predictable challenge and socialize while they waited.

Subsequent games tried to change that habit.  Dark Age of Camelot gave players an extra XP incentive to kill creatures that hadn’t been killed in a while, encouraging them to move between spawns rather than stick to a single one.  Star Wars Galaxies had the interesting take of creating monster “hives” that continuously spawned its supply of mobs until it culminated with a boss fight, after which the hive was destroyed.  A shame that the world wasn’t an interesting place to venture out in otherwise. :-/

But in both those cases they tried to change the core behavior of those gamers, which was to seek out a location of stability where they could grind in peace.  In most cases MMO’s since Everquest has tried to create alternatives, but I’m not aware of any (with the possible exception of Galaxies above) that tried to create new gameplay around it.

I actually find that surprising because in many cases game developers are pretty good about taking an odd bit of unexpected gameplay and turning it into an asset.  Take the practice of kiting, for instance, where a player uses a combination of damage and incapacitating powers to keep a powerful creature at a distance while they slowly whittle them down to their eventual death.  In Everquest, this was seen as an abhorration that allowed players to kill things that were genuinely higher than their appropriate level.  A series of nerfs ensued to try to rectify the situation, but the tactic (there’s that word again) entered the basic toolkit of the everyday MMO player. 

These days, kiting is less often frowned upon and considered more of a valid tactic in games like LOTRO and City of Heroes, although maligned by some.  It still bears the mark of being player-driven, however…  there are occasions where players accomplish feats that the designers never even dreamed of, like these WOW players that awesomely kited a devastating boss into the main human city of Stormwind.  My hat’s off to you, lads. 

Anyway, games are full of unexpected surprises that delight gamers and even their creators.  When id Software added knockback damage to rockets to Doom and Quake, they didn’t initially do so with the intent of creating the technique of rocket jumping (that is, to fire your own rocket at the ground to blast you high into the air).  This only became apparently through play.  However, once it happened, they didn’t shut it down.  In subsequent games like Quake III they made it easier, and better balanced the risk-reward of liftoff versus damage taken.  These days, Team Fortress 2 has turned these antics into practically a twisted, explosive ballet.

Consider also the “errors” that gave us attack canceling in Street Fighter II (brilliantly explained in this article by God of War’s Eric Williams) that led to the lengthy combos that are integral to tourament play over 15 years after the game’s creation.  The ridiculous pistol juggling seen in Devil May Cry, where a “bug” caused a damaged creature to stop falling, was embraced by its creator and set itself as the hallmark move of the game.  The entire game of Deus Ex relied on emergent gameplay (whose very definition implies unforseen uses of gameplay elements) to deliver the player an experience made unique by their solutions to problems placed before them.

Without these “accidents”, gaming might be a lot less interesting these days.

EQ the Return Part 2: Over-Correction?

As I mentioned last time, I’ve been delving back into the first Everquest after a hiatus of six years.  So far I’m at Level 12 and reliving some good times in Befallen.  As I said, there’s something fun and intense about the experience that I haven’t felt in the long line of succeeding MMO’s.

Certainly one element about it is the sense of danger that exists.  From corpse runs to trains there certainly are a lot of things that keep players on their toes.  Combats were risky…  a few bad misses or fizzled spells and that blue mob suddenly had the upper hand and you were fighting for your life.  Players are flush with stories of how they overcame adversity, or had victory snatched from their hands at the last minute.

So it’s interesting to consider for a moment the fact that all the “problems” that each successor, from Camelot to WOW, have tried to fix were indeed features that made EQ fairly dynamic and more importantly unique.

Consider zone camping.  Due to technology limitations that were less stringent in WOW and DAOC, Everquest was broken into zones or sub-levels that created hard boundaries that initiated a level load for the player…  and of course monsters could not cross.  As such, a common practice was for players to use the zone edge as a safe zone (even if they were deep in a hostile area) because they could exit the level at the first sign of trouble.

This tactic came hand-in-hand with the risks of monster trains, which resulted from the fact that Everquest monsters were vindictive and followed you almost forever once you damaged them.  What’s more, if they happened to pass by another idle monster, that creature would likely join in on the chase.  This resulted in dungeons sometimes being the scene of ridiculous parades of hostile creatures, all chasing a single player balls-out (see inset).  Once a train started, a party had almost no choice but to evacuate to the zone, which of course led all those mobs to the happy zone campers sitting to gain back their health… you can imagine the carnage that erupted.

Zone boundaries (and hence zone camping) were eliminated through the introduction of continuously-streaming levels in games like WOW.  The removal of barriers like this made it also necessary for the monsters to give up any chase for a short distance, more or less stamping out trains…  This is not only because it would be ridiculous for a snow creature to be led all the way to a desert town, but because streaming levels have very stringent rules about the graphic and sound assets loaded for each area, and hence a wolf needs to stay within its expected habitat.  (This is the biggest challenge for us when dealing with open world mechanics of This is Vegas.)

While gamers generally shouted “Hooray!” at the demise of these odd mechanics, ironically these were the same players that were carefully planning around zones and trains…  In the Everquest community, it quickly evolved from capitalizing on quirks of the systems to legitimate tactics.  And these tactics were just as interesting as the “mez/root/tank/heal” manuevers that had developed over EQ’s combat.  They provided an additional layer of experience between “per combat” and “per session” that might be called “per expedition”.

So am I saying that players were having fun and just didn’t realize it?  Well, sort of.  I’ve held for a long time that gamers don’t always understand what makes a game fun, and that penalties, inconveniences and grinds are often a close companion to reward (as opposed to creating a “win game” button).  However, in this case, gamers were complaining more about chaos and unpredictability than against the situation itself.  They just never knew when a train might come in from some other player and ruin their evening. 

Nothing is more frustrating than to spend an evening and not make progress (this was one of my biggest pet peeves about Everquest back in the day), and many players had successful sessions punctuated by devastatingly frustrating sessions.  No doubt, they always remembered the worst ones.  These gamers wanted a more predictable and efficient way of exchanging time for advancement, and they always seek out the easiest path to do so. 

In EQ they found areas where they could spawn camp with the easiest XP and loot.  They located the areas with the biggest reward for the lowest risk.  And when new games came out like Camelot and WOW where these aspects were more predictable, they rejoiced and jumped ship.  They moved to experiences where each encounter was more predictable, where nothing ever went really, really wrong.  They played in games where they could maintain a basic strategy and always end up on top.

Ironically, what they moved towards is al almost perfect definition of a grind.

Everquest the Return: Kickin’ it old School

Wayback timeMy wife and I entered the wayback machine this past weekend…  After a six-year hiatus we cracked open our dusty copies of Everquest and had fun playing it for the afternoon.  Yeah, not WOW, and not the bland-by-comparison Everquest 2, but good ol’ completely-cryptic-interface, 1999-graphics-by-way-of-2001 garden variety Everquest.  The Everquest that was a patchwork of every fantasy trapping and mechanic that the staff could think of before ship.  The Everquest that was as unforgiving and sometimes infuriating as being kicked in the gut…

Yep, we played that Everquest, thanks to a loan of some updated discs from Dave Webb.  After some extensive guesswork, we managed to remember our old accounts and were pleasantly surprised to see most of our characters still hanging around.  And we had 21 days of free playtime to boot (no doubt thanks to some “come back to EQ” promotion at some point).  Nice. Thanks Sony!

Our experience playing it was very “Everquest”.  The very first moment Sandi logged on with her beloved character Celestiel, she was struck dead by a long wandering dark elf guard.  We hadn’t left the game six years ago in a completely hot zone, but we had become complacent about the amount of risk that existed in that world. 

Everquest 1, once pretty, now showing its age

I remember back in the Raven days spending every Monday night playing EQ with Jersey” Jim Hughes, Rick Johnson, Matt Pinkston, Chris Foster and Jeremy Statz among others…  We spent a solid six or more depressing months with this ritual, ultimately barely reaching level 20 for our efforts.  We’d get home from work and start playing around 8, struggling to find each other.  Sometimes somebody was on the other continent, and we had to wait the 30-40 minutes for them to take the boat over.  We’d find our hunting spot and set up camp, and do great for a while…  until a wandering monster or a player-led train finally got the drop on us and we perished, losing half the experience we’d gained in the previous hour. 

After one fairly successful evening before we finally broke it up, Jersey was heard to say “I actually had fun tonight”.  We were amused, then in shock, in the realization that we were paying to play this game when 75% of the time we just walked away angry.  But who was listening to us…  Everquest was making Ferraris full of loot at the time, and apparently the crazy nutball addicts were happy…  Incidentally, we had one of those addicts (who I won’t name) at Raven.  I remember when they first released the command that tallied the total number of days played.  This dude bragged that he had over a month online.  I stopped for a second and pointed out “Dude!  The game’s only been out for three months!”  Yes, along with work (10+ hour-a-day crunch time even) and sleeping, he was still averaging over eight hours a day playing.  That’s probably not that amazing nowadays that “online addiction” is starting to go mainstream, but Jesus, that was insane back then.

Back to Sandi and I.  Once we gt our bearings and we figured out the new HUD map that helped us navigate, we did pretty well.  And we did have fun.  There was something special there that has been diminished with the iterative MMO’s that we had played since, from DAOC, to WOW, to LOTRO.  What was it…?  Ha!  I was going to write it today, but I got too wrapped up telling my war stories, sorry!  I’ll hit it up with some meat next post.

Mario Galaxy: Shine Get!

Super Mario GalaxyAfter recovering from a trip to the Chicago office for a technical design summit, I finally managed to crack open Super Mario Galaxy and give it a whirl. Considering it is apparently proving out to be the greatest game of all time, my expectations were high.

I was an incredibly huge fan of Super Mario 64, which I put up as my favorite game of all time. That game was a pioneer in so many ways, and its gameplay still holds up quite well today. It had an extremely workable camera that was tuned for each area you went through, and along with its controls, they went unmatched for many years after its release. (Maybe Prince of Persia: Sands of Time, another favorite of mine, finally matched it?)

Of course I was waiting for this game because I would love another Mario 64. Unfortunately I went through this same anticipation five years ago for Super Mario Sunshine and was gravely disappointed. I ask around a lot about what was wrong with Sunshine and I get very vague answers. It had all the trappings of Mario 64, but why did it fall flat? Thinking back I think it was an uncompelling package, another “island paradise” with arbitrary block puzzles sprinkled in. More offensive was that damn backpack/watergun thing. Mario is about motion, and that “clean up the gunk” spray nozzle thing required me to keep Mario in place. What were they thinking?!? Seeing that nobody that I know liked it (and even reviewers retroactively dis that game), but it still netted a 92% on GameRankings, I certainly have to take all the hype for Galaxy with a grain of salt.

Shine Get!
So Sunday I cracked Galaxy open and was drawn in. In a couple of good sessions I went through two full galaxies and probably about 25 stars. I’m a completionist so I went for all the secondary objectives first before moving to the next area.

Here are a pile of impressions:

  • The Wii control scheme, for maybe the first time in my experience, isn’t annoying at all. You move Mario with the stick like you always did, but somehow the disconnected nunchuck feels better than a gamepad stick might, because it isn’t a big slab and can be tilted to help orient you to the action.
  • Thank fucking god they ditched the “flip the wiimote to jump” thing that they toyed with a couple years ago. You just press the A button as you’d expect, which doesn’t give you the 1/4 second delay you get with gestural motion in most Wii games. That would have killed Mario.
    • This is hopefully a very good sign for Wii. It seems like when it was introduced, everyone out there was trying to use fancy whirls and flips to do mundane things. Tilt the wiimote to steer? Wow, dude, you just invented the joystick. Shake the wiimote to make Link attack? You just invented the button, asshole.
    • Some of the wiimote point-at-this mechanics are a bit weird, such as the float-stars that pull Mario along, but they do feel pretty unique and perhaps not easily replaceable with a button (there are advanced techniques like gravity slinging that start to emerge later).
    • The sticky slingshot-thing (where you pull back with the wiimote to fling Mario at a target) certainly could have been controlled with a joystick, but in the end it felt like a fairly versatile game tool.
    • The secondary use of the wiimote works pretty well. Picking up crystals by pointing the cursor at them is a nice diversion when you’re being launched this way and that, and the idea that a friend can hang out and play crystal control is pretty cool. They do have the “shake to spin” thing that gives a bit of my above gripe, but it feels fairly responsive and doesn’t get too annoying.
  • Gravity takes you wherever it wants to. Walking upside-down, leftside-right, frontside-back is disorienting, but somehow he controls and camera manage to bring it home and you quickly adapt. As a result, you get a weird sort of topsy-turvy feeling that somehow you continue to keep control. It’s exhilirating, and addicting.
  • The camera can be a bit disorienting, such as when you are in an upside-down overhead view, trying to head stomp something. Only a couple times was I at a loss for control, such as when Mario is walking on some glass spheres and the camera doesn’t move when he’s on the other side, leaving you staring at Mario’s feet through distorted glass, wondering which way was up. The moment was so magical, however, that I hardly minded.
    • The incredible Psychonauts was the only other game that I can think of that did this well (such as the Milkman level, which for me was the moment the game went from curious to sublime).
  • The puzzles use their main mechanics in very interesting ways. Gravity will flip you this way and that, and it’s also localized, so you’ll meet challenges where you leap up into a zone that snares you with reverse gravity so you land on the ceiling. They could have stumped players, but the mechanics are so well communicated that you just feel totally in control.
  • The “collect crystals” mechanic is pretty weird though. First of all, you can “shoot” them, but so far that mechanic hasn’t been very important… You can use it to stun enemies if you don’t want to risk spin-attacking them or hopping on their heads, but I’m not sure that giving Mario a weak “gun” really added to the game. So far it’s been a redundant mechanic other than a couple times that it was shoehorned in as a required action.
      Tiny Planet

    • Oddly, the crystals you collectare the same ones you use as ammunition when you shoot. I’m not generally a fan of combining two very opposing purposes into single resources (imagine a shooter where your health was your ammo) because you become gun-shy (no pun intended) about using it. I really avoid shooting crystals very much, but so far the “currency” I’ve expended to unlock stars/doors has been pretty minimal, so maybe I’ll loosen up. I’m just worried that I’ll get halfway through the game and some mushroom-headed star mutant will ask me for 5000 in order to get some super-awesome thing.
    • Also, the “aim to collect crystals” is a bit weird since no other pickups like coins and so on work that way. I’m glad that I can hoover up dozens of the little things in seconds, or even grab them while in flight, but it can be a bit of a mental switch when you scoop up all those crystals and then have to walk over to grab the one coin. Of course it makes sense, because coins regain health, and I’m getting used to it.
  • Moving Mario is easy, as it always is (damn those guys can just nail motion). All the Mario 64 moves exist, but some are easier like the wall-jump (Mario “sticks” to a vertical surface for a quarter second before sliding down, giving you a chance to launch again).
    • The moves, however, are more or less undermined by the spin attack, however, which you can use during a jump to go higher and further. This pretty much negates the need for the old standbys of the triple-jump, crouch-backflip and the crouch-longjump. In a sense it feels like those old moves are just there as a nod to the previous game, although it felt nice and comfortable to know they were there.
  • Sending Mario into space is strange but oddly refreshing. After how stale the “island paradise” felt in Sunshine (what, am I suddenly playing Sonic Adventure again?), this suddenly felt like a wild reinvention of classic Mario themes.
    • However, I did lack a sense of place in some cases. I came to “know” these little chunks of rock, but the early part of the game really felt like I was being led by the nose, getting to a launch star and being sent to another planet over and over again. There wasn’t a sense of “planning” to it, nor did I feel in control of my exploration. But, nobody ever accused Mario of being open-world, so the fact that these paths are mostly linear seems appropriate to the series history.
    • The sight range was incredibly long, and it was amazing to be able to see these little chunks of rock far in the distance. I could even wave my wiimote pointer at them and steal distant crystals from the surface. My only regret was that I didn’t feel like an explorer… I wanted to see that piece of rock in the distance and figure out how to get to it. Instead I just went where the game led me next.
  • Shadow of the Colossus

  • They still have lives. You pick up the mushrooms to get an extra life, and gaining them is easy. Just like in Mario 64, saving and restoring the game will strip you of all but 5, even if you had 60 of them during a play session. People might consider that mechanic a relic, but it seems very Mario to me.
  • Mario still has some of the greatest personality of any game character in existence. Sure, he’s disgustingly cute as he yips and cheers while jumping around, but god damn is he charming. It never gets old to me.

The best moment so far was Megaleg, where you get thrown onto a little planet with this giant robot with big legs towering over you. Once a leg comes down, you climb up the side of it and onto the main body where you finsih him off. It felt like a unique Shadow of the Colossus moment, but even cooler because of the ridiculous exaggeration of the huge robot on a tiny planet.

So overall, I’m really digging Galaxy. Not sure if it is in “greatest game of all time” territory yet, but it’s probably the best game I’ve played this year so far. It adds a completely new angle to platformers in the way that Portal turned the shooter formula on its ear. If anything, it makes me glad to know that new ideas do still exist, waiting out there for us to find them…

Semi-Happy Endings

MySimsLately my wife has been playing MySims on the Wii. This game is best described as The Sims without the personal hygiene and a dash of Animal Crossing… Or actually a whole dumptruck load of Animal Crossing, where the truck in question has balloons and hearts and stars painted on the side.

The balance of building stuff instead of managing deep relationships led to lower reviews of MySims, but that’s fine, it’s what my wife always hated about the original. She wanted less of the voyeurism and more opportunities to build her house. (Women seem to dig building stuff, n’est pas?). This game not only let you decorate your pad, but build furniture and decorate them with standard carpentry hardware like anger and puppies.

Anyway, she threw herself headlong into it, playing several hours a day. She can obsess over certain tites (LOTRO being the most recent), so I expected the romance to last a week, at least. Three days later I noticed she wasn’t playing, so I asked why. Apparently, the town she was sprucing up had different sectors in it that needed exploring, like desert and forest and caves (no word on the lava-with-mine-cart sector). Each section had places that you could build houses for once you attracted a character to come to town. The reason she stopped, however, was that the town had a star rating that went up as you progressed through the game. Once you reached five stars, no matter what your plans were, the game “ended”, with credits and the whole deal.

Animal CrossingWhaaaa? The Sims didn’t have an ending… Animal Crossing didn’t have an ending (did it?) These sandbox titles tend to keep players going for hours and days and months. Was it so important to the dev team to have a credit sequence that only 10-20% of audiences will experience anyway? After the MySims ending credits, my wife could still play and achieve and collect more, but she didn’t feel the motivation and quit afterwards.

Those of us who grew up with early 80’s arcade games and consoles like Atari and Colecovision, games without endings were generally assumed. Players just kept going, trying to get the best score possible. I remember playing Super Mario Bros. for the first time and feeling gypped that it was possible to reach the endpoint and have nothing more to play.

Heavy Barrel - The EndOf course these endings gave us something to shoot for, not to mention some tiny semblance of a storyline. I quickly adapted, creating my own (meta) objectives after the in-game goal of “finish the game” was achieved. When I could beat Heavy Barrel on one quarter, I tried to beat it with one life (never quite got there). These days, if I play any game beyond a threshold of a few hours, I’ll push to the ending, as long as I know it’s out there.

But then I’ll stop. Sure, Resident Evil had all sorts of crazy nut-job unlockables for the truly obsessed, but I had other games to play. With few exceptions (such as achieving 120 stars in Mario 64), the conclusion of a game is an excuse for me to stop playing and move on.

I gotta ask myself, however… Do I play more or less of a game on the average because there is an ending? If after 10 hours I am forced to stop and watch a credit sequence accompanied by upbeat J-Pop, does it keep me from what might have been 18 hours of play? Or would I have stopped short at 7 hours, bored with the grind and without something to shoot for? I’m not sure…

I think I would have played less without an ending. I like goals.

Earlier Posts... »

Based on FluidityTheme Redesigned by Kaushal Sheth Sponsored by Send Flowers fosamax anxiety diazepam rectal gel crazy meds wellbutrin sr bupropion cause hair loss generic diazepam look like eckerds fosamax adivan vs effexor diazepam intensol boniva fosamax vs where to buy evista online evista patel carolina effexor bupropion wellbutrin show available once yearly fosamax injection cialis and wellbutrin ctx 150 fosamax generic glucophage effexor xr and having hostile thoughts diazepam for pain heroin and xanax together dosage indication stabil storage xanax effexor xr withdrawls cymbalta effexor diabetic neutropathy diazepam dogs dosage buspar and xanax for anxiety best diflucan effexor irrational effexor xr personal experience diflucan indications effexor xr dosing buy diazepam buy cheap diazepam online order diflucan mail cyclobenzaprine weight loss effexor xr maximum dose zocor hytrin back pain fosamax and loose teeth safety of effexor xr ramipril hydrochlorothiazide diazepam bsl europe effexor xr withdrawal effexor xr 37.5 diflucan motrin help with getting effexor osteo how fosamax works captopril hydrochlorothiazide by diflucan diflucan in canines natural alternatives for effexor xr mixing paxil effexor codeine or hydrocodone effexor people taking talk depakote and lyrica interactions effexor xr causing stomach pain effexor at bedtime diflucan pharmacy take diflucan buy evista where buspar amitriptyline with xanax combination effexor hypomania dieting and effexor metformin hydrochlorothiazide fatigue bupropion fluoxetine puffy face and effexor xr zyban and birth control pill u s pharmacies online with xanax diazepam good for dizzy spells take fosamax hydrocodone altace effexor provigil effexor xr history online prescription didrex no prescription diazepam anxiety zyprexa attorneys atlanta meridia and effexor generic form of zyrtec diazepam cod or money order budeprion effexor diazepam online no prescription diflucan canida drug interactions depakote and effexor class action suits re effexor side effects mixing lexapro with xanax diazepam generic identify picture zithromax tablet 250 mg 500 mg diflucan lopid inteaction doctor and make money and yasmin diazepam use on animals effexor rating arizona zyprexa attorney diclofenac potassium cataflam for pain relief effexor and drug interactions infections diflucan therapy order xanax on line between elavil interaction neurontin best price for esomeprazole generic nexium effexor from symptom withdrawal korea drugs american teach hashish novel diazepam rectal orders what is colchicine pill zyprexa dissolvable tablets fexofenadine package insert diazepam dentist effexor lasts compare premarin estradiol diflucan information what is famvir versus valtrex effexor versus cymbalta zoloft short term use withdrawal hydrochlorothiazide drug class depression and anxiety zoloft finasteride no prescription diazepam 5mg tab diazepam 5mg tablets dosing effexor and ultracet diazepam ip tablet combining prozac and effexor cardizem cd aciphex foradil diflucan fosamax patent merck diflucan microgestin fosamax bleeding joint pain from zocor attorney connecticut zyprexa effexor allergy hydrocodone propecia diflucan for depression train wreck elliott yasmin fosamax and jaw decay soko flexeril package insert effexor xr eating disorder effexor migraines diazepam ingredients effexor and drinking diazepam allergy fosamax patent case fosamax and dental discontinued effexor xr got hives zyrtec 10 mg tablet buy effexor online colchicine package insert effexor and poor quality sleep generic drug for diovan hctz effexor xr success rate buy effexor without prescription fluoxetine and ativan interaction diflucan medical samples people taking effexor xr diflucan tinea dosing corprus diflucan male effexor fertility medicine online zovirax can cause effexor neuropathy where does diazepam come from depakote wellbutrin and lorazepam taken together diflucan dosage captopril glucose hydrochlorothiazide finasteride trade leads buy diflucan clotrimazole diflucan and provigil overdose xanax norvasc effexor memory buspar clomipramine diazepam feline effexor online zyrtec d for otitus media diflucan fungus zoloft and homeopathic sleep aids zyrtec kids allergy medicine coumadin induced fatigue in diabetic diflucan headache fluconazole and patient package information zoloft and birthcontrol pill combination fosamax and jawbone effexor patient assistance program wellbutrin dosage depression effexor and effexor xr buy generic diflucan achohol and diflucan xanax sales lorazepam diazepam half-life buying diflucan online side effects of diazepam african americans yohimbe effexor interaction delivery free hydrocodone medication overnight prescription ativan and effexor for panic attacks zyrtec pills regular zyrtec verses generic zyrtec diflucan canines plant deriving diazepam rx online hydrocodone fluvoximine diazepam effexor to cymbalta withdrawl liver diflucan fosamax strengths effexor dosage wellbutrin xl arthritis flomax and sulfa allergy fosamax birth defects diflucan ranitidine patient teaching coumadin in spanish ecstasy and weight loss splitting effexor xr capsules diflucan patch xanax and migraine treatment fosamax fosomax effexor withdrawal syndrome fosamax and other bone meds problems effexor and anemia people on effexor xr buy discount evista what is diflucan online comparison antifungal nystatin diflucan photos of 10mg diazepam diclofenac vs celebrex effexor and anxiety effexor orgasm forcan fluconazole diflucan recommended dosage of xanax prescription pill forum wellbutrin iv diazepam diazepam rectal protocol diazepam cost diazepam drug interactions effexor venlafaxine hcl effexor diabetes valtrex compared to famvir diazepam and lithium reactions what is effexor zyprexa class action attorney effexor add metformin or glucophage diflucan and lamictal diflucan nbsp nbsp nbsp lipitor nbsp glucophage prevention type ii diabetes effexor xr 375mg experiences dilated eyes on effexor xr xanax drug prescribing information taking fosamax with calcium wellbutrin with topamax generic drugs for flomax can you combine strontium with fosamax diovan improvement in erectile dysfunction fosamax jaw rot narcolepsy effexor connection prescription xanax online effexor xr children zyprexa interactions with clindamycin fosamax interactions hydrocodone free online prescription delivery diazepam no overnight required rx order diazepam diflucan nystatin treatment diazepam dose effexor for menopause interaction of depakote and claritin d hydrocodone purchace effexor withdrawal xr postpartum depression zoloft effexor antabuse effexor benzodiaz fosamax litigation between difference wellbutrin zyban trytophan and effexor fioricet purchase site heroin home detox methods welbrutin xl and effexor effexor xr success stories overnight delivery xanax didrex fedex effexor wellbutrin and risperdal great effexor withdraw last hydrochlorothiazide alternative medication bentyl and hydrochlorothiazide cheap evista online cheap effexor seizures techniques for withdrawing from effexor fosamax or actonel medical information withdrawal symptoms zoloft taking wellbutrin with a tricyclic antidepressant buy hydrocodone ifrom england what hydrocodone fosamax for children with ja codeine hydrocodone allergy effexor eyesight dentist xanax side effects of stopping wellbutrin diazepam blurry vision fosamax and osteonecrosis i take lexapro and elavil effexor xr interaction with steriod zyrtec drugs fosamax patent expiration avodart v s detrol cost of fosamax hydrochlorothiazide allergy effexor recommended doses keyword effexor xr xanax dosage for panic attacks buy domain hydrocodone tripod diflucan and achohol buspar effexor effexor wellbutrin combination does zyrtec have a generic formulary diazepam feline dosage cheap diazepam buy xanax online without persciption fluconazole and alprazolam taken together wellbutrin effexor comparison diazepam eses eeg repeat seasonal allergy start flonase steroid people's comments about effexor xr warning letter fosamax alendronate sodium tablets effexor xr fyi lisinopril and hydrochlorothiazide 2025 side effects of amaryl glucophage effexor rash wyoming fosamax attorneys long term effexor use weight gain effexor sr versus effexor buying wellbutrin xl online effexor for migraines fosamax plus stratege effexor withdrawal treatment what is fosamax prescription drug diovan effexor success xr order diflucan constipation effexor effexor forum acne alternative treatments zoloft and diflucan neurontin wellbutrin for lower back pain diovan and fatigue coming off diazepam fosamax fasomax zithromax overnight us shipping without prescription effexor pain eyes effexor xr 37.5 sleepiness buy valium diazepam fosamax get off effexor erectile dysfunction online best offer cheap fioricet medica finasteride flutamide in prostate cancer treatment effexor seroquel effexor hair loss xr iv diazepam administered orally flonase nexium nexium amerimedrxcom fosamax heart effexor xr and zoloft difference effexor price xr length of withdrawl effects from effexor effexor 75 high dosage of effexor xr coreg diabetes diazepam free prescription overnight delivery cheapest diflucan online w o prescription diazepam sublingual effexor and wellbutrin side effects diazepam description diazepam and zantac infraction breast d feeding zyrtec famvir effexor anger diazepam overnight mastercard diazepam lorazapam clonazepam temazepam hydrocodone vs codeine allergic reaction canadian flomax pharmacy xanax online cheap information diflucan effexor pending class action lawsuits welbutrin and diovan preventing weight loss coumadin patient education fosamax d esomeprazole best prices nexium overdose diazepam symptoms cheap diflucan diflucan fever valley effexor used for effexor poop out effexor for depression menopause hydrocodone and codeine allergy effexor xr tube feeding xanax vs buspar diflucan for prostate cancer effexor and counseling resource fosamax alternative estradiol vs premarin dizzy while getting off effexor xr which fosamax dosage is most effective oral surgeon diflucan effexor xr withdraw symptoms effexor and phentermine effexor xr breast discharge diflucan for anal itching xanax with effexor is diflucan safe discontinuation syndrome effexor efficacy of effexor xr diflucan 200mg diazepam online effexor and meth test overdose on effexor xr relief from diflucan buy hydrocodone where zed view fosamax grapefruit effexor versus zoloft zoloft prescription generic wellbutrin bupropion sr 100mg side effects lamictal and depakote bupropion diazepam loose weight on effexor metabolizing alcohol effexor effexor and meridia and chemical similarity oxycodone hydrocodone to buy diazepam vs midazolam zoloft withdrawal symptom canadian online pharmacy xanax over the counter drugs containing diflucan diovan erectile dysfunction effexor xr without food will effexor xr cause weight gain buy xanax online without effexor xr absorbtion metamucil effexor xr and bipolar taking amitriptyline effexor generic drug similair to depakote esomeprazole effexor xr mexico iprilflavone vs fosamax concentration diazepam effects zithromax false positive test for cocaine effexor verse celexa diflucan vaginal suppositories diflucan and nystatin effexor suicide zoloft pregnancy test online zoloft prescriptions hydrocodone hydrocodone work at home business opportunity lose or gain weight yasmin diovan hydrochlorothiazide 16025 diazepam does it long take work drug interaction between fioricet and lamactil effexor dosages being given twice daily venlafaxine antidepressant effexor xanax online without a prescription xanax interaction with oxycodone cream diflucan bioequivalent diflucan flucanazole generic hydrocodone effexor metformin weightloss diflucan prescribing professional order hydrocodone fosamax flex trial diazepam cheap diflucan single pill yeast information on diflucan purchase fioricet purchase fioricet fluoxetine what is the drug fosamax depakote or zyprexa sexual side effects estrogen verses fosamax for osteoporosis cod hydrocodone purchase w effexor xr 75mg diazepam rectal solution bp 2001 bad reactions effexor canadian diflucan bed wetting side effect zoloft orlistat and effexor interactions diflucan overnight diazepam mechanism from symptom withdrawal zoloft medical alert bracelet coumadin autism anxiety medications zoloft diabetes and finasteride diflucan otitis effexor refill guidelines diflucan flagyl fatal dose of xanax can you mix methadon with effexor combine calcium supplelments with fosamax diazepam online pharmacy alcohol avoid effexor taking while why dosing diflucan cart diazepam shopping ardin pharmaceuticals diazepam zoloft short term use effexor generic xr diazepam 50 mg zoloft long term feedback effexor doses 120 fioricet tablet 75 mg effexor xr drug effects more side xanax wellbutrin wellbutrin diflucan zoloft withdrawl effects effexor 150 withdrawl fosamax diflucan store diflucan pregnancy hydrocodone apap 10 650 pill color elavil effexor and alcohol zanaflex joint pain diflucan keflex diltiazem colchicine diflucan dream pharmaceutical diazepam mg online pharmacy effexor wellbutrin light therapy buy hydrocodone effexor urinalysis effexor migraines reducing medication order effexor lisinopril hydrochlorothiazide 2025 effexor no longer works hydrocodone rx online effexor and hives beside depression other use zoloft best price zoloft finasteride b propecia b foradil diflucan effexor experiences fosamax and dental problems california rocket fuel effexor effexor and dysthymia xenical diets far eastern online pharmacies selling diazepam cozaar diflucan pils dose of diflucan is there a generic for effexor free diflucan fosamax damages ear bone can i drink alcohol with diflucan hydrocodone prescription dark urine and diflucan diflucan tablet injection and oral suspension diflucan for candida patient administration of fosamax guide to stopping effexor effexor withdrawal lawsuit coumadin fosamax interactions diflucan iv diflucan cod effexor xr cold turkey adderal effexor combination buy online diazepam no prescription buy hydrocodone online no presription contradictions of esomeprazole magnesium nexium fluoxetine online fosamax causes mouth plaque effexor lawsuits fosamax and the heart fosamax 70mg irbesartan 300mg and hydrochlorothiazide joint pain and zocor discovery of the drug ecstasy adding metoprolol xl to coreg functional groups present in effexor description of diazepam desmoid effexor bromure diazepam metilscopolamine dysthymia and effexor effexor xr causing dyspepsia effexor manufacturer effexor class action lawsuits diazepam maker imuran and colchicine diflucan inteaction lopid osteoporosis treatment fosamax cost of zithromax fosamax generic canada effexor withdrawal effects diazepam no script effexor xr recommended dosage hydrocodone online prescription qoclick best didrex weight loss information information fosamax dosage coumadin and heparin