Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Tuesday, October 5, 2010
A Show Called Dungeon Crawl
If your in Australia, specifically Melbourne, there's a show on called Dungeon Crawl. I've seen these guys do a show called +1 sword, where they talk about D&D and roleplaying, but here they seem to actually be running a game. And I've really wanted to catch up to a session. Hoping to get there this saturday at the bedtime friendly (lol) time of 6pm. I'm really keen to see it! Three shows only - I would have liked to have gotten to the first, but as I don't drive it's a long way out for me. Anyway, excuses excuses - hopefully this saturday I'll see it!
Saturday, September 25, 2010
Challenge doesn't need a penalty? What if it's for exploration of an aesthetic?
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| Ready, Set, Crow! |
I read an interview in the Australian game magazine 'Game Informer' on bioshock infinite with Ken Levine, Irrational president (I love how that title comes out) and Irrational creative director (love that one too!).
The question
In Bioshock, vita-chambers essentially made death inconsequential. Is that mechanic changing in Bioshock infinite?The responce
My feeling about the vita-chambers was this: I think they set a certain tone for the game in twerms of how it felt and the progression. It was not a game about dying and restarting. It was a game about experiencing the feeling of being in Rapture. Certainly there are arguments to be made about whether there was enough disincentive to get killed.Notice the penalty.
I think that's a reasonably legitimate concern. I would say that it's unlikely we'll have the exact same approach we use in Bioshock 1 as it shipped - without any option to turn it off or any penalty.
Now the first thing I thought was that they were reconsidering supporting gamist play to win/play against something that, through penalties, might be too tough for you to complete (not everyone can climb everest).
But then I realised I was projecting my ideals into it. No, why he's considering a penalty for 'death' is to further the experience of being in the setting he's making. The penalty, atleast to his mind, is possibly necessary to the aesthetic of the experience. Here's a post of someone trying to weve a mechanic into the aesthetic of a game, as an example.
Now the funny thing is if he's considering it because of fans who actually carry my idea - a hard game. Where a penalty is the thing that might stop you getting to the end. Like, alot of people might be able to climb a cliff - it's when you put several in a row (like everest) that it becomes an even bigger thing. Anyway, that's a real crossed wire - if he's into some sort of 'experience the aesthetic' but the fans here are into a hard game - they just want two different activities. Each of which just gets in the way of the other - and even if you compromise, your just doing one or the other activity to a lessened extent, in a sort of nerd fallacy attempt to include everyone.
But the main point was : Penalties - part of the explorers experience, perhaps?
Labels:
bioshock,
bioshock infinite,
game,
interview,
video game
Saturday, September 18, 2010
Feel sorry with me!
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| Reality TV cooking shows take a turn for the worse... |
Also an author I like, R Scott Bakker, has brought out 'Desciple of the Dog'. A guy with total recall investigates cults. And shoots vampires. Well, maybe not the latter part, but I don't know, I'm waiting on getting it! The first two bits are true and Bakker carefully studies how crime fiction does it's thing, so it's bound to hit those notes!
Labels:
amnesia,
bakker,
disciple of the dog,
scott bakker
Thursday, September 16, 2010
FFXIV: How to make money (as a company) without (the player) really trying
I should start logging some of my ideas earlier so I can do more 'told you so'. I've said in some places before that leveling time in mmorpg is primarily for the sake of subscription money. It's how the company makes their money. But someone who plays an unhealthy amount gets much farther ahead than someone who plays short, enjoyable bursts.
FFXIV tactics has a spin on this to simply slow down and stop you leveling after a certain time, so your not ahead of a predetermined leveling shedule.
To me its always starkly appeared to be the competing interests of making money and players wanting fun now.
Years ago when I played wow I thought of the idea of being able to wander out of the tavern, slay just a single monster, then waddle back inside and RP or log off, and for that first monster every day you'd get say 100 times the XP, but trickled out slowly to you (online or off). So if you didn't want to grind, you didn't - slaying a single monster would be an achievement. But if you killed more you'd get both.
That's another way, probably more towards player fun now. There are lots of ways to implement it, all with their own nuances.
Anyway, here's the video on it, where they are more honest about the behind the scenes than I would have expected. Though the bit at 4:53 is a bit rediculous 'If you really think about it, it works!'. How a game works is that it's fun. So it's like saying 'if you really think about it, it's fun!'. No, things don't become fun if you think about them real hard! However, thinking can dispell knee jerk assumptions of unpleasantness. However, the human brain is predisposed to work in extremes, either majorly pro or majorly dismissive. It has a hard time sliding the gear shift back to nuetral.
Oh, did I mention a video?...
FFXIV tactics has a spin on this to simply slow down and stop you leveling after a certain time, so your not ahead of a predetermined leveling shedule.
To me its always starkly appeared to be the competing interests of making money and players wanting fun now.
Years ago when I played wow I thought of the idea of being able to wander out of the tavern, slay just a single monster, then waddle back inside and RP or log off, and for that first monster every day you'd get say 100 times the XP, but trickled out slowly to you (online or off). So if you didn't want to grind, you didn't - slaying a single monster would be an achievement. But if you killed more you'd get both.
That's another way, probably more towards player fun now. There are lots of ways to implement it, all with their own nuances.
Anyway, here's the video on it, where they are more honest about the behind the scenes than I would have expected. Though the bit at 4:53 is a bit rediculous 'If you really think about it, it works!'. How a game works is that it's fun. So it's like saying 'if you really think about it, it's fun!'. No, things don't become fun if you think about them real hard! However, thinking can dispell knee jerk assumptions of unpleasantness. However, the human brain is predisposed to work in extremes, either majorly pro or majorly dismissive. It has a hard time sliding the gear shift back to nuetral.
Oh, did I mention a video?...
Wednesday, September 15, 2010
Hear and obey: Kingdom of Keflings
I have been told to spread the word of Kingdom of Keflings. I hear and obey!
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