December 13, 2006

Final: Katamari Chaos

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What happens when the bright, colorful world of Katamari is invaded by High-Priest Joseph? Chaos!

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The world of Katamari revolves the family of the King of All Cosmos. One night, the King of All Cosmos and his wife got a little too drunk and accidentally destroyed the universe. In the games, it's up to the young Prince of All Cosmos to roll around a "Katamari" ball and basically collect everything on Earth, from mundane objects to people, to remake the stars in the sky.

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In Katamari Chaos, it turns out that a sole survivor of the mass destruction caused by the katamari ball has magically found himself in the homeland of the Family of All Cosmos, and his name is High Priestess Joseph. Does he seek vengeance or peace...

November 29, 2006

Show and Tell - Cultural Differents part deux

DS Comparison: Osu! Tatakae! Ouendan! and Elite Beat Agents

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An interesting write-up of the differences between a recently released game for the Nintendo DS called "Elite Beat Agents." The game went through a major overhaul in story, graphics, and music before making the jump to the states. The changes all deal with the interesting cultural gaps between Japan and the U.S.

The most dramatic change is the story (and subquently, the graphics are altered accordingly). The plot in the Japanese version is barebones, revolving around a group of 3 guys who are dressed in high school uniforms and use their "cheering" powers to help those in need. In the U.S. version however, the protagonists are CIA agents using their rockin' grooves to take on cries of help detected on their spiffy machinery.

The cries of help also vary from one game to the next. While the Japanese version features a kid needing help on his exam, attacking aliens, and ghosts trying to contact the living, the American version reflects many of it's cultural values; a girl trying to win over the football jock, making a huge blockbuster movie, and a bunch of stranded girls on an island. I can't really speak for Japan, but vanity/sex, media, and stranded girls is a pretty accurate analysis of what's on the mind of most people here in the states.

November 20, 2006

Final Proposal - Katamari Damacy

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The game Katamari Damacy is about a royal family of the cosmos trying to rebuild the universe after the King inadvertantly destroys it after partying a little too hard. The game takes place pretty much entirely on Earth, so we never get too see what the not-so-humble abode of the Royal King of the Cosmos looks like. For the final project, I'd like to create that home - something extravagant befitting the most powerful and eccentric being in existence.

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Katamaria has a very distinct visual style, most of which comes from the limitation of the system - because of the potential of having a huge number of objects on the screen at any time, the game uses very blocky graphics, but in such a way that looks very intentional and cute. The use of a pastel color pallette and bizzarro-Japanese kitsch feel add to the aesthetics.

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November 15, 2006

Show and Tell - Games for Cliches

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Most feel confident in making the assumption that video games are by and large a male-dominated market. The use of violence, fast cars and generously endowed female characters fits right into our gender expectations of what the rough, steak-eating MAN is all about. And the little niche market of girl gamers is gaining visibility slowly with an incresing library of games featuring Barbie and the Olsen Twins. Right?

That's what Gamestop seems to think, at least. The video game chain has recently put up a "Games 4 Girls" display up in their stores, showcasing a line of products geared specifically for their female playerbase. The display features games such as "Cooking Mama", "My Little Pony", "Bratz", and "My Little Mermaid". And we all feel confident in making the assumption - despite our gender expectations - that this did not go over too well.

A number of customers have already complained about the display, and as to be expected, Gamestop is currently recieving some online backlash around gaming blogs. And the census is? Female gamers have no interest in being singled out and told what to buy - and they are perfectly capable of shooting guns and driving fast cars as well as the rough-and-tough male.

However, some feel Gamestop isn't out of line. While girls would enjoy a game of Ridge Racer or Metal Gear Solid, would guys buy into a game based around fashioning-up a sassy Bratz character? It is an idea that is debated within other fields of design as well - it's better to make a product for a male customer base because both genders would accept it, but a product designed for a female in mind would never appeal to males.

As a follow-up, I decided to look into some statistics of the gender make-up of video gamers. At one site, research by Canada's ESA (Entertainment Software Association) shows that most female gamers are over the age of 45... perhaps not the best demographic for My Little Pony. However, it is fairly obvious that Gamestop is strictly targetting the young'uns with the bright pink display and cartoonish figures. Maybe it isn't the best idea to lure little girls into playing Doom and Grand Theft Auto, anyway.

In another study done by the U.S. ESA shows that females make up 38% of all gamers. Is this growing demographic something video game companys have to start marketing towards? Or, do they even have to?

Destructoid blog entry on "Girls 4 Gamers" Gamestop display

Slightly Vague Gaming Statistics by Futurelooks/Canada ESA

Top 10 Industry Facts by U.S. ESA

November 8, 2006

Grid Wars 2

Robotron
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Grid Wars 2
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PC Version
Mac Version

November 6, 2006

Indigo Prophecy Review

PDF Design
text:
A Story Worth Telling
While most releases today rest comfortably in a defined genre of gameplay, every once in a great while, a game comes along that sets out to not only completely redefine a genre, but create it's own. Developer Quantic Dream's much anticipated Indigo Prophecy manages to do just that. With it's roots loosely grounded in point-and-click adventure, Indigo Prophecy melds together a strong narrative structure and innovative, interactive elements that augment the player's tie to the physicality of the characters' world in the story.

With it's emphasis on interactive storytelling, the story itself truly shines in originality and tone. You play through the somewhat twisted story from one of three characters at any given time, each character with it's own internal dialogue and mood. The main focus is around average man Lucas, who in the opening sequence, is seen convulsing and possessed in a bathroom stall of a diner. Moments later, seemingly unable to control his own actions, Lucas viciously attacks another patron in the restroom, stabbing him multiple times and killing him. Lucas awakes from his trance, horrified and dumbfounded, and it is then that the player takes control.

It is then that the opening sequence of gameplay gives an excellent taste of what players are in for. With a corpse, murder weapon, and blood stains all over your clothes and arms, you have to figure out how to escape - all the while, NYPD officers are sitting out in the diner enjoying coffee. A craftier murderer would probably hide the corpse in the stall, throw away the murder weapon, and wash up before casually walking out the front door as if nothing happened. Or, if you prefer, you could just run out of the bathroom without doing anything and jet out the back door. All of these individual actions are available, and every single decision the gamer makes has a chance of changing the direction of the story - sometimes to a quick game-over screen, and other times a dramatic shift in the character's mood or available options left for continuing the story. While a good 90% of the time, the changes are somewhat cosmetic and do little to alter the overall story arc, the interactivity of being able to affect the world in a non-linear way really helps pull the player into this creepy world.

Aside from Lucas, you also play through the game as two other characters: Detectives Carla Valenti and Tyler Miles, who are investigating the murder in question. This anticipation slowly mounts as how all the characters will eventually meet and conflict. Each of the characters is thoroughly developed, as the player learns intimate details about each of their lives and histories. Certain sequences in the game even deviate away from going forward in the story, and instead choose to flesh out the context of the lives of these characters - like an intense gym work-out session between Carla and Tyler that involves long button-mashing sequences (which in itself is interesting; the player will no doubt end up as tired as the two characters on screen). The effortless way in which the player interacts with and is pulled into the story is far beyond what most games today have to offer - rather than merely dumping random gameplay on top of a story, like the series Myst, there is seamless tie between interactivity and story.

Indigo Prophecy, if not already evident, is a lot of fun to play, mostly because of the engaging narrative. I couldn’t help but sit for hours in front of the screen straight to see what would happen next, which is something one would usually say for a good book rather than a video game. There isn’t much challenge per se; the only real difficult part is through trial-and-error in figuring out how to get past a sequence. There is an unlimited amount of lives, so the game doesn’t actively go out to piss the player off by making them start over from the very beginning - at the heart of it, Quantic Dream wants to get you through this experience. While occasionally I found myself working through some lengthy, annoying chapters, overall the gameplay was very enjoyable.

While certainly not perfect, Indigo Prophecy offers a fresh new style of interactivity and narrative. This game does something that most can only hope to do - not only let the player have fun, but inspire change in the current trend of story-driven games. Indigo Prophecy provides a solid base from which many future games can develop on - that is, to provide more relevant gameplay mechanics and how to create a world in which the player has limited yet satisfying control. The next step would be to see how much more complex these interactions can get and further the player can alter the world in which they inhabit. It all comes down to developers realizing that it’s not just gameplay that makes for satisfying experience.

November 1, 2006

Neo-Retro

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Released as an experiment in Japan, this series of Gameboy Advance games, called bitGenerations, tested the current market's interest in "retro" gaming. More specifically, the graphics and high-brow storylines have taken a backseat to basic gameplay akin to what it was like back in the day (i.e. Space Invaders, Pong, Tron).

I've only managed to find a few of them for download, but they all seem to share some common characteristics. First and foremost, the style of the graphics is extremely clean and modern. Much like the music and sound effects, the overall presentation of the game is meticulously refined and highly stylized - which is something I would think is essential to this type of game. With the gameplay being so basic and "retro", presenting the entire package in a refreshing and new way is probably very important in stirring public interest.

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The gameplay itself is exactly like advertised. Every game is based off of an older "classic" from back in the day - Boundish features 5 mini-games all derived from Pong, while DotStream loosely uses the race mechanics of Tron. And for the most part, there isn't much more than that. No complex gaming modes or features here. Is it really fitting to have all of that? Probably not. The gameplay is quick, fun, and thankfully doesn't require much thought. Most sessions don't last more than 30 seconds, and there is enough simplicity and enjoyment that keeps you playing.

However, it doesn't really keep you coming back for long. This type of gameplay is usually found as "mini-games" within full-length, complex games today and are nothing but a sidetrack. While I found myself playing DotStream for a solid hour, it quickly got old. There is not much to lure you back in the next day, as there's little to uncover beyond the surface level.

Perhaps the GBA is the most appropriate platform for this type of game then - while I think this series would seriously flounder on the likes of Playstation 2 or X-Box, having this quick-fire, no-brainer type of gameplay on a system that is meant for travel and fast play sessions, bitGenerations has an appropriate and fitting home on the GBA.

bitGenerations website (Japanese only)
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GBA Emulator
BitGenerations ROM

October 23, 2006

Midterm: World of Warcraft Culture

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Most games are nothing more than just that - a manufactured world existing outside of and disconnected with reality...mmorpgs bridge that gap. Within the rules of this gaming environment, players develop systems of social status and government, as well as relationships with other people that are comparable to the real world. World of Warcraft, unlike most games, is not only a temporary escape, but an extension or replacement of people's lives.
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Avant Garde
High on the social status on the Kil'Jaedan server on which I played, Avant Garde is regarded as the most "uber" guild for the Alliance.
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View from the Top
Interesting article about a leader from a famous guild that recently stopped playing. He talks about the addictive quality of the game and how it interfered/replaced his "real" life. This article gained a lot of attention due to the high profile of the writer as a regarded and well-known guild leader.

October 16, 2006

Interactive Storytelling

About 5 minutes into the article, I was initially interested in how the author brought a new perspective on the state of interactive storytelling in today's games; most don't seem to have cohesion between the gameplay and the story. However, after his lengthy dismissals about what doesn't work, he proposes a solution that seems to already exist...and also like one of the type of games that he said didn't work. He talks about how games should give the player a number of choices to make to interact; too many choices would be confusing, and too little choices would be boring. There are plenty of games out there that offer that type of versatility, and not quite the grand epiphany this self-proclaimed prophet seems to think. Several games I can think of that offer a huge range of player-choice making in a relatively organic yet controllable environment are Blade Runner (PC), and Morrowind (PC, console), as well as a large wealth of Japanese "Dating Sim" games...which is pretty much exactly how he describes an ideal interactive game to be. There is the player character, as well as other characters with their own motives and conscious', and act accordingly based on the interaction between them and the player.

Probably the worst thing about the article though, is when the author begins to wax poetic about his brand new engine. He starts to go into detail about the intricicacies of programming and how revolutionary it was. In the end it just felt like I was fooled into reading an ad for his engine.

October 11, 2006

Raya Systems Games

Social Impact Gaming: Serious Games
http://www.socialimpactgames.com/

AIDS Avenger
http://www.starling-fitness.com/archives/2004/12/26/games-for-health/
http://findarticles.com/p/articles/mi_m1154/is_n11_v81/ai_14622060
While I couldn't find any images of gameplay, these are two interesting articles related to the game. The first one talks about how the game was put into a high school and did relative well, as students approached it more as an actual video game than educational software. The second, rather humorous article talks about how terrifying the idea of serious games are. Training surgeons with video games?


Bronchie the Bronchiasaurus

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http://www.socialimpactgames.com/modules.php?op=modload&name=News&file=article&sid=116
An educational game released for the SNES teaching gamers how to control asthma issues. You play a dinosaur that has to take control of his own asthma with breathing exercises and asthma power-ups, while defeating the evil forces of smog from your planet.