The Drawing Board
Commentary and Analysis of Video Games and Entertainment
Saturday, September 8, 2012
Short Story
Wednesday, April 4, 2012
Do that...DO EXACTLY THAT!!
Give it some Thought
It's deep in your bones,
It repeats and repeats
It makes clones of a clone
It’s just one thought who stands all alone
And wants to hear nothing,
Cause nothing is something
That already it owns
Just more of the same
It will always maintain,
Until it's the only it
Which stands to remain
But all is not well and surely not good
It’s that lingering nag screaming
“Just look under the hood”
That for your thoughts to keep shape and hold their own weight,
They must be measured and tested without your constraint
The truth will be sought and the facts will be found,
But they care little for manners, and they often confound
Yet still it clings to this lonely thought
If only to hide and never receive
Anything that could enhance the chance to perceive,
That a fiction is fiction no matter how hard you believe
It firmly maintains
Till no doubter cares to remain,
That we exist in a world with nothing left to unveil
And we falsely believe with the mind to conceal
That the thing we fear most is not knowing the real
Why perform this same trick today,
Travel here and about, but continue to say
That life moves along like the script to your play
Never chancing to tear open the gifts you are sent
Fearing one will deliver the harpies cry of dissent,
Till you won’t trust your eyes without your egos' consent,
Take comfort in having all your ducks in a row,
But know that this myth though easily bought
Will never hold value like something you yourself have wrought,
Just know that even if your grift is not caught
It will rob you too, of what really you sought
An answer to questions of what’s here and what’s naught,
The answers freely given… It requires only your thought
Wednesday, November 30, 2011
Eliminate DOWNTIME
The premiere games of this genre like; Street Fighter, Tekken, or Mortal Kombat, all emerged from a time where players would meet at Arcades and cheer loudly around a game cabinet pumping it with quarters and playing till their fingers blistered. With the emergence of online gaming, this scene is largely a relic of the past, and players now compete primarily from the comfort of their homes. Despite the significance of this change in venue, the format of these games remains largely unchanged. Now If you were to play any of these games online today, the majority of your time will probably be spent; navigating menus, watching loading screens, or waiting for the matchmaking system to find a suitable opponent. Unless you are already a dedicated fan, this experience can quickly grow stale, and it appears safe to say that the genre will need to embrace a new format in order to realize their true potential.
To put it plainly, the online fighting game genre needs a way to alleviate the boredom experienced during the periods of time where the player is not engaged with an opponent, and furthermore the player must be convinced that he is not engaging in a solitary experience. I believe the most effective solution would be to add the presence of a game "Overworld", a place that encourages players to mingle and explore, while the matchmaking system runs hidden in the background. Even if this was done by allowing the player to navigate his character through an extremely simplistic 2-D world, it would succeed by giving players something to do in between matches, instead of presenting them with a screen that perpetually reads “Searching For Opponent." This would also help alleviate the feeling of disconnect exacerbated by a matchmaking system that pairs you with an opponent whom you have had no previous interaction with. There is no story being told when players are plucked from the confines of an ethereal pool and paired seemingly at random. It is this profound lack of an engaging narrative combined with the drudgery of downtime, that dulls the game experience and continues to limit the genres appeal.
After playing the recently released Ultimate Marvel Versus Capcom 3, the game practically begs to be done in such a manner. Imagine walking through a snowy woodland as you play as the popular Marvel character Wolverine, out of the bushes comes another player who happens to play as your arch-rival Sabertooth. A challenge is issued and the game loads the “Snowy Woodland”, a stage that actually corresponds to your location within the 2-D Overworld. This format would really engage players and help to apply an overarching narrative to each game played. Instead of navigating menus only to stare at a loading screen while awaiting your next anonymous opponent, players could experience the joy of actually role playing their characters.
With the removal of players from the social atmosphere of a physical Arcade, some key factors of appeal have been lost and they remain missing. By giving online players the freedom to interact with each other both before and after their actual matches, you not only eliminate the problem of downtime but also help foster the communal and social atmosphere that contributed so much to the genres past success.
Monday, October 31, 2011
Life is a Work In Progress
Thursday, October 27, 2011
Pumped Up Kicks Best Video
Thursday, October 20, 2011
Innovate Fluid Controls and Conquer
Controls are an overlooked part of successful gameplay, and I would say that it is next to impossible to make a great game without a great control scheme. The first thing I do when playing any new game is to move around and see how it “feels”. Like driving a new car, one of the first things you notice is how a game handles, for me there is no greater turnoff than a game with sluggish or imprecise controls. If I cannot control the game properly why am I playing it? A few games come to mind when I think of great control schemes: Smash Bros Melee, Goldeneye 007, and Halo CE. In all of these games your character moves fast and actions are executed almost at the speed at which you can think of them. This makes for a truly gratifying experience, and at the best moments you feel completely immersed, with each feint and attack being performed instantly almost instinctually.
It is no surprise then that the top games, especially those in the FPS genre, tend to be the ones which utilize the most intuitive and elegant control schemes. When Halo CE was released, almost every subsequent FPS adopted a near identical control scheme. Now the dominant position is held by the COD franchise, and true to form its control scheme and notably the “Aim Down Sights” mechanic, is nearly universal amongst current shooters. This being said, the “Motion Controlled Shooter” genre has not taken off , even with the advent of advanced gaming apparatus like, Microsoft’s Kinect, or Sony’s Move. This is a genre that cannot gain steam because the dominant control scheme is by my description. Broken. Until a fluid and intuitive control scheme is introduced motion controlled shooters will retain their role as novelty games that lack in lasting appeal.
Motion controlled shooters suffer from what I would call “Deadzone Syndrome”. This means that the dominate control scheme utilized by almost every motion controlled shooter uses the mechanic of a “Deadzone Box”. Unfortunately, this scheme is neither intuitive nor elegant, it places too many demands on the player and penalizes him with unreliable results. Like early Nintendo 64 games, motion controlled shooters suffer from their inability to compromise between giving the player control of his directional movement (where the player is moving) and aiming orientation (where the player is facing). Early 64 games were unable to reconcile this issue, and suffered for it. The player only had one analog control stick, but there were two tasks, what were developers to do? They had to compromise, the first company to do it right was Rare with Goldeneye 007. What did they do? They divided the tasks equally into a manageable and inventive control scheme. The analog stick was used to control forward and backwards movement yet simultaneously govern horizontal aiming orientation, a novel idea indeed! Lateral movement was regulated to the left and right C buttons and vertical aiming orientation was mapped to the up and down C buttons. This intelligent division of labor coupled with fast movement speed and an extremely active “auto aim” system struck an almost perfect balance. Controls were fluid, aiming was simplistic, but maneuvering still required substantial skill. All was right In the world of FPS and every game hence forth utilized a strikingly similar control scheme.
But then a Revolution occurred. Sony, Microsoft, and Nintendo released their next generation consoles, and all of them had one thing in common. There were now TWO analog control sticks, no longer did movement and aiming orientation need to be carefully divided between multiple sets of buttons, No, now their was a control stick that solely governed movement while the other took care of aiming exclusively. It was a revelation and it allowed for a far more elegant and precise control scheme to emerge. Games like Halo and Call of Duty led the way and to this day hold a virtual monopoly on FPS controls. With this revelation came a double edged sword, while it allowed the FPS genre to grow by leaps and bounds, it also saw game developers forget the lessons learned from dealing with the limitations of a single analog stick. This lesson seemed unimportant, we would never have to deal with that problem again, we had two analog sticks now. Predictably, history repeated itself, and despite great advancements in technology the video game industry was faced with an old adversary with the advent of motion controlled gaming. The Nintendo Wii, Xbox Kinect, and Playstation Move hoped to revolutionize gaming with the ability to have players actual motion control the game. One hand would navigate an analog control stick while the other hand’s motion would control the aiming orientation. Unfortunately there was an unforeseen complication, the players motion hand now must control aiming orientation AND the actual location of the Aimer. This is a new task altogether, where previously the aimer would always remain static in the middle of the screen. If we have learned anything, we know that we must have either enough analog control sticks to govern each task, or we must be inventive and divide tasks appropriately. To the detriment of gamers everywhere, developers did neither. There is no logical way to add a third control analog as players only have two hands, and its introduction would no doubt add a layer of complexity that is both difficult and undesirable. No, instead their strategy was to regulate all movement to a single analog control stick, while the other hands movement controlled both aiming orientation and aimer location. To compensate for the difficulty encountered when one hand must simultaneously controll two tasks, developers introduced Deadzone mechanics, what I would dub the proverbial nail in the coffin for the motion controlled shooter genre. The Deadzone mechanic creates a box (the size of which is often customizable by the user). When the aimer is within the box, only aimer location is controllable, and when it is outside the box, only aiming orientation is controllable. While this simplifies the near impossible task of navigating both with one hand simultaneously, it is clunky in the extreme. The player thereby spends most of his concentration on switching between these tasks and often gets confused, especially when a target lies just on the periphery of the Deadzone. The player must then first reorient his aim and then move back to control aimer location, in the heat of the moment this is extremely frustrating and gives new meaning to the term Sluggish controls.
The wonder is that the lesson of the N64 was so soon forgotten and exchanged for such a poor alternative. But there is still hope, in order for a successful control scheme to be accomplished we must recognize that there is only one analog at our disposal, we must be inventive. THE REST OF THIS ARTICLE IS REDACTED (I can’t give away all of my ideas :)