Category Archives: Posts By Active Authors

The Silent Console

Image by Flickr User: TheStouffer
Image by Flickr User: TheStouffer

Lurking on the bedside table in my apartment, a devious piece of technology lies in wait.  At first glance, it seems like nothing more than a simple tablet; something to provide convenient internet cruising from any location.  But don’t let its harmless exterior fool you.  This electronic notebook hides a darker side, filled with hours of engaging and addictive video gaming.

When my wife and I first received an iPad, we assumed it would be mostly used for surfing the internet and reading electronic books/magazines.  After a while, she started to load art applications onto the tablet, allowing her to create some fine digital sketches.  The iPad became her new toy to play with, which was just fine by me.  After all, I had my 3DS and piles of great games to play.  My mobile gaming niche was pleasantly filled.

It was roughly two months into our ownership of the iPad that we started to download some games.  My wife installed Angry Birds (a carry-over from her phone) while I added a puzzle game I had read about called Spell Tower.  This is how our madness began.  It seemed like every spare moment was spent tossing birds or making words, destroying pig buildings and leveling towers of letter blocks.  Soon after, more games snuck onto our iPad.  Jetpack Joyride became a sort of challenge game, each of us trying to outlast the other and make a longer run through the cartoon laboratory.  Jack Lumber was a hilarious swipe and slash game that my wife discovered while we attended PAXEast, and so the vengeful logger leapt onto the small screen.  So many short and sweet games came to inhabit our happy tablet, and we were glad to have some little distractions to pass the time.  Then we caught Machinarium on a sale, opening up a new world of gaming possibilities.

Machinarium was not just some cutesy mobile game to be played in short turns.  It was a full-fledged adventure title, harkening back to the glory days of point-and-click PC gaming.  We spent hours exploring the dystopian world of robots and scrap metal, trying to help our mechanical friend Josef in his journey.  Sword and Sworcery followed next, which started to explore just what sort of features can be unique to a tablet game.  The touch screen provided interesting gameplay mechanics, while the high-resolution screen allowed for gorgeous visuals.  The transition was complete: the iPad had become a full-fledged gaming device and we hadn’t even noticed the change.

As someone who grew up playing video game consoles, it seems so odd that a device that was originally thought of as nothing more than a portable internet source has become such a gaming staple in my life.  Two of the best games I played last year were mobile exclusives (Year Walk and Device 6), and it looks like this year will have even more iPad games for me to enjoy.  So as you start to make your list of pros and cons for which killer next-gen console to purchase, be sure not to overlook the tablet market.  There are years of amazing games in their back catalog, which is more than either the PS4 or Xbox One have to offer.

-Chip, Games I Made My Girlfriend Play

Community Recap: 10/28 – 11/1

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Another year, another fantastic week of Halloween scares, chills, thrills, and discussions. Halloween may be over, but that’s no reason to cease all the spooky fun before the weekend is out! Our associates at Simpleek, Plus 10 Damage, Games I Made My Girlfriend Play, and Cheese Toastie and Video Games all have excellent offerings for your entertainment this week; so keep that Halloween fun going and check them out!
Continue reading Community Recap: 10/28 – 11/1

Choice as Illustration

[This post was originally published by Plus10Damage September 17, 2013.]

“I was me.”

That’s the essence of many personal narrative games, and @Rokashi’s I’m Fine is no exception. Those aren’t the literal first words, but it’s absolutely the first thought. I was myself. Those of us that have trouble being ourselves — or embracing the idea our “selves” are not such shameful things after all — have been finding a home on the Internet. More specifically, the ones that like games have been finding a home in the home-brewed Twine community. We’ve been able to experience stories like Memorial, Kim’s Story, and Intake, just to name a few. There’s a veritable sea of them out there, and that sea is only going to spill further and further into the public consciousness.

Here’s why that sea matters: these stories are intensely personal, but they’re not just being told — they’re being played.

What this means is that, instead of just yelling a wall and hoping that the wall has an emotional response — which is risky — the vulnerable author here is telling a story by letting the player experience the story. Instead of saying “this happened to me” while you’re reading / playing I’m Fine, Rokashi will sometimes just say “this happened to you.” The addressed person changes from time to time, making it difficult to tell whether the story is happening to someone else, or to you.

That, at the end of the day, is at least one of the points of personal games. To help understanding, even a tiny bit, through empathy.

Well, games give choices. This is, of course, not the only thing that games can do to increase empathy or connection with a character, but it’s certainly one of the most fascinating. Games that Make the Big Money — Mass Effect, Bioshock, Fable — often have millions of public-relations-rave-parties in celebration of “meaningful choices,” which usually end up being something along the lines of save the world / blow up the world. Of course, those are meaningful. Yeesh. So meaningful. That sort of choice is a big deal. But those aren’t the decisions, the illustrative character choices, by which I am so recently thrilled.

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Near the end of the aforementioned Kim’s Story, we’re given the chance to judge the author. “Do you think I’m pathetic?” That’s the question, and it’s a yes or no. No grey. No moral argument. Just a simple question. And, based on the story that precedes that question, making your choice is terrifying. Do you choose with honesty? With contempt? Do you pander? Does anybody even know what you choose? The point is not which choice is correct, but rather that Kim made you, the reader, judge. You had to pause, you had to think, and you had to pass judgment in order to continue the game.

That’s one thing a game can do that a book never can; content is literally withheld until the player moves.

Here’s another thing: games can use theoretical choices to illustrate character, in a way that feels clumsy or awkward in written fiction / film. I’m Fine will serve as a lovely example in this case, as the choices you make in the story are almost the polar opposite of “meaningful.” In the sense that Mass Effect uses the word, that is.

Look down there. It’s a choice.

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None of these decisions really have any effect on the outcome of the story. Certainly not in a universe-changing, Biowarey sort of way. These options serve a different purpose. As the player, when I’m offered these choices, I know I’m being offered a perspective. I’m getting a glimpse of the author’s mind. Instead of merely being told that I washed my hands, I got to choose what I did after I went to the bathroom. A mundane thing, to be sure. Maybe the most mundane thing. But an illustration of what goes through the protagonist’s head, and one that has a notably different affecting nature than the phrase “I thought about not washing my hands, but I did anyway.”

Being given the choice shows us exactly what options we might be considering, if we were indeed occupying their shoes. And then, as in Kim’s Story, we’re forced to act. We embody some part of the protagonist’s subconscious, and we make the choice. It’s not a perfect example of how the mind works — obviously — but it’s an amazing and otherwise unapproachable window into the options a person might consider. Even the idea that our hero would consider avoiding The Hand Wash is telling.

Games offer choices. When the choices are huge and meaningful, games can serve as a sort of large, structural change experiment. But when they’re mundane, these choices have the power to prove that people are more complicated — and a lot more like us — that we might think.

That’s a valuable lesson, no?

Community Post: Buy One, Get One Free

Image from Flickr User: TheStouffer
Image from Flickr User: TheStouffer

My fondest memories of cheat codes and unlockable content are firmly rooted in the Playstation One era.  Video games had finally made the transition to disc-based media, and this upgrade provided developers with even more room to flex their creative muscles.  Fighting games featured hordes of hidden characters and modes.  Role-playing games became multi-disc epics; chock full of art galleries and enemy encyclopedias.  A traditional platformer could provide players with hours of additional gameplay well after the main quest was completed.  These were the glory days of the video game secret, where the hype machine of the gaming industry lacked the resources to spoil mysteries for the sake of publicity.  Every disc seemed to have unlimited potential.  There could even be a game hidden within a game.

As one of the two titles that were purchased with our PS1, Parappa the Rapper was a big deal for my brother and me.  We loved its off-beat and colorful art style, along with the innovative gameplay it provided.  At that time, the concept of rhythm games was still in its infancy and Parappa’s six little levels left us hungry for more.  When the sequel hit store shelves, we bought it immediately, ready to rock our way through another goofy music game.

Um Jammer Lammy was a complete upgrade to Parappa the Rapper.  The game featured smoother animation, more levels, and an unlockable two-player mode.  For every level that was completed in the single-player campaign, that stage would be added to versus mode and a co-op campaign.  My brother and I could shred through the story mode together, or face off in epic guitar-solo duels.  Eager to unlock every stage for the multiplayer modes, we barreled through the single-player campaign.  Upon completing the final concert, a familiar face stepped out of the adoring crowd: Parappa the Rapper!

At first, we thought the presence of our favorite rapping canine was merely a cameo, a polite nod to fans of the first game.  To our delighted surprise, Parappa Mode was unlocked for play.  The single-player campaign was made fresh with rap versions of every stage.  Not just simple remixing, but a full re-purposing of every stage and its music to suit Parappa.  New multiplayer modes were unlocked as well, featuring co-op and versus stages between the protagonists of each game.  Finally, my brother and I could settle our age-old feud between rap and rock music in the arena of video games.

The existence of these extra modes came as a total shock to my brother and me.  There were no hints, previews, or shameless advertising that let slip the presence of Parappa in Um Jammer Lammy.  It was like an entire sequel was hidden within the game, just waiting to be unlocked and sweeten an already spectacular experience.  These days, that sort of content would be leaked months before the shipping date as a means to create media buzz and overzealous promotion.  A worthwhile extra like Parappa Mode would be packaged as marked-up DLC, or worse yet, as a ludicrously priced expansion pack.  So instead of longing for a sequel for these beloved characters, I take comfort in my memories of a simpler time; when a video game could still hide a secret on its disc.

-Chip, Games I Made My Girlfriend Play

The Potential Future of Playstation’s Past

Image by Flickr User: insidethemagic
Image by Flickr User: insidethemagic

Ever since Sony acquired Gaikai from David Perry back in June of 2012, there has been speculation as to what the consumer electronics giant will do with the streaming service.  First thought to be a sort of upgrade to the Playstation 3, then assumed to be a cloud media server for the PS4, Sony’s president has come forth in a recent interview with more details on future plans.  Shuhei Yoshida spoke of an, “ultimate goal to bring Playstation games to all devices,” and “going from hardware to something closer to a service, regardless of the device.���  He goes on to say that the PS4 would remain the center of their focus, even when considering other hardware avenues.

Sony is certainly not the first company to make a go at streaming games or a cloud-based service.  Companies like OnLive and GameTap have been in the business for years.  But these comments from Sony’s president could have huge implications for the future of gaming.  Just imagine if Sony moves outside of their proprietary consoles and becomes a video game company based mostly on a streaming service.  With a robust catalog of titles to pull from, Sony could create a sort of Netflix for video games: a flat monthly fee to play hundreds of classics from the Playstation 1, 2, and 3.

There are plenty of hurdles in such a move.  As Microsoft found out earlier this year with the “always online” debacle, not every consumer has access to a hearty internet connection.  On top of the headache that is server maintenance and running a smooth streaming service, most of the games that mark Sony’s rise to fame are third-party titles, so negotiations and licenses must be taken into consideration.   But if all of these challenges could be met, Sony would make quite an impact on the gaming market, and potentially earn piles of money in the process.  The bottom line to consider: just how many players would be interested in such a service and how much are they willing to pay?

Just speaking for the GIMMGP Headquarters, I know of at least two players would pay a good amount to stream dozens of Playstation games.

-Chip, Games I Made My Girlfriend Play

Anchoring the Vita

Screenshot by Flickr User: Debris2008
Screenshot by Flickr User: Debris2008

Earlier last year, one of my co-workers was part-timing at Best Buy as a gaming ambassador.  He had the opportunity to borrow a display unit of the PS Vita and show it off to his friends and family.  I guess the hope was to encourage consumers to pick one up on launch day, or just to create enthusiasm for Sony’s new handheld.  At the time, I was impressed: the processing speed and graphics were stunning, and many of the games available to demo held my interest.  Even with these offerings, I still made no plans to purchase a Vita.  The high cost of the system, combined with the fact that I already owned a 3DS, kept the Vita off of my wish list.

This isn’t to say the Vita did not hold my interest.  I have kept up with the various releases to the handheld, many of which I would love to play.  What I would really prefer is some way to enjoy these games without having to invest in a costly mobile device.  At this year’s Tokyo Game Show, Sony unveiled just such a method.

Dubbed the PS Vita TV, this little set-top box has been turning heads at the Sony booth.  Roughly the size of a deck of cards, this hardware can be connected to a television in order to play Vita games on the big screen.  The PSVTV (an abbreviation of my own device, it’s cool, you can use it) will also be able to play PSOne Classics and other Playstation Network  titles.  In addition to all that gaming goodness, the system will feature Remote Play, so players can stream games from a single PS4 onto other screens in the area.  When you top it all off with Dual Shock 3 controller functionality, video streaming services, and a final price of $100, Sony has made quite an interesting console.

Currently, there are no plans to release the PS Vita TV outside of Asian markets, so I certainly hope the system does well enough to make it over here.  There is so much potential in a low-cost console that can play classic games along with handheld titles, but I think its true power lies in Remote Play.  Since so many games are moving multiplayer options into an online/network space, it would be nice to have a cheaper option to get some local group gaming.  Just think, instead of dropping $400 on a PS4 to play with your friends (not to mention lugging around a huge console), you could invest in a PS Vita TV and piggy-back on someone else’s system.  Saving money and mooching off of friends at the same time, what could be better?

-Chip, Games I Made My Girlfriend Play

Awesome Intros: MYST

Some games sell you on the gameplay and story, others on the music and overall presentation, but some games are different. Then there are games that enthrall  with that very first opening sequence. Regardless ofhow the game plays or how the story plays out, those first few seconds or minutes were enough to get you to think convince you that you needed to see this game through to the end.
Continue reading Awesome Intros: MYST