tag:blogger.com,1999:blog-64972859181919887762024-03-14T01:01:49.557-04:00Confessions of my Gaming MindI play a lot of video games, but sometimes, it's more interesting to analyze what I see, and what I've missed. This is a working catalog of my gaming life.Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.comBlogger126125tag:blogger.com,1999:blog-6497285918191988776.post-82768914457898631972015-11-09T20:53:00.003-05:002015-11-09T20:53:54.097-05:00Administrative Stuff: Clearing the cobwebs<div>
Hello there.</div>
<div>
<br /></div>
<div>
I just realized it's been exactly two years since I last posted a blog post about games. Hmm. Not surprising, but surprising still. <br />
<br />
Over at <a href="http://www.gameoverretry.com/">Game Over Retry</a>, we're going to start doing a bunch of articles on games, and I think this is as good of a point as any to restart a bunch of post here as well. It funny, I have 40+ drafts here, and looking at them, I have no idea whether any of them are relevant.<br />
<br />
I think what I'll do is cross-post anything that makes sense to be on both sites, but leave game reviews and other random oddities that don't belong as a coherent thought here.<br />
<br />
Oh yeah, I started doing a <a href="http://www.twitch.tv/alphatwo00/profile">Twitch</a> thing now. This is what we do now, this is who we are.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/kbWSBGF-sbA/0.jpg" src="https://www.youtube.com/embed/kbWSBGF-sbA?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
<br /></div>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com9tag:blogger.com,1999:blog-6497285918191988776.post-91144103395958441872013-11-17T23:38:00.001-05:002013-11-17T23:38:23.703-05:00Game Over! Retry? Podcast: Episode 26 – An Epic Evening with DennisHehehe... Ready for a 2.5 hour podcast? Enjoy!<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor026-an-epic-evening-with-dennis/">http://www.secondary-fire.com/gor026-an-epic-evening-with-dennis/</a><br />
<span style="background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="background-color: rgba(255, 255, 255, 0);"><i>When we invited one of the co-founders of <a href="http://htwgames.com/">Hope This Works Games</a> to our weekly podcast, we weren’t really sure what to expect. Sure, we knew we were going to talk about what we had been playing, and we knew we were going to discuss the risks and rewards of indie game development. But none of us could predict an over-two-hour podcast with topics running the gamut from the PS4 launch, to Battlefield 4, to Go Go Dancers, to Beer that tastes like Wood, to Diablo 3, to Self Mutilation fetishes. Lots of great game talk was had, and it’s very clear that Mr. Dennis is a passionate and hilariously angry man when it comes to video games. Epic Friday? Epic Friday. Game Over Retry.</i></span></blockquote>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com2tag:blogger.com,1999:blog-6497285918191988776.post-80305665924420522772013-11-11T16:00:00.000-05:002013-11-11T16:00:02.232-05:00Game Over! Retry? Podcast: Episode 25 - Think of the Children!!I've just realized that this really isn't a "word of the day", but this works just as well as a topic.<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor025-think-of-the-children/">http://www.secondary-fire.com/gor025-think-of-the-children/</a><br />
<span style="background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="background-color: rgba(255, 255, 255, 0);"><i>On GOR025, Harold once again comes bearing gifts, which is likely a result of a motion-game driven endorphin high. In this episode, Harold shares his experience with Star Wars Kinect and Wii Fit U, Jon complains about the downsides of Battlefield 4, and Jason plays more online poker, but not the game Harold assigned him to play. We wax deeply on designing for younger audiences, and get into the thick of it. It’s a heady episode, but a great conversation all the same. Or to put it another way … it’s a long one, but a good one (that’s what she said). Special thanks to John Kooistra for submitting this topic!</i></span></blockquote>
A few addendum:<br />
<div>
<br />
<ul>
<li>Star Wars Kinect is still pretty bad.</li>
<li>Wii Fit U is decent, but the quick swap of accessories have greatly changed my usage cases: I end up choosing whichever activities that have the same accessory setup as the previous game.</li>
<li>The end conclusion about kids games, or games and instructions in general, is that maybe perhaps, as an industry, we've been doing casual/mobile games all wrong. Think about it, the bulk of games out there right now are just instructions and menus, telling you HOW to have fun.</li>
</ul>
</div>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com1tag:blogger.com,1999:blog-6497285918191988776.post-40880952391376085262013-11-11T10:53:00.002-05:002013-11-11T10:53:41.479-05:00Game Over! Retry? Podcast: Episode 24 - Unleash the Beast!Again late to the party... here's another topic that I was more silent than I should be. What's a genesucks game? :P<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor024-unleash-the-beast/">http://www.secondary-fire.com/gor024-unleash-the-beast/</a><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>On Game Over! Retry 24, Jon, Harold, and Jason try to dissect the classic Sega Genesis game, Altered Beast, in order to come up with ideas for a modern-day remake. We try to figure who’s a nerd, who’s an ‘anti-man’, and why Michael Jackson’s Moonwalker was such a classic title. Plus, Harold shares his experience with Hotline Miami on the PS Vita, Jon does a show and tell with his new gaming mouse (and yes, I’m aware I said DPS when I meant DPI – jc), and JW schools us with his classic Sega knowledge. All this, and then some on this week’s Game Over! Retry? podcast!</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Games Referenced This Episode:</i></span> </blockquote>
<blockquote class="tr_bq">
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Forza Motorsports 4</i></span></li>
<li><i>Hotline Miami</i></li>
<li><i>Battlefield 4</i></li>
<li><i>Razer Ouroboros</i></li>
<li><i>Team Fortress 2</i></li>
<li><i>Michael Jackson’s Moonwalker</i></li>
<li><i>Altered Beast</i></li>
</ul>
</blockquote>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com1tag:blogger.com,1999:blog-6497285918191988776.post-47611709677556964422013-10-29T19:00:00.000-04:002013-10-30T08:30:35.228-04:00Game Over! Retry? Podcast: Episode 23 - The Harold and Jason ShowI have to disagree with the headline (I blame this on Jon entirely). You can tell which part I spaced out on (all of the social stuff), and yes. I physically rolled my eyes when it came to the whole Facebook stuff.<br>
<br>
Direct: <a href="http://www.secondary-fire.com/gor023-the-harold-and-jason-show/">http://www.secondary-fire.com/gor023-the-harold-and-jason-show/</a><br>
<span style="background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br>
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br>
<blockquote class="tr_bq">
<span style="background-color: rgba(255, 255, 255, 0);"><i>He’s back! This week, Jason Wilson makes his glorious and triumphant return to the podcast after many many strikes, and some game dev crunch time. In this Rolling Start episode, Harold comes bearing gifts, Jon tries to get the podcast to do his Kris Kringle design dirty work, and Jason goes board game with Munchkin. For our Design Exercise, we roll Looting, Point & Click, Shooter, and Destruction… with obvious results… at least we think they’re obvious. But ultimately, it all boils down to Harold and Jason ignoring Jon, creating a hilarious series of awkward pauses.</i></span></blockquote>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com2tag:blogger.com,1999:blog-6497285918191988776.post-58548598088449433862013-10-28T19:00:00.000-04:002013-10-28T19:00:02.840-04:00Game Over! Retry? Podcast: Episode 22 - Reunited and it Feels so GoodOh, and while I totally forgot to be posting these, we totally took a break too!<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor022-reunited-and-it-feels-so-good/">http://www.secondary-fire.com/gor022-reunited-and-it-feels-so-good/</a><br />
<span style="background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="background-color: rgba(255, 255, 255, 0);"><i>After a two week hiatus, we get back to our old ways. Harold finally gets around to playing a little more GTA5 and Jon, having been out of town, got to spend some quality time with Fire Emblem: Awakening. We segue (terribly) into tutorial and intuitive UI discussions as Harold shares his first impressions of Pokemon X/Y, and Jon sneak attacks Harold with some quick Splinter Cell: Blacklist multiplayer analysis.
Ah… it’s good to be back.</i></span></blockquote>
<blockquote class="tr_bq">
<ul></ul>
</blockquote>
Oh, and once again, also behind on Pokemon, surprised?Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-16617493705837523612013-10-27T18:50:00.001-04:002013-10-27T18:51:40.560-04:00Game Over! Retry? Podcast: Episode 21 - Copy Cat KillersWow, I'm so late on reposting these. Life has gotten too busy, I hope you've figured the drill by now and was downloading these directly from the RSS/iTunes!<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor021-copy-cat-killers/">http://www.secondary-fire.com/gor021-copy-cat-killers/</a><br />
<span style="background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="background-color: rgba(255, 255, 255, 0);"><i>How many times have you played a game and threw down your controller in disgust, thinking “This is just a clone of X”? This week, Harold and Jon wax about the difference between inspiration and just plain copying. We make comparisons between Playstation All Stars and Super Smash Brothers, why one is more successful than the other, and run through some of the major differences between Dead Space and Resident Evil. Of course, we also talk briefly about our impressions of GTA5, Harold wishes he was a puppeteer, and Jon tries to escape a Cave of repetition.</i></span></blockquote>
Have I gotten further in GTA5 since then? A bit. Puppeteer? Not at all! :(<br />
<div>
<br /></div>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-86229838494166821702013-09-29T23:07:00.003-04:002013-10-27T18:50:49.776-04:00Game Over! Retry? Podcast: Episode 20 - Returning to our HomeworldI think I'm a week late to this, but since the last week's episode isn't up yet, this is still "timely". Enjoy,<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor020-returning-to-our-homeworld/">http://www.secondary-fire.com/gor020-returning-to-our-homeworld/</a><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Episode 20 WOOOOO! This week, Harold revisits Lumines with Electronic Symphony, Jon lightly gripes about Payday 2′s updated economy, and we both get deep (like deep space deep) about bringing back Homeworld. We make attempts to conceptualize controlling a strategy game in three dimensional freespace, and end up biting off more than we can chew. We eventually get to the larger problem of axes of control with limited inputs. It gets hairy.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Games Referenced This Episode:</i></span> </blockquote>
<blockquote class="tr_bq">
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Forza Motorsports 4</i></span></li>
<li><i>Lumines: Electronic Symphony</i></li>
<li><i>Payday 2</i></li>
<li><i>Call of Duty (Series)</i></li>
<li><i>Homeworld</i></li>
<li><i>Freelancer</i></li>
<li><i>Terminal Velocity</i></li>
</ul>
</blockquote>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-46264056256809000702013-09-12T13:05:00.001-04:002013-09-12T13:05:36.812-04:00Game Over! Retry? Podcast: Episode 19 - Rolling Start: Good Game HuntingWith Jason out of the picture this week, I was free to talk about whatever I want, but then we did this...<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor019-rolling-start-good-game-hunting/">http://www.secondary-fire.com/gor019-rolling-start-good-game-hunting/</a><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Harold gives Jon a gift … his Essentials Edition of Forza Motorsports 4. We discuss the nature of change for change’s sake with the upcoming PS Vita and 2DS hardware revamps. And when it comes down to the Rolling Start, we roll Hunting, Driving, Physics, … and Real-Time Strategy. Harold applies his love of weight transfer to an animal-driving game, and Jon mixes in a little line-driving approach. We come up with a fairly decent base concept, but end up putting it all on hold for Harold’s epic idea: People of Walmart: The Game.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Games Referenced This Episode:</i></span> </blockquote>
<blockquote class="tr_bq">
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Forza Motorsports 4</i></span></li>
<li><i>Little Deviants</i></li>
<li><i>Legend of Zelda: Phantom Hourglass</i></li>
<li><i>Trine 2</i></li>
<li><i>Motorstorm (Series)</i></li>
<li><i>Assassin’s Creed (Series)</i></li>
<li><i>Donkey Kong Racing</i></li>
<li><i>Metal Gear Solid 4</i></li>
<li><i>Bushido Blade</i></li>
<li><i>Fight Night 3</i></li>
<li><i>Wipeout</i></li>
<li><i>People of Walmart
</i></li>
</ul>
</blockquote>
...wait, People of Walmart isn't actually a game yet, is it?Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com1tag:blogger.com,1999:blog-6497285918191988776.post-61410304663359533582013-09-06T09:46:00.002-04:002013-09-06T09:46:52.614-04:00Game Over! Retry? Podcast: Episode 18 - Range of MotionI would have preferred calling this Rage in Motion, but yes, this "week", we talk about a bunch of motion based stuff...<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor018-range-of-motion/">http://www.secondary-fire.com/gor018-range-of-motion/</a><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Sorry about last week. We had issues with … quality.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>THIS week is much better though. Jason Wilson is making himself a regular as he joins us once again to shoot the breeze. Harold tells us what he loved about Playstation Move’s The Fight (Danny Trejo), and that sends us down a rabbit hole talking about Motion Controls, and how they’re currently implemented into games. We tangent off into simplicity of input, but depth of gameplay with Divekick, describe absurd arcade dancing game moments, and Jon tries to describe Rymdkapsel to the best of his ability. Oh, and this week, we started drinking and podcasting.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Games Referenced This Episode:</i></span> </blockquote>
<blockquote class="tr_bq">
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
The Fight</i></span> </li>
<li><i>Wii Sports Boxing</i></li>
<li><i>Divekick</i></li>
<li><i>Just Dance</i></li>
<li><i>Dance Central</i></li>
<li><i>NFS Most Wanted (Vita)</i></li>
<li><i>Kinect Joyride</i></li>
<li><i>Mario Kart Wii</i></li>
<li><i>Dance Dance Revolution</i></li>
<li><i>Para Para Paradise</i></li>
<li><i>Rymdkapsel</i></li>
<li><i>Tetris</i></li>
<li><i>DDR on Crutches</i></li>
</ul>
</blockquote>
<blockquote class="tr_bq">
<ul>
</ul>
</blockquote>
As usual, send feedback, complaints, and all other random messages if you liked it.Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-10636517583354898562013-08-29T13:51:00.003-04:002013-08-29T14:08:32.666-04:00Guest Opinion: What's a Famitsu 40 really worth?<div style="text-align: justify;">
For many many years, before MetaCritic was ever a thing, Famitsu
scores were the gold standard of game ratings. The Japanese magazine,
which started print in 1986, had a stringent review system, which was
notoriously picky in handing out perfect scores. It took five years of
weekly publication before they even handed out a near-perfect, and it
would be another seven before a game finally got the coveted title. </div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
But things have changed. Perfect scores are now doled out at a rate
which makes Famitsu seem like cheap punchline, a group of fanboys who
are easily bought by huge corporations willing to dump piles of cash on
decidedly imperfect games. Still, I grew up with mythos of the perfect
score, and I wanted to learn more about how and when that all changed.
To that end, I've taken a look at the list of perfect scores over at
Wikipedia, and crunched some numbers. While I can't say I can make any
conclusions, the data was interesting, and I thought I'd share it.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
(Note that contrary to many people's belief, Famitsu scores are not
actually a cumulative value. The scores are actually given by a group of
four reviewers, like old GameFan magazines. So when a "perfect score"
is given, what it actually means is their four reviewers agreed the game
was a 10. That means a 39 is nothing to scoff at, three reviewers gave
it a 10 and the other thought it was near perfect)</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
No perfect scores were awarded in the first decade of publication.
Five were given out in their second decade. Fourteen have been awarded
in the past seven and half years. Perfect inflation really took off in
2008, when they awared three perfect scores (to Super Smash Bros. Brawl,
Metal Gear Solid 4, and Chunsoft's Japan-only Wii visual novel 428).
The following year they awarded another four. To put that in
perspective: in those two years, they awarded more perfects than their
22 year history up to this point. Inflation of near-perfect 39's also
began around this time.</div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlqZ3GtaKHsc7CbfuZlJeTIscU92GDRaDSPb7QWlGSK5Od4TufwQkmsLqwunuKBFErrJs7_ovRm3ZQ29sQPtn4HZBf_CMx4QJ8BefL-QpspxqCi9E0N-MaA8jAyiOnVR_mHhw82cU4zeY/s1600/scoretrend.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="233" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlqZ3GtaKHsc7CbfuZlJeTIscU92GDRaDSPb7QWlGSK5Od4TufwQkmsLqwunuKBFErrJs7_ovRm3ZQ29sQPtn4HZBf_CMx4QJ8BefL-QpspxqCi9E0N-MaA8jAyiOnVR_mHhw82cU4zeY/s400/scoretrend.jpg" width="400" /></a></div>
<div>
</div>
<div style="text-align: justify;">
Of
the 19 perfects awarded, 2 are for third gen (PS1, N64), 3 are for
fourth gen (PS2, GC, DC), and 10 are for fifth gen (PS3, 360, Wii).
Portable games (NDS, PSP, 3DS) took 6 of the awards. The most perfects
go to Nintendo systems, scoring 11 perfects over 5 different systems.
Sony systems is a runner up with 8 perfects, and Microsoft has 3 (two of
the games are multiplatform and were counted both under Sony and
Microsoft. The remaining perfect went to 1999's Soulcalibur on
Dreamcast. The Wii and PS3 are currently tied with 5 perfects each.</div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi0FzHeG2Izd0KVDF_08LDF8wqWNcnoiHhrN9gOipPVH2TPhAiLVKaLXwtoh5Q1WVhjDqZ18RRZEpqUbxQDLWmcE0sFTh5NodNgcyt6thsrv7Krev6bAin1EiTbg9nZH72iNQWZA2HHdc/s1600/scorebreakdown.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi0FzHeG2Izd0KVDF_08LDF8wqWNcnoiHhrN9gOipPVH2TPhAiLVKaLXwtoh5Q1WVhjDqZ18RRZEpqUbxQDLWmcE0sFTh5NodNgcyt6thsrv7Krev6bAin1EiTbg9nZH72iNQWZA2HHdc/s400/scorebreakdown.jpg" width="400" /></a></div>
<div style="text-align: justify;">
<br />
The
first perfect went to Legend of Zelda: Ocarina of Time. It's
predecessor, A Link to the Past, had received the magazine's first 39.
Every core Zelda game since Ocarina (Wind Waker, Twilight Princess,
Skyward Sword) has received a perfect score.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
While a big deal has been made about Skyrim being the first western
developed perfect in 2011, there are a lot of western 39's as well,
starting with 2008's Grand Theft Auto IV. Eight western games have been
given a 39 so far, including two Call of Duties and a Gears of War.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
No Final Fantasy game received a 39 or 40 until FFX received a 39 in
2001. Since then, FFXII, FFXIII, FFXIII-2, and FFType-0 have all
received some distinction.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<i>Leo Tao was raised in the wild by video games. He can be found
spouting about games, art, Toronto politics, and good times on twitter at <a href="https://twitter.com/chaicube">@chaicube</a></i></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<i>Harold's comments: Fascinating facts. I actually don't have much to add, outside of pointing out at the scoring system: Leo is right in that the Famitsu score is done by a combination of 4 reviewers, each with a 10 point scale, but one thing to note is that the mix of reviewers are meant to be random and not guaranteed to be unbiased for or against the game/genre. You may also take note that this scoring system is the exact one used Game Dev Stories, which took quite a bit of inspiration from how Famitsu operates.</i></div>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-89713412229250587702013-08-23T10:26:00.002-04:002013-08-23T10:26:51.454-04:00Game Over! Retry? Podcast: Episode 17 - Shoehorn Multiplayer!I kick off another segment by casting a wide net over "multiplayer games"...<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor017-shoehorn-multiplayer/">http://www.secondary-fire.com/gor017-shoehorn-multiplayer/</a><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over%21-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>We’re once again joined by Jason Wilson, who shares his thoughts on the implementation of multiplayer modes in single player-focused games. Harold tells us about his educational trip to the Ontario Science Centre, Jon reminisces about how he used to be good at Virtua Fighter 2, and we talk about player perspective in multiplayer campaigns, how drop-in-drop-out multiplayer affects solo experiences, and separating multiplayer experiences from single player experiences.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Work’s been busy this week, so apologies for the lateness of this podcast, and also apologies for not listing all the games referenced this week. We’ll be back on track next week…hopefully.</i></span></blockquote>
Just a note for listeners in Southern Ontario who'd like to check out the GameOn 2.0 exhibit, it ends September 2nd, and I highly recommend it.<br />
<br />Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-38848304980695191322013-08-17T13:25:00.002-04:002013-08-17T13:25:50.381-04:00On My Mind: The Game Designer bubble?So during the season premier of Breaking Bad, this commercial showed up.<br />
<br />
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="315" src="//www.youtube.com/embed/sAUMozLg80w" width="560"></iframe>
</div>
<br />
I had to do a double take. Wait, was I suppose to be a wizard? Swipe code on a touch screen? Make 3D cars pop out from thin air? Is this what people think game designers and game developers do?<br />
<br />
Sure, let's ignore the fact that it's a fantastical treatment of what "a game designer" do, just the idea that an aspiring game designer is trying to go to school with this magical tablet/laptop is just as absurd. For every main stem of game development (design, program, art, sound), that type of tablet is pretty much the most useless device: it'll lack the storage and horsepower to do anything important, but push towards the gimmick of selling you a device they're trying to sell. (Yes, I'm aware that it's an ad, but follow along)<br />
<br />
<br />
Then there's this series of ads from Samsung:<br />
<br />
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="315" src="//www.youtube.com/embed/cIH-5OB4T2o" width="560"></iframe>
</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
In this series of ads for the Galaxy devices, you see a "game studio" and the people in it interacting with each other and highlight the divide between the people who get technology and who doesn't. Sure, I get the point of it selling a device, but the caricature of all the "developers" are just so rage inducing. Pretentious, hipster, douchebag. If I ever meet one of these people in real life, I would have punched them all in the face. Sadly, this is the caricature that's being presented to the world: game developers are hip, savvy people that you all need to follow, because they know what they're doing, and you should follow their lead.</div>
<br />
=========================<br />
<br />
What I'm highlighting is a question: is the "game development" role as viewed by the outside world completely skewed? It's the "in" thing now, and everyone wants to cash in, and it feels kind of scary how much cashing in is going on, and whether that bubble will burst. And this is most noticable within the "education" sector.<br />
<br />
As an example, on my way home at a subway stop, I saw this:<br />
<br />
<div class="separator" style="clear: both;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpJNXDWpdXmUboVggnygpfcn_0UVfyzmaAigaz53LXsSwPIFGFglu8RUbVrCIvNooHK2zU-WfMJzYKmIf_AUNoZu2WoiCZUj-nn6e1diaYMt1C3I0X6OtEbR690TdNBaAiHkBl0_xEbGo/s640/blogger-image--1985433656.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpJNXDWpdXmUboVggnygpfcn_0UVfyzmaAigaz53LXsSwPIFGFglu8RUbVrCIvNooHK2zU-WfMJzYKmIf_AUNoZu2WoiCZUj-nn6e1diaYMt1C3I0X6OtEbR690TdNBaAiHkBl0_xEbGo/s640/blogger-image--1985433656.jpg" /></a></div>
<br />
...wait, another school promising "game design" in Toronto? At last check searching for game design schools in Toronto yields close to more than half a dozen: UOIT, Humber, Seneca, Centennial, George Brown, RCC, Trios, and now this. (Sidenote: I'll leave the criticism of the actual programs out of this for now, but I think it's fair to say that some of them are somewhat questionable) I'm all for democratizing game development, but how many jobs are there really in this industry, and is the supply side over saturating the demand? Remember, these potential graduates are also competing with artists and programmers from other degrees for similar starting positions. So are these schools and degrees potentially training people for a "trade" that doesn't exist, leaving only broken dreams?<br />
<br />
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="315" src="//www.youtube.com/embed/BRWvfMLl4ho" width="420"></iframe>
</div>
<div style="text-align: center;">
Remember to tighten up the graphics on level 3!</div>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-50222867531723224882013-08-15T07:30:00.000-04:002013-08-15T08:28:16.400-04:00Game Over! Retry? Podcast: Episode 16 - Licensed to SellThis week, on the still unnamed segment, we explore the world of creating a game based on an existing license, and take MANY tangents to the conversation.<br>
<br>
Direct: <a href="http://www.secondary-fire.com/gor016-licensed-to-sell/">http://www.secondary-fire.com/gor016-licensed-to-sell/</a><br>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br>
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>A Design Exercise takes a wild tangent as we and our guest Michael Surya make an attempt to discuss a Pacific Rim video game. We jump from quick opinions about Dishonored and Bioshock Infinite to terrible segues involving basketball games. We ended up diving into a broader conversation about designing a game for an existing license. We recall how it’s done well (X-Men Origins: Wolverine), and what happens when external pressures come into play (James Bond: Bloodstone). We also discuss game licenses that are targeted toward specific generations, and the pressure of and purpose of developing licensed games.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
We get distracted by bathroom breaks, Mikey plays Guacamelee, and Harold checks on his town in Animal Crossing. It’s business as usual on Game Over! Retry?</i></span></blockquote>
<blockquote class="tr_bq">
</blockquote>
Jon's covered everything pretty well... so download, send feedback, etc.Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-70956344890655772872013-08-09T08:00:00.000-04:002013-08-09T08:01:13.023-04:00Game Over! Retry? Podcast: Episode 15 - Not Enough Coffee...needs more coffee<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor015-not-enough-coffee/">http://www.secondary-fire.com/gor015-not-enough-coffee/</a><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>In this segment of Rolling Start, we make crazy attempts to generate concepts for a game that combines aspects of Rhythm, Deck Building, Melee, and Platforming. You decide one of those things didn’t belong. Listen to this week’s Game Over! Retry? to find out which one!</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
Despite Harold’s brand new Coffee Shop in Animal Crossing, we end up expending all of our energy in this segment of Rolling Start. This week’s Dice Roll produced the following traits and platform:</i></span> </blockquote>
<blockquote class="tr_bq">
<br />
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Rhythm</i></span> </li>
</ul>
</blockquote>
<blockquote class="tr_bq">
<br />
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Deck Building</i></span> </li>
</ul>
</blockquote>
<blockquote class="tr_bq">
<br />
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Melee</i></span> </li>
</ul>
</blockquote>
<blockquote class="tr_bq">
<br />
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Platforming</i></span> </li>
</ul>
</blockquote>
<blockquote class="tr_bq">
<br />
<ul>
<li><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Mobile/Smart device</i></span> </li>
</ul>
</blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>We ran down the way each trait might interact with the others. We determined that Rhythm and Deck Building were very different components, as Rhythm is about timing and reaction time, and Deck Building is about careful planning and decision making. They work different parts of the brain. We eventually made our way to a card-based deck building game where players could construct melodies and chords based on cards with music notes on them. It’s more interesting than it sounds, at least, to me. By the end of the podcast though, we simmered down to a near whisper, partially because I think we were both tired, and we ran out of steam. So, apologies.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
Enjoy the show, and rock on.</i></span></blockquote>
<blockquote class="tr_bq">
</blockquote>
I was really stretched in terms of mashing the ideas together, so yeah. Sorry about that (trying to come up with the ideas on the fly never sounds right). Download, send feedback, etc. Have a good week!Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-45384120709653977982013-07-30T07:51:00.001-04:002013-07-30T07:51:14.029-04:00Game Over! Retry? Podcast: Episode 14 - So many games, so little time...I'm honestly surprised how early this episode was posted up. Really, this is hot off the press.<br />
<br />
Direct: <a href="http://www.secondary-fire.com/gor014-shooting-the-shit-w-adam-blanchard/">http://www.secondary-fire.com/gor014-shooting-the-shit-w-adam-blanchard/</a><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>My hard work pays off as we get to take our brand new recording studio for a spin on our 14th episode of Game Over! Retry?. After giving myself a crash course in professional audio recording, I managed to outfit our newly renovated work space with a semi-pro/pro-sumer recording setup. I won’t go into too much detail now, but at some point, I’d like to share the new setup with anyone who’s interested. I’ve mentioned many times that our previous recording set up was Harold and me hovering over a stereo mic, delicately balanced on a folding table.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
We shoot the shit with the zany and intellectual Adam Blanchard, another Game Designer on the edge of the industry. In this free form episode, we discuss what we’ve been playing, including Sol Survivor, Reus, Alan Wake, Kentucky Route Zero, Borderlands 2, Dishonored, and Magic The Gathering. Harold’s been on a video game speed run kick (<a href="http://marathon.speeddemosarchive.com/">http://marathon.speeddemosarchive.com</a>), and we briefly discuss the merits of speed running through games. Once again, we’re all over the map… but you didn’t expect anything different, did you?</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
Games Referenced this Week:</i></span> </blockquote>
<blockquote class="tr_bq">
<i><a href="http://cadenzainteractive.com/games/sol-survivor/">Sol Survivor</a><a href="http://www.criticalthoughtgames.com/geodefense.html">geoDefense</a><a href="http://www.hiddenpath.com/games/defense-grid/">Defense Grid</a><a href="http://www.robotentertainment.com/games/omd2">Orcs Must Die 2</a><a href="http://deadisland.deepsilver.com/agegate.php">Dead Island</a><a href="http://www.reusgame.com/">Reus</a><a href="http://lionhead.com/black-white/">Black & White</a><a href="http://www.dishonored.com/">Dishonored</a><a href="http://www.alanwake.com/">Alan Wake</a><br /><a href="http://www.rockstargames.com/maxpayne/agegate.html">Max Payne</a><br /><a href="http://kentuckyroutezero.com/">Kentucky Route Zero</a><br /><a href="http://www.alanwake.com/american-nightmare/">Alan Wake: American Nightmare</a><br /><a href="http://www.borderlands2.com/">Borderlands 2</a><br /><a href="http://www.rockstargames.com/vicecity/">GTA: Vice City</a><br /><a href="http://www.wizards.com/Magic/TCG/Default.aspx">Magic: The Gathering</a><br /><a href="http://www.monacoismine.com/">Monaco</a><br /><a href="http://www.dota2.com/international/home/overview/">Dota 2</a></i></blockquote>
So yeah, it's a mishmash of all sorts of different topics, and this week we're trying out tagging the thread with all the games and topics we've referenced. Download, send feedback, etc. Have a good week!Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com1tag:blogger.com,1999:blog-6497285918191988776.post-37362205843662118332013-07-26T07:29:00.002-04:002013-07-26T07:29:54.136-04:00Game Over! Retry? Podcast: Episode 13 - Word of the Day: This episode is worth 10 pointsWelcome to another episode of Game Over! Retry? This week, we try out our last new segment: "Word of the day", and I'm sure this week's word, "Achievements", will make some of your blood boil.<br />
<br />
Direct: <a href="http://www.secondary-fire.com/game-over-retry-episode-13-word-of-the-day/">http://www.secondary-fire.com/game-over-retry-episode-13-word-of-the-day/</a><br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Apologies for my tardiness. It took me a while to get this production out the door, mainly because I’ve been working hard to build a sex dungeon — I mean a podcasting studio. Up until now, Harold and I were recording Game Over! Retry? over a folding table and some bar stools. I know, I know. We’re kings of glamour. So immediately after recording this session, I took it upon myself to repurpose a room as a semi-pro lab and studio, where I could work and record podcasts, and not feel like a teenager living in his mother’s basement.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
In Episode 13, Harold and I discuss our “Word of the Day” (which is really a Term of the Day), “Achievements”. This, of course, was inspired by the recently finished Steam Summer Sale, where Valve put their card achievement system into full swing. We went off on many a tangent (which is kind of the point of this segment), discussing the value of achievements, and how they’re used to gamify commercial business, and how they’re exploited in Social/Freemium games. Also, I accuse Harold of being a coke addict.</i></span> </blockquote>
We wander off into many tangents, so be prepared for many angry rants into random topics. If you listen to the end, you get a badge!Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-68055180145548145642013-07-17T09:20:00.001-04:002013-08-14T23:42:13.235-04:00Game Over! Retry? Podcast: Episode 12 - ???: We ♥ Pokemon Snap?Continuing our trend from last week, we introduce our second segment...<br />
<br />
...crap, we don't have a name for it yet.<br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />Direct: <a href="http://www.secondary-fire.com/game-over-retry-episode-12/">http://www.secondary-fire.com/game-over-retry-episode-12/</a></span><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Hurray! We’re celebrating our twelfth episode! Okay, not really — I’ve just decided to start tagging our episodes by number instead of date. What the significance is, I’m not sure. Anyway, this episode marks another game design segment we like to call … we don’t know yet. But the premise is essentially this: Harold and I have a running list of old IPs and games that we haven’t seen in some time (some time = 4 or 5 years?). In this design segment, we freely discuss a potential sequel to be made for one or any of the games on the list.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
This week, we chose to discuss Pokemon Snap, Katamari Damacy, and Fatal Frame in some detail. We debate the merits of cameras being ubiquitous in mobile technology, along with the effects of socially-powered gaming for our version of a Pokemon Snap sequel. We get into the puzzle and physics aspects of Katamari, and try to squeeze in our thoughts on horror in Fatal Frame.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
Get set for another Game Design segment on Game Over! Retry? … and if you’ve got any ideas for a name for this segment, be sure to throw your suggestions at us, either here, or on Twitter!</i></span> </blockquote>
So yeah, give us name ideas? The ones we have are pretty non-existant. And of course, while we've compiled a list of games we could talk about, send some in if any pops into your head!Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-17746417150962200462013-07-12T14:00:00.000-04:002013-07-12T14:00:01.167-04:00On My Mind: Play vs Game - Can you play a game wrong?<i>Warning: This post dives into a really weird place of <a href="http://en.wikipedia.org/wiki/Ludology">Ludology</a>, and you may find it quite a bit like my philosophical discussions: quite a bit of self-wankary with a whole lot of hot air. It's something to think about, but I'm not sure what it really leads to.</i><br />
<br />
One of the things that I've been thinking about recently is whether you can play a game wrong. By most definitions, the act of "play" can't be wrong: it's merely experimentation, exploration and for enjoyment; "game" on the other hand, may have a "wrong" state: games have rules and structure, and there's definitely room to interpret "wrong". The problem I'm trying to get at is where these two intersect, and how is this defined in games.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://0.tqn.com/d/baseball/1/0/X/B/-/-/lugobunt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="http://0.tqn.com/d/baseball/1/0/X/B/-/-/lugobunt.jpg" width="320" /></a></div>
<br />
An example: Baseball. Throwing a baseball, swinging at bat? Definitely in the realm of play. Swinging at a pitch, running bases, using the predefined rules of baseball? A game. The the question is, if a team decides to only bunt for every player at bat, or move all their outfielders inwards, are they "playing wrong"? <br />
<br />
<i>For those who are familiar with the GDC Design Workshops, this may sound familiar to some of the questions and points addressed with both Marc LeBlanc's <a href="http://en.wikipedia.org/wiki/MDA_framework">MDA Framework</a>, Nicole Lazzaro's <a href="http://www.xeodesign.com/whyweplaygames.html">4 Fun Keys</a> or even Jason VandenBerghe's <a href="http://www.darklorde.com/2013/07/slides-gdc-2013-acting-like-players-applying-the-5-domains-of-play/">5 Domains of Play</a>. I'm not sure if this is some sort of regurgitation of all of those, or some broken analysis, but please go ahead and take a look at those if you're interested in this sort of thing.</i><br />
<br />
On the surface, you could argue that a team that only bunts is "playing wrong" because that's easily the worst way to try to score, but that's not an entirely accurate picture. You can definitely point that such a team is "not optimally" using the rules of the game to their benefit, but they're definitely working within the rules of the game. Similarly, you can look at a team that has only home run hitters: are they as a team playing it wrong if all they can do/want to do is home runs? <br />
<br />
Taking this idea of analyzing play vs game into the video game realm: is someone who refuses to use the run button in a Super Mario game playing it wrong? Well, at some point, when you have large gaps, then maybe. How about someone who is avoiding the enemies? Or getting the most coins? Or finding all the secrets? <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1-win.softpedia-static.com/screenshots/Super-Mario-Bros-Screensaver_3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="http://i1-win.softpedia-static.com/screenshots/Super-Mario-Bros-Screensaver_3.png" width="320" /></a></div>
<br />
Once you start deconstructing what is a game into the rules within the game, the content within the game, and the player's possible actions to act within the world, you start to realize that "you're playing it wrong" suddenly becomes a much more subjective statement: Telling someone they're playing it wrong can mean anywhere from "that's not what the game wants you to do" to "that's not how I would have approached it".<br />
<br />
With this in mind, a pretty interesting problem arises for game designers to tackle: player agency vs designer intent. As designers, you may come up with mechanics, setups, and ideas to nudge players to experience specific events, emotions and challenges; but all those gameplay tools also influence player's choices and actions within the world. In a game like Bioshock, players are dropped into this atmospheric environment where they're experiencing the story and atmosphere, and the intent was that players interact with the enemies and environment in this fairly serious tone; in direct contrast, because of it's weapon/health system, most players act like rabid scavengers, clicking and scouring through garbage bins, dead bodies, benches, stores, etc. Think about how that looks like from an outside perspective: you're the protagonist going through this harrowing experience, and the most frequent thing you ended up doing is picking up from bins looking for loot.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://static.giantbomb.com/uploads/scale_small/9/95167/1452139-bioshock1_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://static.giantbomb.com/uploads/scale_small/9/95167/1452139-bioshock1_1.jpg" /></a></div>
<br />
In the above case, it's not even "playing wrong", because the world and the rules established within the game suggests that this is what you want to do. The above is another facet of this "play vs game" discussion: player intent and how that can influence a game.Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-3902044703180877912013-07-10T13:00:00.002-04:002013-07-10T13:02:59.272-04:00Game Over! Retry? Podcast: Episode 11 - Rolling Start: The Zombie MMO ExperienceWe're going to start mixing up things a bit, and here's the first of the newly planned out segments, titled "Rolling Start"<br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />Direct: </span><span style="-webkit-composition-fill-color: rgba(175, 192, 227, 0.230469); -webkit-composition-frame-color: rgba(77, 128, 180, 0.230469); -webkit-tap-highlight-color: rgba(26, 26, 26, 0.296875); font-family: '.HelveticaNeueUI'; font-size: 15px; line-height: 19px; white-space: nowrap;"><a href="http://www.secondary-fire.com/game-over-retry-july-8th-2013-rolling-start-1/">http://www.secondary-fire.com/game-over-retry-july-8th-2013-rolling-start-1/</a></span><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Howdy y’all. This episode marks the start of something fun. Well… fun for me and Harold, I’m not sure about you folks out there. Anyway, this episode is the start of a segment we like to call “Rolling Start”.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
In this episode, Harold and I splinter away from our typical conversation which was based on existing game design and development, and get into a richer design exercise. We call this exercise Rolling Start because it involves the use of dice to generate game ideas, which we can then flesh out in conversation. If you’re a game designer, or looking to get into game design, this is a good exercise to start brainstorming, and understanding constraints, at least from a broad sense. I’ll write up the process in a separate post.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
In this week’s Rolling Start, we were charged with brainstorming a game with a <b>Zombie</b> theme, that had <b>Looting</b> and <b>MMO</b> components.</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
While a portion of this discussion was solely the definition and conventions of Looting and MMO’s, we did come up with two (very broad) game ideas. It only gets more interesting from here on out, so enjoy this episode!</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
PS. I’ve quickly written up the process we used for Rolling Thunder <a href="http://www.secondary-fire.com/operation-rolling-thunder/">here</a>.</i> </span></blockquote>
There might be some awkward dead air, but I think that's pretty much expected as the process of thinking and designing live seems to directly contradict the act of filling airspace. Tell us what you think, and try out the idea yourself!Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-89511195842801454652013-07-05T10:33:00.001-04:002013-07-05T10:33:32.395-04:00Game Over! Retry? Podcast: Episode 10 - Driver: Sans DrivingIt's another rainy day in Toronto, so why not listen to a podcast:<br />
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />Direct: </span><span style="-webkit-composition-fill-color: rgba(175, 192, 227, 0.230469); -webkit-composition-frame-color: rgba(77, 128, 180, 0.230469); -webkit-tap-highlight-color: rgba(26, 26, 26, 0.296875); font-family: '.HelveticaNeueUI'; font-size: 15px; line-height: 19px; white-space: nowrap;"><a href="http://www.secondary-fire.com/game-over-retry-july-3rd-2013/">http://www.secondary-fire.com/game-over-retry-july-3rd-2013/</a></span><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>We made it to our Tenth Episode, WOOOOOO!!!!</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
It’s a Driver: San Francisco-heavy episode, as Harold wraps up his playthrough and poses some interesting design questions. This week, we talk about bringing context to unique game mechanics, the difficulties of mapping control inputs, and what happens to games when their online communities shrink.</i> </span></blockquote>
Sorry folks, it's an hour long talk mostly about Driver: San Francisco. We do end up covering quite a bit of grounds in other aspects of design relating to Driver (and other FPS) but yeah, it's about Driver...<br />
<br />
10th episode!!!Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-27283245479253228742013-06-28T17:43:00.001-04:002013-06-28T17:45:18.168-04:00Game Over! Retry? Podcast: Episode 9 - The Last of Bugs<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Another week, another podcast. Just an early warning, we did go through the first hour or so of The Last of Us, so skip ahead if you don't want that hour spoiled:<br /><br />Direct: </span><span style="-webkit-composition-fill-color: rgba(175, 192, 227, 0.230469); -webkit-composition-frame-color: rgba(77, 128, 180, 0.230469); -webkit-tap-highlight-color: rgba(26, 26, 26, 0.296875); font-family: '.HelveticaNeueUI'; font-size: 15px; line-height: 19px; white-space: nowrap;"><a href="http://www.secondary-fire.com/game-over-retry-june-24th-2013/">http://www.secondary-fire.com/game-over-retry-june-24th-2013/</a></span><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a></span><br />
RSS: <a href="http://feeds.feedburner.com/GameOverRetry">http://feeds.feedburner.com/GameOverRetry</a><br />
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Apologies for the late podcast this week, I didn’t want to post this episode so soon after the last … okay, no, I just got lazy and have been playing Battlefield 3 Premium. Aaaaanyway…</i></span> </blockquote>
<blockquote class="tr_bq">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>
This week, we’re joined by Animator and Artist Brian Paquette, who was an integral part of our action team back on Warriors: Legends of Troy. He brought The Last of Us for me to try, where I broke this great looking game, and we go into a little detail about our first impressions of the game. Harold describes the strangeness of Driver: San Francisco, we chat briefly about Guild Wars and MMOs, and Harold gets really quiet because he owns a 386 (with turbo!), and Harold and I get into game balancing by statistics, and we completely alienate our guest. All this awkwardness, and more on this week’s Game Over! Retry?</i> </span></blockquote>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">It's interesting to note that Jon was almost correct in his writeup: I had a 286 with Turbo, and I had played <a href="http://en.wikipedia.org/wiki/Blockout">Blockout</a> on it. Seriously, it's a real thing...</span>Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-1813681107136443162013-06-20T15:53:00.001-04:002013-06-28T15:08:18.791-04:00Game Over! Retry? Podcast: Episode 8 - Requires tablet to functionE3 has come and gone, and we tried to do an episode immediately, but decided to give it some more time (and I had a bunch of other things to do), but here it is:<br>
<br>
Direct: <a href="http://www.secondary-fire.com/game-over-retry-june-19th-2013/">http://www.secondary-fire.com/game-over-retry-june-19th-2013/</a><br>
iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a><br>
<blockquote class="tr_bq">
<i>Join us this week as we stumble through a late session of Game Over! Retry?! No seriously, this week we just gargle around our E3 reactions. We tried to avoid doing a typical post-E3 news round up episode, and shot the shit about what they saw at this year’s E3, the potential and caveats of socially-reliant gaming and tablet controls, I get cynical about game trends, and Harold is still on Animal Crossing: New Leaf.</i> </blockquote>
<blockquote class="tr_bq">
<i>
The best part of this episode is that before we walked into this recording session, we hadn’t heard that Microsoft had renounced their stance on DRM. Talk about worst timing ever. But, last week we DID call the whole megaman thing, right? I guess you win some, you lose some.</i> </blockquote>
<blockquote class="tr_bq">
<i>
Man, this feels like a podcasting hangover.</i></blockquote>
As always, send feedback to us through the usual places, thanks!Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-25943684469853687982013-06-11T12:50:00.003-04:002013-06-11T12:50:56.097-04:00On My Mind: The level headed, 20/20 look at E3 from a game designer POVSo, the major press conferences happened. What did you really think?<br />
<br />
So after all that hoopla about MS, Sony, and this morning with Nintendo, and with your typical internet hyperbole narrative in "needing to decide a winner" (and as far as I can tell, everyone online is agreeing that it's Sony), I think I should step in and throw in my two cents from a gamer and a game designer perspective. And before I go any further, let's make this very clear:<br />
<br />
<div style="text-align: center;">
<b>I'm a fan of games. My allegiance is to all of gaming, and not any particular platform.</b></div>
<br />
This may not be very apparent in the past though, and you can easily skew my previous purchasing habit to shape whatever narrative you want. If you look through <a href="http://gaming.wikia.com/wiki/User:AlphaTwo/Game_Collection">what I own</a>, the past generation is fairly lopsided to MS:<br />
<br />
<br />
<ul>
<li>350+ XBox 360 games</li>
<li>140+ Wii games</li>
<li>60+ PS3 games</li>
</ul>
<br />
So you can easily paint me as a 360 fanboy with that. But wait, you can also ask, "holy hell there was 100 Wii games that were even worth your time, N-bot?" And then you realize, oh wait, that's still 60+ PS3 retail disk games, and that's way beyond the 2nd or even 3rd deviation of your average PS3 owner.<br />
<br />
My point is, whether it's because it's work related and I bought games for reference and research, or that I'm just curious about what's fun and interesting, I'll buy it, so it's not really a platform "fan". Of course, there are other reasons why I will put certain purchases on one platform over another (be it online, multiplayer, controller preference, bonus stages, etc).<br />
<br />
================================<br />
<br />
With that out of the way, do I want to declare who won out of those three (or five if you count Ubi and EA)? <b>Cheesy answer: We did, gamers.</b> There's so much new games, and new ideas, how can you NOT get excited for these games. Let's separate the the marketing hype, the pretend-smack talk, and some of the lameduck showings of mediocre ideas (Ryse, I'm looking at you), and look at what was there (for all of them), and the things that spoke to me as a designer looking at things:<br />
<br />
<ul>
<li><b>MGS</b> being the first major Japanese designed game to tackle open world, how will that differ?</li>
<li><b>Forza 5</b> with the "drivatars" can be game-changing on how AI works in games</li>
<li>The smartglass integration on XBox one (<b>Ryse</b> seemed meh, but <b>Project Spark</b> seemed WAY more integrated)</li>
<li><b>NFS:Rival</b> merging in multiple single player games into an MP game (and that lighting model, wow)</li>
<li>Tablet usage in <b>Battlefield 4</b></li>
<li><b>The Crew </b>reminds me heavily of Fuel, Test Drive, Burnout Paradise mixed in together, and the level of online integration will be interesting to watch (and whether the lack of online could be handled gracefully with such a design)</li>
<li><b>Rabbids </b>using Kinect? as a pseudo-TV show like interactive game and entertainment looks and sounds interesting (and yes, it totally reminds me of that sesame street kinect game that I have)</li>
<li><b>The Division</b> mixing in different genres and play styles together (another tablet integration, looks like you all need to get a tablet first before diving into next gen gaming)</li>
<li><b>Rain</b> looks like a fantastic idea from a gameplay mechanic</li>
<li>That indie representation at the Sony conference</li>
<li><b>Destiny</b> as a persistant MMO like game, and handling the multiple ways of play/integration (although what they showed feels like Borderlands, in space)</li>
<li><b>Mario 3DWorld</b> being a 4 player 3D game, which in my mind, will have all sorts of crazy camera design "problems"</li>
<li><b>Smash Brothers</b> having a 3DS and Wii U version and having cross platform play</li>
</ul>
<div>
Yeah, that's a lot of game (and interesting game ideas to dig into as a designer) even if you want to have to pick console allegiance. Yet that's kind of my point: why pick?</div>
<div>
<br /></div>
<div>
================================</div>
<div>
<br /></div>
<div>
I know that for some, buying all systems is a financial issue, and that's fine. But realistically, if I can afford it, I will eventually have to get all three, only to see (and to play armchair designer) on these platforms. As a (former)designer, it's still somewhat important for me to see what people are doing, how creative ideas are pushing the envelop of design and play. Sure, I can choose to downplay the Wii U because it's lacking in horsepower, but I will end up missing out on Nintendo's next take on racing (and hey, anti-gravity track design, how do you convey that to casual players who may not get it?). The same can be said with XBox One: how will that drivatar work for Forza, how will adaptive AI change the way games should be designed?</div>
<div>
<br />
================================<br />
<br />
For me, as someone who has to play the dual role of game player and game designer, there are two ways to take conferences like this: I can just be just a consumer, cheering on what will be best for me (and yes, that does mean cheaper systems, more games, and more pro-consumer policies, hint hint); yet I can also be the designer, looking at all the ideas and innovation coming out from everywhere, and furiously jotting notes down and re-examine what I know and reevaluating where everything is going. No matter how you approach this, it's an exciting time to be a gamer.<br />
<br />
================================</div>
<div>
<br /></div>
<div>
Aright, I'm done rambling on. If you feel like commenting, leave me a note.</div>
Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0tag:blogger.com,1999:blog-6497285918191988776.post-8201879270809117832013-06-09T19:09:00.003-04:002013-06-09T19:09:45.459-04:00Game Over! Retry? Podcast: Episode 7 - The Pre-E3 ExtravaganzaWe lied, we did another episode REALLY right before E3:<br />
<br />
Direct: <a href="http://www.secondary-fire.com/game-over-retry-podcast-june-9th-2013/">http://www.secondary-fire.com/game-over-retry-podcast-june-9th-2013/</a><br />
iTunes Subscribe: <a href="https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634">https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634</a><br />
<blockquote class="tr_bq">
<i>As promised, Game Over! Retry? has officially gone weekly! Join us this week for our non-E3 E3 Podcast with our special guest and old friend and colleague, JW, aka Jason Wilson . This episode, we shoot off on a bunch of random tangents as we try to get Harold’s attention away from Animal Crossing: New Leaf, JW describes his own experience of playing Monaco with players of varying gaming experience and skill, Jon recalls dickery in MMO’s past, we contemplate the upcoming generation of hardware, how to reboot classic games, and look back at what we feel defined this closing generation of gaming. We’re also joined by a studio audience … of one silent character. JW makes a bold statement … rather a bold joke, but you can quote him on it. Did you get enough of us this week already? No? Then click the Play button below and get listening!</i> </blockquote>
<blockquote class="tr_bq">
<i>All this and then some, on this week’s episode of Game Over! Retry?</i></blockquote>
Yes. I downloaded Animal Crossing last night. Pro-tip: don't start the game at midnight.<br />
<br />
As always, send feedback to us through the usual places, thanks!Anonymoushttp://www.blogger.com/profile/10545234971740321398noreply@blogger.com0