Right Brain Only
Following the Zeitgeist at a safe distance.
Thursday, 6 November 2014
My Personal Games of 2013: Football Manager 2014
To understand why football manager is successful you need to understand what it's like to be a football fan.
Supposedly the most stressful situation any human can be put in is one when either fight nor flight serve them well. Where they are compelled instead to ensure punishment and reward administered with administered with equal randomness. Cause and effect suddenly become seemingly disconnected, and the mind finds itself lost, the rational taking a backseat as superstition and ritual step forth to fill the gap where once logic ruled.
That someone would voluntarily put themselves in this situation seems absurd, but every week millions of fans do just this for there is no game in the world, where expectations are so readily confounded and hopes so frequently dashed as football.
To someone who has never sat part of a crowd thousands strong, their stomach's sinking as their collective dreams collapse FM's combination of stats, diagrams, and spread sheets, can feel like a awfully clinical. But to those who have for nearly two decades Sports Interactive's Football Manager series of games (& its predecessors Championship Manager) provided a quiet oasis of order in their lives. A place where the cruellest of sporting mishaps are just on reload away.
Thursday, 21 August 2014
My Personal Games of 2013: Saints Row 4
A intergalactic gangsta
power fantasy set in a virtual world is not necessarily the sort of
game where I particularly expected to find well developed and
sympathetic characters, but thats what Saints Row 4 is and that's
exactly what you will find.
I found SR4 was a game
that respected my time like few others, it's willingness to build
upon what went before while exploiting and playing with my
expectations about gameplay mechanics and character archetypes means
barely a moment is wasted. Instead what you do, and those you do it
with is put firmly in the spotlight. Its near fanatical the old
adage of “show, don't tell”.
For me the easiest way
to explain why it's worth looking past Saints Row's surface and
paying attention to how smart some of it's design decisions are is to
look at its relationship with music. While the GTA series was
certainly the first to pioneer the idea of in game radio stations
SR4's 'thing' has always been that music isn't just something you
hear as a player but part of the world that the characters also have
a relationship with.
Wednesday, 13 August 2014
My Personal Games of 2013: Gone Home
Sometimes
it is easy for me to forget what a young medium video games are. That
what will still define many of the best games of this generation will
not be how they push the boundary of what is possible, but how
smartly they work within its constraints.
I
initially bounced off Gone Home, perhaps because I went in with
expectations that it would be the former rather than the latter.
Games still struggle to provide worlds which feel inhabited, a issue
Gone Home handily sidesteps by creating a contriving a setting
conveniently empty of both humans and the most of the clutter we
bring with us.
My Personal Games of 2013: Why am i doing this again?
I am not unaware that writing a list such as this more than a few months late and after a near two year gap may seem more than a little silly.
In my defence the draft versions of these posts were written in February, it just took me this long to get my act together and edit them into a state where I was happy to present them to an audience.
They serve as further reference points in my journey to challenge myself to critically think about the games I love, and my attempts to become better at explaining that thinking. They are little dots on the map left behind as I make my way forward, Important as much for the insights they give others to my trajectory as those they give me.
Anyway without further ado onto the first of my games of 2013, Gone Home
Tuesday, 12 August 2014
Reference Points
If ever you find yourself lost, one of the most sensible things you can remember (apart from which mushrooms you really should not eat) is that it's incredibly important to find a point of reference. Game designers have known this for a long time, look up in most well constructed open worlds and it is not unusual to find a tower looming in the near distance. Landmarks helps lend a sense of context and purpose to exploration that can otherwise be missing.
Unfortunately this is a principle I haven't paid enough attention to as I work on this blog.
Saturday, 3 August 2013
Life, Liberty, and Civilization: Part 3
While the expansionist philosophy's
importance to both Civ and America's character shouldn't be
underestimated, its not the only theme represented in the series.
For perhaps Civ's biggest contribution
to gaming history, and biggest innovation was..... innovation.
Resembling a family tree of science,
the Tech Tree concept helped to presented a world of dynamic change,
driven by scientific progress and above all player choice.
Although the Tech tree concept existed
before its creator Sid Meier adopted it there's a strong argument
that Civ was responsible for popularising the mechanic. Years later
after the series had become hugely successful Meier would famously
say that any game should be
'A series of meaningful choices'
A quote which perfectly sums up the
Tech Tree's appeal. You were constantly moving forward dramatically
changing the balance of the world with your every choice.
Science is the lens through which all
history is viewed in Civ. Human ingenuity channelled through science
is seen as transcendent force advancing man ever forward, in the
narrative of human history what once was impossible always (one
day)becomes the possible. These themes of choice, the transcendental
ability of science, and the power of rational thought can be traced
back to the philosophies of the Enlightenment movement. These
principals were the foundation of the world view of some of the most
prominent of America’s founding fathers and would help shape their
actions and choice in the time surrounding that great nation's birth.
In particular Benjamin Franklin & Thomas Jefferson espoused it's
ideas, and their influence helped weave those values into both the
declaration of independence and the American constitution.
So if the players progress Tech Tree is
a journey of enlightenment, where does it the end? To put it simply,
the stars are your destination.
Friday, 6 July 2012
Life, Liberty, and Civilization: Part 2
Finding the real meaning of any work of art is a notoriously difficult thing, and it certainly not easy with a game like Civilization which isn't overt about it's messages instead it relies upon allowing its mechanics to resonate with its players and allow its meaning as Thomas Jefferson might have put it 225 years earlier 'self evident'. The concept of self-evident truth is universal, but in all its forms & variations it remains incredibly elusive next to impossible to reproduce, rationally de-construct or describe, but its something that games have always been very good at.
This is Civ's implicit promise to the gamer, 'play me' it says 'and it will all become clear' 'this is how the world works' 'this is how a civilisation must be'. A player is expected to gradually come to see this truth, and that anyone who does not understand and accept it is fated to fail, for their civilisation will not 'stand the test of time'. Its a message that is driven home every step of the way as a player advances into the future.
All men are created equal
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