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
Thursday, 5 July 2012
Life, Liberty, and Civilization
“We
hold these truths to be self-evident, that all men are created equal,
that they are endowed by their Creator with certain unalienable
Rights, that among these are Life, Liberty and the pursuit of
Happiness”
That
sentence begins what is undeniably one of the most important
documents of western civilisation. But while I doubt those words can
ever resonate with me as they can with anyone born in the land of
their origin, the promise implicit within them still has the power to
speak to me across the expanses of time and the Atlantic ocean. They
expound to me a sense of a shared human experience, and a faith in
the potential of every individual.
They are in a very real way the heart of the American ideal.
In
particular when I look at those words I see the great paradox of western democracy, born from the essence of two philosophies
who's ongoing conflict has helped define modern life.
I'm
going to talk about that paradox, the slippery nature of truth, how
history makes some more equal than others, and the enduring power of
hope. But mostly I am going to talk about a how a video game helped
me understand these ideas. How it began a series of games which has
for over 20 years remained approachable and bipartisan, while
providing ongoing conversation over what the ascendancy of western
democracy means. I'm going to talk about Civilization.
Saturday, 14 April 2012
Learning to Loose
When I look back at all
the time I've spent playing games over the last 30 years I think
probably the most significant moment was when I finally realised that
failure didn't automatically mean I couldn't have fun.
I was 17 at the time and
going through a “Power Gaming” phase. Winning was everything to
me, I'd spend hours fine tuning my tactics, looking for ways to win.
It didn't matter to me if something wasn't in the spirit of the game
the only thing that mattered was victory. If things went wrong I
sulked and blamed the dice. As you may have guessed by now another
way of saying power gamer is 'a bit of a asshole', or 'not much fun
to play with or against'. I think there must be something about the
way that the minds of young male gamers develop that seems to lead a
lot of teenagers down this particular rabbit hole. Its a cliché but
you only have to look around in pretty much any online multi-player
game and you will people not unlike my younger self, to whom the only
thing that counts is being number one.
Thankful my salvation was
on it's way in the form of a game of Warhammer Quest, a over zealous
Dungeon Master (DM), and a cowardly vampire.
Friday, 13 April 2012
The Abbott Sessions
To anyone from my side
of the pond the name John Peel really needs very little introduction,
he was a near universally loved fixture on BBC Radio, honest,
intelligent, warm to audience and bands equally. For forty year he
played a eclectic mix of whatever took his fancy, championing new and
obscure artist and showing a rare genius for putting into words what
everyone felt*.
There has long been a
preoccupation in games criticism about finding a master critic to
call its own, a Robert Ebert to bring a authoritatively voice to a
highly contentious medium. I don't think the Brainy Gamer podcast's
Michael Abbott is ever going to be that sort of figure, however he
has showed signs that he shares some of the qualities that made Peel
so important to the development British music.
Saturday, 25 February 2012
I was never any good at skiping
“if dialogue can be skipped in games,
then why not combat?”
I cant help but wonder if perhaps another question should be asked, that if ANY element of a game can be skipped without
effect then why is it in the game at all?
When combat is totally meaningless
wanting to skip it is not only fine, but the rational
response.*
Any time I play a game and see a
character hacked down in combat one minute, and up good as new
spouting his life story the next, my heart sinks a little. It just
seems sloppy devaluing both the gameplay and the story, and gets
progressively more jarring more strictly delineated a game places
these elements.
It just seems so limiting, I need to
see more if I ever want this to stop skipping from being a rational choice for me.
What about companion npc's who are in danger when I enter
combat? or characters who expressed themselves through actions as
well as words? Perhaps even combat paced to allow for moments of calm
where dialogue can occur.
These don't seem like they should be unreasonable hopes, there
are already great examples in both traditional narrative media (such
as films and tv) and in games themselves.
Tuesday, 7 February 2012
The Dice Mountains of Madness : My time with Elder Signs iOS
H. P. Lovecraft's
Cthuhlu universe has been the subject of a lot of games down the
years, and Fantasy Flight's Arkham Horror a series of board games is
commonly considered to be one of the most effective interpretations.
Sadly my experience with that lineage is somewhat non-existent, so
when I picked up their spin-off game Elder Signs on iOS it was on the
basis of the strength of my affection for the mythology and board
games in general.
Labels:
Board game,
Games,
iOS,
Mini Review
Sunday, 5 February 2012
Meme Machine
A Grenade rolls down a
hill, as the the Wizard serves Hot Scoops, while a Puffin cries Baboo
and Jeff Goldblum backs into Samuel L Jackson's arm.....
By the time the Idle
Thumbs podcast bowed out after two years of consistently entertaining
shows, it had established a distinct vocabulary and culture of its
own. Since then I haven't found any other show that has quite managed
to be quite as smart while at the same time not taking
itself too seriously.
Friday, 20 January 2012
Finding a good podcast
Its been interesting to watch the
ongoing debate of how the internet is changing games journalism from
the sidelines over the last couple of years. New fads have come and
gone often simultaneously condemned as a threat by some and lionized
as the savior of the medium by others.
Despite all that it was simple
practical lifestyle considerations which changed the way I consumed
games media most.
I'm someone who's mind wanders hugely
when unoccupied, so when I decided to join a gym to improve my
fitness I started looking for podcast to keep my mind busy while my
body was given a workout.
So I started listening to gaming
podcast
I found that often their conversational
format was a lot easier for me to engage with than written work
The big problem I faced was finding out
what podcast were worth listening to. There's no such thing as
dedicated podcast review site (probably for very good reason) neither
was Itunes of much help, and I primarily found myself searching the
forums of the bigger gaming communities (such as Penny Arcade, RPS,
and GWJ)for recommendations.
So as part of my effort to get myself
writing more I'm going to try and make a effort to fill that gap by
writing a (initially) Bi-Weekly podcast review.
I will be keeping these reviews under
500 words and trying to get across what I personally enjoyed about
each podcast while providing practical information which would be
useful to anyone wanting to get the lowdown on a particular cast.
I'll be posting these reviews on a
Sunday and each one will feature:
-A Short review describing themes
covered, the atmosphere, and what makes it worth paying attention to.
-Average Episode length
-Normal upload day
-Topics: General gaming, One genre,
Cultural anecdotes etc
-Format: Panel show, Interviews etc
-Best Episodes: Examples of the show at
its best which would hopefully be a good in point for a new listener.
Thursday, 12 January 2012
Intentions for 2012
I'm going to try to
avoid the trap of setting specific goals, it can become far too
discouraging to set a goal and fail it due to circumstances outside
my control.
So what I'm going to do
is set up my intentions this year, they will guide the decisions that
I will make without giving me a binary fail/success state.
To not be ashamed of my
work
I have never had much
confidence in my own writing. Some of that obviously comes from being
dyslexic and the trouble that gives me with spelling and grammar.
However if I'm serious about getting better, I can't afford to be
precious about it.
I will do this by both
pestering close friends and family to look at what I do more, as well
as taking a deep breath and politely asking some of the writers who I
respect on the net for their opinion.
To write regularly
I'm going to try and
make sure I post at least once a week. Pretty much the one piece of
advice about writing that is universally agreed upon is that if you
want to get better at it you need to do it as much as possible.
To learn a programming
language (to a level where it's actually useful)
I've recently started
learning Python, it's pretty interesting but so far it's more at the
stage where it's an intellectual exercise than a practical skill. My
aim this year is to grind through to a stage where I can make
practical use of it.
To finish my Boardgame
I was working on my
boardgame 'Shadows' most of the second half of last year. I've got to
the stage where it's mechanically complete on paper. This year I need
to start playtesting it, sort out any balance issues, and then
produce artwork for myself or/and talk to other people I know about
contributing. Then I need to make the big step of looking for a
publisher.
Wednesday, 11 January 2012
Space Marine: A 40k fan's view
My half tonne
genetically engineered superman rockets into the sky, two giant jet
engines strapped to his back, and a hammer the size of a small truck
gripped between his hands.
Reaching to top of my
flight arc, I feel like doom incarnate a living personification of
the Sword of Damocles. Hanging in the air for a moment, before
plummeting towards a hapless victim.
There
were times when I played Space Marine when just for a second
everything just clicked into place. In those moments it was hard not
to smile, the game made me feel like a unstoppable force of
nature full of momentum and power. At its best it was a intoxicating
and potent example of the sort of power fantasy that has increasingly
fallen out of favour as games have begun to seek mainstream cultural
acceptance.
Labels:
Gamming,
Ramblings,
Video Games,
Wall of Text
Wednesday, 4 January 2012
My Personal Games of 2011: Part 3 The Winner
My Game of the Year: Bastion
At the very least I
think Bastion was a brilliant example of what a smaller indie game
developer can achieve if they give themselves a tightly defined
design remit. It had virtually no
missteps, by keeping its aims tight it accomplished everything it set out to do.
Tuesday, 3 January 2012
My Personal Games of 2011: Part 2
1st Runner
Up: Deus Ex Human Revolution
Riots, global
recession, media manipulation, civil wars, and a growing disquiet at
emerging influence of technology on society, that's the 2027 of DXHR,
did you think I was talking about some other year?
Monday, 2 January 2012
My Personal Games of 2011: Part 1
So once again its list
time. Time for everyone on the Internet to declare what their best
games of the year were. I've always felt that the game of the year
concept was a very arbitrary one.
So I've decided to do
mine a little different this year. With my gaming habits now heavily
weighted towards picking up titles in sales instead of at release,I
find myself considering games in an environment of far less hype than
I used to.
For me a game of the
year has to be experienced which is very much of its time. A game
that was not just released in 2012 but reflected it in some way.
I am obviously aware of
the game with a three-year development cycle to never truly be a
response to events in the year of its release, But I think I can
content myself with games that reflect the the Zeitgeist without
demanding them to actively create it.
So my choices will all
be games that I feel I could not have got the same experience from if
I'd played them in any year apart from 2011.
My experience of 2011 was the year to find the way an atmosphere of uncertainty,
indecision, and confusion in popular life. Such slippery concepts
have always been an anathema to the heavily emphasised rules an
goals that form the backbone of most games, and they ascension to
primer to place on the news agenda may explain why are some of the
more straight forward and traditional games I have played haven't
made my list.
Wednesday, 3 August 2011
Gaming Demons
So … Diablo 3 is going to sell pretend items for real money, I'm not entirely comfortable with this, but it's not what I'm writing about. What I'm writing about is people's reaction to this news.
I'll skip straight to the point, calling for a boycott is a bloody stupid idea.
Why? Remember when you were a teenager and somebody told you “don't do that!” and got the idea into their head that a half-hour lecture about whatever the evil of the day was just what you needed? Well I'm assuming that worked just about as well on everyone else as it worked on me, in other words not at all.
Like a lot of people I don't always react well to being told what I should and shouldn't do by others(especially when it comes to my free time), even if their intentions are good.
I often feel that the best way someone to get me to change my mind, is to put the situation where I have the time and opportunity to form my own insights.
There has been a good few high-profile “ boycotts” of various services and games in the last few years but rarely have they made any significant impact.
Or to rephrase a old saying: people need time to practice, not to be preached at.
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