Thursday, April 14, 2005

game balancing and testing made easy

1.Notice at what point the game begins to become fun.
2.Make that the start of the game

im learning about addictiveness

i mean in games. how to put that quality in games. Been sampling mmorpgs lately. Sove of them hame that quality. I'm trying to figure it out.

You know what else has that quality? The Sims. Especially the new one for PS2. I'll tell you why. later.

fun to relax.

also have a programming class- through a weird accident, it's an
advanced programming class- way beyond my level. But i'm gonna give
it a try. It's cool, but a little daunting. I'm studying right now.
P.S. okay not really.

Thursday, February 17, 2005

but at least you can turn him off.

i'm sick. i think i've got bird flu or something. i don't feel like playing games. That's how you know you're really sick. Nothing seems fun. Actually, that's one of the main symptoms of depression.

anyway, short answer(we just had midterms): here's what i'm playing:

Rumble Roses- excellent nich-market game. One question remains- if you're going for that market, why leave out the most important feature

to that market? I'm talking about free camera and replay.

Metal Gear Solid 3: Snake Eater- God, what a title. It's a totally other language. The game i can sum up in one word-meticulous. If you like meticulous games, this is your game.

Burnout 3:Takedown- Very fun game. Annoying DJ. Probably tring to be like SSX. And failing. The thing is, in SSX, the DJ gave you information. He told you who the next boss was going to be, he told you about the track you were going to race on, he told you when you were getting famous. Those things enhance the game. In Burnout, the DJ doesn't say anything useful, he's a shitty actor, and he repeats the same four messages ad infinitum.

but at least you can turn him off.

Friday, January 28, 2005

The new Leisure Suit Larry so almost didn't suck

it could have been great.
more about how later.

Monday, October 18, 2004

Wednesday, October 13, 2004

crimson sea 2 (the good one)

i just noticed that when you're walking on a metal surface, your boots strike sparks.
Damn, isn't that cool?

*zing*CRIMSON SEA 2*zing*

*zing*CRIMSON SEA 2*zing*

is the good one. Crimson Tears is the bad one. Two very similar games. With very simliar names. Yet one is fun to play and makes you want to say 'just one more', and the other is a chore and a bore. Why? Let's find out...
(it's a jazzy review today. hey, here's another thing i like about Katamari Damacy: the soundtrack! Awesome tunes, eclectic tunes)

Here's a difference i noticed: In the good one, (Crimson SEA 2) you're cool to begin with. You don't get the sense that they designed a fully tricked-out character and then removed abilities from him. Unlike certain games. You have a lot of abilities at the start, and the promise of more. You have choices in how you can fight, not just punch-punch-kick combo. Unlike certain games. Even at the beginning you have these choices. Which is good because in both games, you get the impression you're going to be doing a lot of fighting.

In the bad one, (Crimson Tears) it seems like a chore. 'i have to accumulate that many experience points until the next level-up? Sigh.'

In the good one, (Crimson SEA 2) it seems like fun. 'i wonder what that'll be like when it reaches level 3?'

How come? I think it's because of the incremental nature of the advancement system. Here's th difference:
In the bad one, (Crimson Tears) you accumulate enough experience points, you can 'buy' a skill, which is a new move you can use. Then you have to learn how to use it.
In the good one, (Crimson SEA 2) enemies occasionally drop an object, which is an experience 'point' that you can assign to either of your two guns(which is also very cool, by the way- it's like i said above- you don't feel like you're going into battle with the alien Menace armed only with a pistol) or your sword attacks. Or your Psionic attacks. It's actually more complicated than that, but in a good way- you can upgrade the individual attributes of your guns. Power, Range, and Rapid. After awhile of assigning one point here, one point there, you really feel like you've tinkered with your guns and improved them in your own unique way.

Menus. Both tackle the problem of 3-D menus in different ways.

I need to explain something. A menu is not just the 2d screen that comes up at the beginning of the game. It's anywhere you control game functions. This can be within the game. It's expressed in these two games very similarly: there is a 'home base' type area where you can run around, but there are no enemies. Instead, game functions are available. SAve/Load, choice of next mission, item shops, and the 'teleporter' that takes you to the actual missions. See what i mean? it's part of the menu.

Anyway, one is Good: utilitarian, gets the job done. Essential things are all in one room. And one is awful. In the bad one, (Crimson Tears) you have to run all over to do ordinary game functions. A simple example should suffice:

To get to the Weapons & Items Shop:

In the bad one, (Crimson Tears) you go out of the little garage you're in, (fade out, fade in-new screen) run to the right down the street a short ways and through a doorway, (fade out, fade in-new screen) To an alley where 3 people are standing. They are the Shops. You have to talk to each of them individually because they are, respectively, item shop, gun shop, and knife shop. There's no indication which is which, they're just people standing there. All to operate what's essentially a menu.

In the good one, (Crimson SEA 2) You start on the bridge of a starship. Pretty big room. In this room are: a robot that allows you to save your game, another robot who serves as the Shop, and the Teleporter that takes you to the missions. All in one room.

Do you see?

Crimson Tears and Crimson Sea 2

two very similar titles released at about the same time. It's just like the 'bug movie' confluence we had a couple years back. Remember that? When 'Antz" and 'A Bug's Life' came out at the same time? Anyway, these games are about that simliar.

Story: you're a genetically enhanced futuristic cyber-assassin who fights their way through hordes of enemies stylishly. (Both)

Even the style of gameplay (genre) is the same: very similar to Diablo or Phantasy Star Online vis. you fight a great many battles, collecting experience, which you spend to increase your character's stats.

Yet one game sucks and the other is fun. Why?

Thursday, October 07, 2004

another reason i hate pc games

"In the boxes below, type your 25-character product key"

i just want to play the game.

i also hate they way they make you put the cd in the drive to play, just like a console game. Except that there's no purpose to it. The game is on your hard drive. Basic disrespect for the consumer. Lack of desire or motivation to make things easy for your customers.

Wednesday, October 06, 2004

you know what bugs me about PC games?

besides installing them?

it's the interface. There's no games that feel good to play. They're all pointing and clicking. And dragging. Or godfordbid, typing.

What i mean is that, in even the worst console games, you can actually control a character . Press jump and he jumps. To say nothing of the superlative games, where you can control a snowboarder, or Spider-Man, or a giant ball of ocean liners? There's not much like that in PC games.

DOOM excepted.

Tuesday, October 05, 2004

oh yeah i forgot

there's a bad part though. to the game. Katamari Damacy.

it's too short. Now i don't usually think that games are too short. I actually like short games. If they're good. Which this game is. But, and here's the thing- the design of the game points out how short it is. You make stars in the game. You make the constellations. And the Moon. and the North Star. Celestial objects. So you kind of expect, like at least 12 missions. I mean, if you're making Zodiac signs like Virgo and Taurus, you kind of expect to see all of them. But you don't. Not at all. There's like four or five constellations.

if they'd only not point out an inadequacy of the game in this way, i might not have noticed it.

There's a lot of replay value in the levels. Secrets in the levels and clothes that you can wear to customize your character. So like i said, the game's shortness is not a bad thing, but...

katamari damashi (PS2)

This game is amazing. Utterly mind-expanding. Anyone who's interested in what video games can be, in the potential of games, owes it to themselves to check it out. it's really good.

You know what's the mark of a really good game? One where you you find yourself playing it when you're not playing it. When you see the game world overlaid on the real world. You see falling tetris blocks in your dreams, You imagine what it would be like to deathmatch in any open space that you see, You imagine grinding and tricking off every railing that you see.

Some of you know what i'm talking about.

That's a good game. So believe me when i say that i've been seeing giant balls accreted of buildings, bridges, giant squid, and rainbows rolling down the street in the city. So, yeah, good game. and if that description interests you at all, let me also add that the game is ten times wierder that that.

Friday, October 01, 2004

Friday, September 24, 2004

Wednesday, September 08, 2004

right now i'm writing a review of Spiderman 2

i'll have it in by friday.

well, what i mean by that is...

it wouldn't work earlier today. and i thought that my stuff had gotten lost. But there it all is. great.

is it working yet?