Advertising in Games West

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by [name redacted]

The first Advertising in Games West conference was held on Thursday, July 28th at 600 Townsend Street, near the Sega building in San Francisco, and consisted of six panels, a keynote, two breaks, and a lunch, all on the subject of how to intelligently twine the worlds of game development and consumer advertising. Each of the first four panels contained more or less the same points and information; the last two, which dealt with the design and publishing ends of the argument, were a little more varied and informative.

( Continue reading at GamaSutra )

This Week’s Releases (Aug 1-5, 2005)

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by [name redacted]

Week four of my ongoing, irreverent news column; originally posted at Next Generation.

This week is devoid of releases. There are only three games coming out in North America in the next seven days, the most noteworthy of which is the PC port of Bloodrayne 2. So again we turn our gaze across the sharp, cold fins of the Pacific in search of inspiration. As before, everything that Japan has to show, it’s showing on Thursday. That is, in this case, August fourth.

Armored Core: Last Raven (PS2)
From Software/From Software (J)

The tenth Armored Core game in ten years, Last Raven is intended as a kind of return to form after the previous game, Formula Front. From is trying to stir up a bit of hooplah over this entry, both by posing it as a “tenth anniversary” game and as the final PS2 game in the mech action series. As far as what this game does differently, each part of the player’s mech now accrues its own damage; too much damage, and its efficacity suffers. Notably, according to the plot, the player must finish the game within twenty-four game-hours.

It comes down to this…

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Here’s a theory: The worst thing a videogame can do is assume I have nothing better to do than to play videogames.

The problem here is that I still manage to play Nintendo’s recent games, sort of, begrudgingly — so either it’s not the worst thing or EAD hasn’t yet quite refined its process.

Here are some not-unrelated forum posts, which I provide without context:

  1. Super Mario World sets the stage for the star hunting bullshit to come along half a decade later and confuse game design for another half-decade after that.
  2. Oh hell. Yeah. The puzzle element of the level design. Which later turned into drek like the Metroid Fusion level design and… everything else Nintendo’s done lately. Making all of Nintendo’s games feel exactly the same, when they each originally had such different things to say.I don’t like that, either. It’s in SMB3 also — though the focus is different there. It’s incidental, and just meant to augment the experience. In World, it’s practically the whole point. Locks and keys. It’s all locks and keys now. Find the right block. Goddamn.
  3. That’s about it. World is about milking the game for all it’s worth. It sets up the whole modern design philosophy of “here’s a bunch of stuff to do — so get to it, because doing things is what the player is supposed to do!” without thinking too much about providing emotional motivation. You wind around and around until you’ve scraped everything out of the game — and not by choice. Not by whim. Not because you’re clever or lucky. This isn’t like the “secret worlds” in Metroid. It’s calculated. It’s what you’re supposed to do. What you’re expected to do, just because that’s what people like you do. It’s like Miyamoto has headed the player off and ruined all of the fun by setting up a theme park where there should have been something special and personal. I find it kind of patronizing. Note that, for its own sake, I don’t really mind Super Mario World. It’s not offensive yet. It’s just less interesting than what came before; given that what came before is perhaps one of the best games ever made, that probably doesn’t mean lots. It’s only in the broader Nintendo timeline that the game starts to irritate me. Cause and effect. Context and consequence. So on.

Scrawled amongst conference notes

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As you get older, you drop the specific questions. You get more general. You see the patterns. See past the inane, the momentary — grow to appreciate the inane, the momentary.

People walking up to each other as if they are old chums. Talking, giving long anecdotes — they’ve never met. They just like to talk. Mouths never stop. Talking about improv comedy — Second City — and their education. Laughing insincerely. Speaking with continuous lilt: “you know? isn’t that wild?” Travel, polo shirts, connections. Hot out of college and onto the job market.

Very expensive sandwiches and beverages.

Rent and groceries — not a bad lifestyle if you can meet it.

one as a person
No one
someone

Person standing ildy while people around her die; X-files style show; comes up with bizarre theory that would be right in any normal drama; “are you insane?!” people would ask; turns out, yes, actually. The end.