Buttoning Down

  • Reading time:8 mins read

What if the GBA had had two more buttons, as people kept asking for at the time? What difference would that have made?

You know, aside from fighting games, I don’t see what use the extra two buttons would be. Few games really use more than that for anything significant, and if they do they’re often rather clumsily designed. The GBA has two shoulder buttons that rarely get used for anything much.

Even now, how many DS games use the extra buttons to any particular effect?

As much as I enjoy certain fighting games, I find it kind of stupid that they’re always used as an excuse for a million buttons and a standard layout for controllers. If people want to play fighting games, they can go buy a fighting pad — which most people who are serious about the genre, which includes most people who bother with it, do anyway.

Of course, you can’t easily do that with a handheld. Still, what are fighting games on a handheld besides a novelty? NeoGeo Pocket aside. Which has… two buttons.

But the shoulder buttons are awkward to use, so perhaps that’s why. Anyway, games don’t have to use every button on a controller. Don’t more buttons just increase the available options?

Shoulder buttons aren’t really meant to be action buttons. They’re basically useful for state issues. For changing the nuance of the face buttons — much as with holding up to use the secondary items in Castlevania, versus simply mapping it to a third button.

The more you can abstract the actions, the better. If you’ve got an attack button, try to put all direct attacks on that button. If you’ve got a jump/propel bodily button, try to put everything jumping or flying or swimming or whatever-related on that button. Context (including the context of state-shifting buttons like triggers) narrows down the verb, so the player doesn’t have to think about it.

That’s kind of the idea behind Ocarina, with its context-sensitive jumping and junk. It just wasn’t implemented too well there. RE4 does basically the same thing, except it gets it basically right. In that case, “A” is basically the “DO SOMETHING” button — and what you do is determined entirely by circumstance and what other buttons you’re holding down.

In this light, the point about few GBA games using the shoulder buttons still holds. Between the two shoulder buttons, that basically gives you six face button functions — and yet how many games take advantage of this?

But using the shoulder buttons for state shifting isn’t practical. And besides, a diamond layout lets you pretend the buttons are a second D-pad, for all that implies. And again, isn’t it simply better to have more available options, even if those options are rarely used? Having fewer buttons limits the types of games you can create.

Let’s not be silly. State-shifting is not only practical; it’s one of the only significant concepts in control design to be introduced in the last fifteen years. I’d love to hear what makes it impractical.

Though I guess it’s nice, using the face buttons as a second D-pad is an incredibly specific and imperfect use, that is almost never implemented. Though I might adore Bangai-O, this argument is just as silly as saying every system needs six face buttons so people can play Street Fighter properly.

Of course having fewer buttons limits the possible variety of games. Which is why the PS2 has so many more kinds of games on it than the NES does.

As for the “more choice = inherently good” argument: not really. Arguably so at best. See older relatives, who get confused when there’s more than one button on a controller. See the Brain Training game for the DS, that asks people to ignore all of those strange, extra buttons on the system. The most important element in any videogame is an intuitive interface — something that anyone can pick up and quickly understand. An ideal default interface will also offer flexibility on a game-to-game basis, meaning it can’t be too specialized.

The other benefit here is that the fewer input options there are, and the more intuitively they are designed, the more care and consideration developers have to put into control design. Sure, some people will always screw up their work no matter what help they’re given. Might as well rein in the margin for confusion as well as practicable, however — if just for the sake of the end user.

Of course, the question is one of balance. How little functionality is too little to be functional, and how much functionality can you include before you generate clutter — therefore distraction and confusion — in the name of very specific implementations?

State-shifting address this issue elegantly by providing few options then tiering them to accomodate extra depth, for those circumstances where it is desired or required. Think of it in terms of a reference tool. Is it more ideal to have every possible item you might want to read about all on one page, or do you want to break it down into categories, then subcategories? The more you want to know, the more specific the knowledge you desire, the deeper you delve. No clutter. No noise. No distraction. Or a significant reduction in all of this, anyway.

Here are a bunch of games that (arguably) require two joysticks, so ha! And see, I didn’t even mention a FPS yet! And I’ll pretend not to mention fighting games either because you clearly hate them so much!

Yes, exactly. So what?

Mind that I like just about every game you’ve mentioned. Almost.

But you said there were barely any games like that! So there’s a bunch, and I can keep on going! What else are you going to dismiss just because it doesn’t fit into your ideal scheme, huh?!

Look, it’s the same fighting game argument again: Street Fighter uses six buttons, so every controller must have six buttons or else you can’t play street fighter! Except weaker. I’m not dismissing the existence of fighting games or first-person shooters or these random and rare double-joystick games you seem so fixated on; I’m dismissing their import in dictating an idealized default input method, specifically because of their specialized nature.

Again, if you want to play fighting games it’s easy to buy a fighting game controller that’s more suited to the genre than a standard pad ever could be. If you want to play FPS games, a standard pad will never be ideal for them anyway, conceived as they are for a completely different control scheme, so there might as well be a specialized controller to better facilitate them.

I mean, hell. Ikari Warriors wasn’t even designed with two joysticks in mind; it had a rotary stick, the purpose of which was to allow strafing. A more accurate compromise there is using a shoulder button for strafe-lock. Chu-Chu Rocket’s control scheme was a compromise to start with; the game would be better suited to something like a stylus or a mouse interface.

Beyond the stylus, the DS also has the internet thing going — making for an even more ideal Chu-Chu platform.

Which kind of illustrates the point that not every game is suitable for every platform, and no single input device can account for every special demand. There will always be a compromise, and the question is as to where to draw that line.

What you’re asking for is an all-in-one device that accounts poorly for every possible variable, and not only will that never be entirely satisfactory on its own right; it’s also the wrong approach to a deeper problem. By this logic, what else should the average controller include? Should it rattle when you shake it, to make Samba De Amigo more feasible? I’m sure if the feature were included, Kojima would find something to do with it. And then of course it would have to be included in every future controller, or else if Kojima’s game were ported to that system it wouldn’t play exactly right!

Just, come on already.

The question is perhaps both easier and more difficult for handhelds. It’s easier if other platforms are available, that offer different potential. It’s harder in that you can’t just switch controllers so easily. Although, actually, I can think of some ways around that as well.

In the case of the GBA, the question is whether two or four buttons are more ideal. In the long run, given how few games even used the triggers for anything of note, having only two face buttons certainly didn’t seem to hurt it too much, or to constrain too many developers. Would the extra two buttons have done any harm? Well, from what we’ve seen it doesn’t look like they’d have done much good. And, you know, omit needless buttons. Complication for the sake of complication does little save muddy the water.

The four buttons work as a concession on the DS because the main focus is on the touchscreen. The oversupply of buttons helps to balance that off and encourage pedantic gamer-types just as the touchscreen draws in non-gamers. The GBA doesn’t have a mitigating factor, so there the buttons would just be buttons.

Right, like anyone would get confused or put off by two extra buttons.

See, the problem here is that you’re a gamer.

Worlds Are Colliding!: The Convergence of Film and Games

  • Reading time:1 mins read

by [name redacted]

This year’s final IGDA San Francisco/Bay Area Chapter meeting – held Tuesday, the sixth of December at the Sony Metreon’s Action Theater in San Francisco – featured three representatives from Industrial Light + Magic and two from LucasArts. The assembled personages spent an hour discussing how, thanks to their new joint facility in San Francisco’s Presidio district, they can share resources more easily than before.

( Continue reading at GamaSutra )

The Method

  • Reading time:5 mins read

So.

* Zelda 1 and 2.
* Dragon Quest in general.
* Riven.
* Shadow of the Colossus.
* Metroid II.
* Half-Life 2.
* Phantasy Star II.
* Metal Gear Solid 3, in particular.
* Lost in Blue.
* OutRun.

There is a common thread to all of these. It has to do with the gameworld, and the player’s method of interaction with it.

Stacking boxes to make your own path or eating the parrot in Half-Life and Metal Gear are the same as the magic wand in Zelda 1 or the structures in Wanda that serve no apparent purpose except to look at them, climb on them, stand on them, ponder about them. Building a spear in Lost in Blue is the same as gaining that level or buying that copper sword in Dragon Warrior, as finding a heart container or a boomerang in Zelda, as making that leap of logic in Riven, about that device halfway across the island.

The technique names in Phantasy Star are the same as the number system in Riven, as the clues in Zelda, as the Erdrick lore is in Dragon Warrior, as the artifacts are in Lost in Blue. And these are the same as the boxes and the parrot and the spear and the boomerang.

These are all different approaches toward the same, or similar, ideals. Player progression relies on personal growth and curiosity. Within its own laws, the gameworld is responsive to nearly all actions allowed the player. There is a strong focus on trial and error. On exploration on both the micro and macro levels. On pushing the limits of the gameworld to see what happens, and maybe being punished half the time. On intuitive leaps of reasoning, within the given laws. On patience. On innate appreciation of the intangible within a greater scheme.

The laws and structure of the gameworld are a framework filled with an open question. Rote progression is never a problem, and yet the purpose never particularly lies in the plot. Or in completion. Any story, any imposed goals are simply excuses. MacGuffins. They’re there to get you out the door. To give you an anchor, a point of reference. Maybe a path to walk down. The real joy, the really important material, comes in the unimportant treasures of providence provided by the player’s presence in the gameworld, by interfering as an outsider in a self-contained system.

The player, as Link in the first Zelda in particular, is not particularly meant to traverse Hyrule. He has no weapon. He has no defense. He has no health. There is no path specifically laid out for him, and yet there is a certain logic to be exploited — inconsistently, though consistently enough. At no point does the game call for the boomerang, or the wand. The game can probably be beaten without the sword, if the player is so inclined. Yet the tools are there to be made use of.

The world of Riven is alien to the player, and presents a barrier at every turn — and yet there is a logic behind it all; a reason why everything is where and as it is. As an outsider this lack of familiarity is an initial barrier. Later that same outside perspective and status puts the player in a rarified position. The simple joys of Riven come again from a whimsical turn of that same relationship with the gameworld — from sitting on a sun-baked stone stairwell, listening to the birds and the insects and the surf below. Imagining the coolness of the shadows and the moss on the stones. Appreciating what would go unappreciated were the player to belong here. Finding one’s own treasure in a broader system.

And yet none of these games are wholly open. Unlike Morrowind or Fallout or Baldur’s Gate, there is a clear and immediate structure. There is a limit to the options available to the player. The rules and the logic of the worlds are all simple and compact. There are only so many actions. There are only so many items. There are only so wide a world, so many levels, so many set pieces, so much of a variance in direction. There is a specific ultimate task before the player, a specific direction to move in. Save the princess. Learn about these Biomonsters. Figure out what’s going on in this world. Defeat the Metroids. Survive and maybe escape. Defeat the Colossi.

The secret to success in all cases is in understanding the reasoning of the gameworld, and the method of understanding — as in life — is experimentation. It is in the quirks, the exceptions, the trivialities — that with no clear explanation — that the searching mind finds the most wonder and curiosity. And it is in these quirks that such a mind imbues the most meaning, specifically for their lack of meaning, their lack of purpose. Their lack of structure, and all it implies about the gameworld and the player’s presence within it.

It is in these imperfections that we find beauty and we find reality. In which humanity and therefore something we identify as truth shows itself. In which we see hints of a structure or a randomness beyond our comprehension, that is greater than us, that is greater than our mission and yet that leads us to our fate. It is here that we find significance, that we find meaning, that we find verification for our continued efforts.

It is this which drives us on.

Yes, videogames are toys.

  • Reading time:6 mins read

I don’t think anyone’s saying that there isn’t human potential to videogames. It’s just that they aren’t really living up to that potential yet. Even in the best cases. Give ’em a couple of decades.

Ebert hasn’t spent much time with them. He hasn’t really thought about them. Freeman’s basically on mark in saying the problem is, we don’t really have the vocabulary down.

I responded to Ebert, telling him that although he was essentially right as far as he went with his argument, he was a little off base in what he was using to judge. He says the main problem with videogames is that they ask for user input, so there isn’t any “authorial control” to them. Well, sure there is. The control is, as with film or novels, in the rules that the fictional world goes by. The difference is really just in what the different media study.

Film is about the juxtaposition of imagery over time, and what that can do to us. Videogames are about cause and effect, and what that ultimately can do to us.

The reason most videogames are kind of trivial right now is that few games really bother with the idea of consequences. I don’t even necessarily mean within the gameworld itself, although in some cases that could be a good step. I just mean emotional consequences. Given that almost all videogames are based on physical violence, you can see how they’re a little hard to take seriously.

This is the problem with the whole “videogames are supposed to be fun!” argument. Not really. Videogames are supposed to elicit some kind of emotion in the player. It’s the quality of that emotion which the medium and indeed the game must be judged on. That, and the elegance with which the emotion is elicited.

This is not to imply that every videogame must be “serious” — meaning Important or Dark or Thoughtful or Artsy or what-have-you. Or that most should be. Or that any should be, really. I still can’t bring myself to play killer7 because the beginning annoyed me so much. I’m just saying that they should try to be a little more human, is all.

Ideally, every videogame offers us a unique perspective of the Way Things Are. The way life works. What the rules are, what the possibilities are.

Are there any videogames out there that revolve around the bizarre way rules work when you’re a child? I don’t mean the invisible walls that don’t let you explore that part of a level just “because I said so”. I mean all of the little lies and half-truths and simplifications that are handed to us, either to get us to obey or to shut up or to mask that our parents don’t really know the answer — or just to toy with us. What about a game that explores that world, and the fear that comes along with potentially violating a rule by accident. The fear that comes with being called in that certain tone of voice, even if you don’t remember doing anything bad.

There are so many interesting things to explore. Instead we’re mostly just collecting trinkets and shooting things. See something, shoot it, get points. Cause and effect. We’ve still yet to progress past Space Invaders.

I guess maybe the reason I like older games so much, especially things like scrolling shooters and fighting games, is how honest they are. Somewhere in the last fifteen years, between the RPG explosion and the SNES and 3D and full-motion video, things have gotten kind of distracted. There’s this idea that videogames are better than they ever have been, that because people have (in some cases) learned how to put together the old pieces rather more competently than before, we’re at the heights of the craft and the art of game design. It’s all inbred bullshit. A group hug about how great Videogames are for their own sake. It’s a lie, like William Gibson’s computer-generated pop stars. Or like pop music as a genre and an industry, really.

Everyone’s been so busy looking down that something’s gotten lost and no one’s much noticed: the justification for any of this shit being here to begin with. Why are we doing this? Why are we playing videogames? Why are they being made? The only answer is that it’s because they’re videogames!

Now. This is real, and it’s a real problem. Most people just don’t have a name for it yet. They don’t know how to describe it. The industry’s getting restless. People are always complaining about sequels and about EA and about lack of good IP. Japan’s gaming industry has been imploding for a while. People keep predicting crashes. People keep talking about how jaded they’re getting, and about how much better videogames used to be. To shrug off any of that, no matter how much you might be thrilled with things as they are now, is pretty hard to excuse.

For all the talk about how healthy the industry is, how much money it’s making, as a percentage of the population videogames have exactly the same market saturation they did twenty years ago, during the NES era. There’s just more on the market, and the people who buy videogames are getting older and buying more. New people aren’t really playing videogames. And if they are, they’re doing it at about the same rate as existing players grow disillusioned.

If modern videogames tend to take the player for granted, I guess it’s because they take videogames for granted. Everyone does, really. Videogames are videogames. They’re Mario and Pokemon and Grand Theft Auto and everything we’ve ever seen. That’s all kind of poisonous. It’s best we just put it out of our heads. Those are examples of what has been done with videogames. Most of them are very well-done, for what they are. They’re just sketches, though. Videogames can be so much more interesting. So much more relevant. To see how, don’t look at videogames; look into yourself. Look at your life. Look around your town. Look at the news. Society. Look at why you like anything. Look at what makes Catch-22 such a great work and not just a funny story about World War II.

For those of you have attained enlightenment from widget-gathering, feel free to ignore this whole argument.

Manos: The Hands of Fate

  • Reading time:9 mins read

by [name redacted]

Originally published by Next Generation, under a title that I no longer remember.

Generally speaking, the controller sold with a console can be read as a microcosm of the console itself. (You might call it a rule of thumb – though I would not advise this.) That the Odyssey2 came with a right-handed stick and a single button for the left hand tells you that its games are simple, that movement is the central mechanism, and that if there is any secondary function its importance is minimal. That the NES replaces this template with a cross-shaped D-pad for the left thumb and two buttons for the right, labeled from the outside of the controller in the order that your hand meets them, says mountains of Nintendo’s idea of videogames, circa 1985.

This Week’s Releases (Oct 31-Nov 4, 2005)

  • Reading time:17 mins read

by [name redacted]

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

Monday, October 31st

Star Wars: Battlefront II
PSP/Xbox/PS2/PC
Pandemic Studios/LucasArts

I recall a day when LucasArts had something to show for itself aside from Star Wars. For the record, I have never been fond of Star Wars. And from the perspective of someone who is not particularly impressed with the ability to play as Yoda in a duel versus Darth Vader, it is exceedingly difficult to find useful information on this game. After twenty minutes of research I can’t even tell what genre it is, although people keep talking about a new “space battle” mode.

IGN spends three pages comparing the game to its predecessor and going into specific detail about exactly what every character in the game is able to do. GameSpy is able to tell me that the original Battlefront was the best-selling Star Wars game ever, which tells me exactly nothing, actually. The site does talk about “capture the flag” mode, which suggests to me this is a first-person shooter. It then goes into detail about all the mega-cool things the writer was able to do in the game. Finally, GameSpot tells me right up front that this is “an online multiplayer [first/third-person] shooter with new levels and reworked AI”. So there we are.

I think this exercise probably says more about the game and its market than anything I could add.

I OBEY

  • Reading time:2 mins read

I have been requested of more Dalek footage (as referenced here). Far be it for me to overlook a chance to show off.



The colors are deeper now, and more in line with the New Series Daleks. I don’t know if it’s obvious from here.

As before, this fellow is a product of Graffiti Kingdom. I’ve now beaten the game; it’s short, and intentionally easy. There’s a lot more that could have been done, in the end; I kept waiting for a few tools that never presented themselves, like the ability to rotate and move pieces you’ve already drawn, or to define a “body” element, or to set multiple attachment points. Or to set individual portions of arms and legs. Or light-up or “hover” pieces. There’s a lot of overlap, and not much organization. The versus mode is a wasted opportunity, too.

Still, it’s pretty neat for what it is; these are all just details. If someone’s paying attention, a DS sequel could be one of the niftiest games around. Come to think of it, maybe the map drawing feature I proposed earlier would work even better if the levels were 2D. That would bring this game even closer to Cocoron. And that could hardly be bad!

I want to reach up/and touch the sky…

  • Reading time:6 mins read

Now that I have a TV again, and now that I’ve retrieved my copy, I’ve been spending most of my time with Taito’s Graffiti Kingdom (the successor to Magic Pengel, if you’re more familiar with that). Why this game wasn’t developed for the DS, I don’t know; if there’s a third entry in the series, it had better be a DS game. Heck, the development team had better make a DS iteration, whether they intended to continue the series or not.

The deal is, you draw your own characters in 3D, and guide their animation. For simplicity, the program figures out how to animate on ts own; you mostly help to narrow its guesses. That’s actually kind of neat, though, as you’ll find your characters do all manner of things you wouldn’t have been creative enough to have devised on your own. As you play, you learn new abilities — both on the drawing and the animation ends. For instance, you might learn how to paint on your models, or to define a segment of your model as a wheel. You start with almost nothing, and are constantly fed a stream of new commands, at about the right rate to learn them all as they come.

As a videogame, it’s no great shakes. The levels are strung together to give you something to do with your characters, and the monsters mostly serve to suggest ideas for future drawings. The level design has a little thought put into it, in that it’s paced to feed you new situations at the rate you gain new abilities. There’s a story, though there’s no need for one. It would be easy to dismiss altogether were it not for the horrendous localization. I watched and listened, and I swear the emphasis, intonation, or timing of every spoken line in the game is off. Rarely is it even in the general dimension intended by the script. Which is not to imply the script is any better.

The localization problems, unfortunately, also extend to the painting and animation controls. The names given to functions and abilities are often misleading, and sometimes unintelligible. There is a little descriptive window whenever you select a function; its descriptions, such as they are, only further the frustration.

Despite all of this, it’s engaging as all hell. According to my in-game timer I’ve spent six hours in the game; the timer only records playtime. This is an unwise decision, as I have probably spent three times that drawing and animating, rather than playing. Were the game itself worth bothering with, Taito would have something downright dangerous at hand.

I should mention that although I have not played Magic Pengel, this is apparently a great expanion from that game. Pengel‘s drawing tools were comparably primitive, and pretty much all you could do with your characters was put them in a rock-paper-scissors match against other monsters. Imagine if, in the third game, you were able to do your own level design. Just draw a map, then refine the way the game fills in the blanks for you. Populate your maps with monsters of your own design. Then pack your level up and transmit it over wi-fi to other users, to play through with their own characters.

See, that’s what the game does — it inspires. Both in its good and its bad, it gets the mind churning. Any time that happens, it’s worth bringing attention to.

On that note, here’s what I’ve been up to lately:


From left to right, these are my four creations to date (in order of their device): Çirpy, Sashanaut, Krorn Jones, and Yoonie. The last is Shep’s character, Rælf. Which reminds me: this game takes up a hell of a lot of space. You’ll want a separate card for it, if you regularly play any other PS2 games.

And here follows some illustration of how they look and work:

My first-hatched, subconsciously perhaps based on an old character of mine (other medium, other lifetime) named Fluffy Ralf. Today I revised his legs to improve his walking animation. For a while I gave him a stupidly long bo staff to attack with; it clipped so badly when Çirpy slung it over his shoulder, I just had to remove it. So now Çirpy’s a close-quarters fighter, with a jump-back move after every two-hit combo. His feathers flop all over as he moves.



Yes, it’s based on my cat. Roughly. Sasha’s wings are nowhere near this fluffy. And he looks less like a toaster struedel. He does taste of strawberries, though. Never did figure that out. See his moves here and here! Sashanaut’s, I mean.




My fourth, and most advanced yet. He’s not perfect; I’ve no way to put his feet on the pedals, and there’s clipping all over. I’m kind of proud of how he’s come out. He started as just an experiment with a wheeled instrument, about fifteen minutes before I actually earned the “wheel” designation. Instead, I just used rotating pieces. It seemed silly to just have a unicycle on its own, so I put a bear on it. The bear would have looked bored just sitting there, so I gave him a book to read. That eventually turned into a magic book, with flame properties. I’m getting better with the drawing tools, I think; his profile in particular is distinctive. Note that his legs are specified as arms; otherwise, he’d just stand up and run around with a unicycle sticking out of his butt.


And this is how they look in a bowling alley.

Yes, I realize Yoonie’s footage uncannily resembles that of a lake beast of certain repute. I assure you, the coincidence is entirely coincidendal.

Krorn Jones was another experiment. I didn’t expect to keep him around for more than a few minutes; it’s just, with his long arms, his backflip ability, and his firearms, he turned out as my most powerful character — and he’s got some personality, for a robot. I just recently added some moving gears and decorations, since I decided he’s staying around.

That’s it for now!

Touch Survival Kids

  • Reading time:3 mins read

Lost in Blue feels a lot like Zelda 1. Same sense of constant danger, being stranded somewhere to fend for yourself. In Zelda the danger is mostly from monsters and things. Can’t explore too far or they’ll kill you. Have to work your way up. In Lost in Blue, the dangers are hunger, thirst, and exhaustion. I’m just gradually building myself up to explore further and further inland. I keep finding miraculous things like an empty glass bottle, washed up on shore, that lets me carry water with me. And long sticks, that I can fashion into spears. And logs, that I might be able to build something with eventually.

It’s a lot like the treasures in Zelda, which you just sort of find, and which mostly seem special because they’re something you found, that might help you, rather than because they’re the key that unlocks the next door that lets you go forward (as in the later games). Though they might have that effect, It’s not that direct.

I’m surprised the game doesn’t make more use of the touchscreen — even in the menus. Strange to have to actually press the start button when it says “PRESS START”. And it’s weird that you can’t just dump stuff on the floor of your cave. It’s not like the twigs would go anywhere. I can see a certain limit, like after a certain point the girl complaining that, what with her unable to see (you step on her glasses near the beginning), she’s liable to trip if you clutter the place any more.

I found raspberries!

Castlevania is… there. It is what it is. It’s another Castlevania. A pretty good one. I think my save file getting corrupted just soured me on everything. It was my own fault. I think I turned the system off while it was saving.

The first part of the game is wonderful. Then it gets boring. Then more boring. Then more boring. Then it gets better, then better, then more boring, then a little better. You actually aren’t ever in The Castle, as such. Though when you’re on the fringes of this mess of a hideout, things are much more well-defined. The level design is just really good in the first two sections of the game. And it looks interesting and has great music. The two towers are great. The best clocktower ever. And there are some great touches. In between, though…

The whole middle section is just monsters on shelves, that you cut through to get to the next room. It’s weird, because there are such good parts on either end. It’s like the level designers fell asleep for half the game. Maybe they just left the whole middle section open, figuring “we’ve got the outlines; we’ll fill the rest in later.” Then deadline approached, and they just went and scribbled in every middle square as quickly as they could. That the map is so well-conceived overall seems to support this impression.

I got disenchanted somewhere around the ballroom, and I don’t think I ever quite recovered. A shame, considering how much good there is here.

Jay-Pan

  • Reading time:0 mins read

What’s so good about Dragon Quest games?

  • Reading time:4 mins read

There’s no nonsense to them. Keep in mind every other JRPG is a Dragon Quest clone, and has to contrive something to set itself apart from Dragon Quest. Draon Quest is, therefore, the fundamental game that everything else is a deviation from.

And there is a certain purity and wholeness to it, as an experience. It’s balanced for a certain sense of immediacy: all that matters is right now.

For the most part, the game realizes where its abstractions are and that they are abstractions. Although it’s mostly just statistics, fighting means something in and of itself: the stronger you get, the further you can safely explore. The larger your world becomes. It’s a barrier you must butt heads with if you want to grow. Nothing to glory in; it’s just a fact. This is compared to most RPGs where you fight to make it easier to beat upcoming bosses, or to level up for the sake of levelling up, or where fighting appears to be the whole point, for whatever reason, rather than a mere fact of exploration in dangerous places — and where you move forward to get to the next area and forward the plot and finish the game.

Its simplicity and its honestness really drive home how most other JPRGs have missed the point — by slapping on extra systems, extra layers of complexity just to make themselves different, trinkets, fetishes, by taking literally things that were abstract for a reason (like the numbers, or the concept of an “overworld”), by putting the focus on petty issues rather than practical ones.

When it comes down to it, Dragon Quest is about growing up, maturing, seeing the world. Experience has meaning, because the more experience you have the broader your world becomes. Money is practical because it allows you buy tools to help you in your travels.

You will constantly be hitting your head against your limit and being forced to go home, rest, recuperate. The next day you go out and hit the world again, a little wiser, a little stronger. Maybe today you’ll see something you never saw before.

That’s more or less the focus of every game. DQ8 makes it more clear by making trees trees, making mountains mountains, giving you a horizon and putting things on it to inspire you to go out and look for them. You will still keep having to go home. Stray too far, too quickly, and you will get in over your head and you will be in trouble. And you might just get killed. Yet that danger just adds all the more excitement to every day’s travel.

Curiously, if you can get around the interface issues (like having to choose “stairs” from a menu every time you want to climb them), the original Dragon Warrior has hardly dated at all. Again, that’s just a matter of the game’s fundamental simplicity. It’s like playing Super Mario Bros. or Asteroids. They’re all complete, as far as they go. Not as complex as current games, but so what. What’s complexity other than complexity. Compare that to Final Fantasy 1, which is pretty much unplayable by current standards. It just doesn’t know what it’s doing, or — more importantly — why it’s doing what it does.

When it comes down to it, playing Dragon Quest is a meditative experience. In Dragon Quest, things just Are. When you play, you just Are. It’s a game about Being. There’s no real goal; anything that the game might throw at you is a MacGuffin, really. Something to get you out the door. It’s a joyous game, a little melancholy, all about the patterns of life and change while always remaining the same. It’s happy simply to exist, and do what it does because that’s what it was put there to do. No ambition. No glory. No drama. Just a quest. A quest after dragons.

This Week’s Releases (Sep 26-30, 2005)

  • Reading time:15 mins read

by [name redacted]

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

Catching up from a strong PSP showing at TGS, the DS has begun its cavalcade of fall delights. Also, some decent compilations and a creative D&D game. Check it out!

Today (Monday, September 26th)

Trace Memory (DS)
Jinx/Nintendo

In Japan, this is called “Another Code”. Neither name is that memorable, I’m afraid. The game itself is (as with Lost in Blue, below) one of the new slate of adventure games that serves to demonstrate how the DS hardware might be used. Trace Memory is in essence a Myst-style adventure game – nothing special on its own right, except that point-and-click games have generally been alien to the console and handheld side of the industry, due in part to interface issues, in part to the different mindspace projected by a PC and a TV environment.

In their intimacy, handheld games are a little closer to PCs than are console games – so in theory, the only real hurdle should be the interface. With its stylus and touch screen, the DS is perhaps even more ideal than a PC-and-mouse setup; simply tap where you wish to look. Beyond this, Trace Memory blurs a few edges between PC adventure games and console-style adventures by displaying an overhead view on the top screen and leaving the bottom screen for your character’s first-person perspective. Use the control pad to precisely navigate, or use the touch screen to point your way around. You can think of the bottom screen as a heads-up display or the top screen as a mere map, if you like.

The game is short, from what I gather. That seems just as well, for what the game is. There was a little buzz around Another Code a few months ago, even before people stopped dismissing the DS out-of-hand – so it should gain a small and reasonably loyal following on release. Even if it doesn’t sell through the roof, it still should be valuable to study.

Worlds

  • Reading time:2 mins read

Occurs to me that the thing The Good, The Bad, and The Ugly has definitely in common with Fellowship of the Ring (more than the other two Rings movies), and indeed with things like Lang’s Metropolis and The Third Man and Nosferatu — basically every movie I find magical and involving — is that the movie’s world is in a sense the main character. There are other characers in the movie, with their own agendas that we follow. The main conflict or relationship, though, is between those characters and the world they’re in — which in most cases is their own world; they just don’t see all of the aspects of it that we do, because they live there. The characters exist to bounce off the scenery, to ignore it, to walk us through it, to give us contrast with it..

This also describes The Legend of Zelda. And Silent Hill. And Phantasy Star II. And Dragon Warrior. And just about every videogame I find magical and involving. Hell, Riven is nothing but environment.

In a certain meta way, it also decribes more postmodern fare like Charlie Kaufman and Treasure. In MGS3, Kojima does both at the same time! Resident Evil 4 tries to as well, though it’s a little more clunky in execution.

A thread here.

Perspective

  • Reading time:3 mins read

LttP focused things. everything became more well defined, limpid. for people who thought the important parts of the original had to do with the “gameplay,” the structure of the game itself, LttP was a masterpiece. for people who valued the original for its “ideas,” the way it made the player feel as if there really were limitless possibilities (even though this feeling was the product of haphazard design, more often than not), LttP feels neutered, and misses the point, sacrificing the idea of free adventure for well-crafted but unimportant gameplay.

That’s about it. Or even more simply, it’s a matter of the game for its own sake versus the game as inspiration for things outside the game. Objective versus subjective value. Definition versus ambiguity. A dead end and a mere strand in the larger endless net of life.

Since, you know. The games themselves are just things. They don’t really matter.

There’s a word for the worship of objects rather than appreciating what they suggest and stand for within the context of human experience. It’s not a terribly flattering one. Actually, there are several, and none of them are all that positive. It seems to say something about the relationship between human tendencies and ideals. We like the idea of hope, but usually don’t have the energy or will to entertain it for long.

Even just growing up is the same struggle. The same awkward balance. Generally in this culture people wind up feeling defeated by life by the time they’re middle-aged. Thus the stronger tendency toward conservatism in the elderly. This is kind of sad, from my perspective. A last desperate attempt to reclaim what’s come and gone, to make sense of a life that one never took the time to understand the first time around and now it’s getting on to too late. It’s a sign of despair.

I’ve gone through adolescence, a less than ideal first twenty or so years of my life. I’m past it now and I’m done despairing what there was to despair, which in the grand scheme of things isn’t really all that much. Time is too short and too interesting to wallow.

It’s a shame other people can’t get over their own problems the same way. Then, I guess that’s why I write the things I do. Try to offer some glimpse of how else things might be. Videogames are, I guess, as good a tool as any.

Holy Moley.

  • Reading time:1 mins read

From what I can tell, that ridiculous NextGen column of mine yesterday got the most hits of anything on the site. The piece with the second-most hits seems to be the J.Allard interview, where he drones on the thought process that led to the two variations of the Xbox 360 hardware. Not a bad topic; the kind of thing you’d expect on the top of the heap.

In comparison, my column got… let’s check again… something like every news piece on the site combined, times three.

So. Maybe that explains something?