Primrose DSi now available

  • Reading time:1 mins read

Jason Rohrer, of all unlikely yet worthy candidates, has been making a few recent motions to the mainstream, with a DSiWare anthology of his early art-narrative games and a hugely successful pay-what-you-want sale for Sleep is Death.

A couple of months ago the Latin America-based Sabarasa Inc. announced, alongside the aforementioned anthology, a DSiWare port of Rohrer’s iPhone puzzle game, Primrose. That port has now materialized.

The game is a bit like a single-player Go or Othello, in that it involves surrounding tiles with tiles of an alternative color. The developer describes Primrose as a relaxing, free-form experience.

( Continue reading at DIYGamer )

The New Generation – Part Three: Infrastructure

  • Reading time:20 mins read

by [name redacted]

Originally published by Next Generation.

Videogames are finally finding their way. They’re moving in small steps, yet whether by need or inspiration change is in the air – a whole generational shift, an inevitable one. It’s the kind of shift that happened to film when the studio system broke down, or painting broke out of academia and… well, the studio again. In short, people are starting to get over videogames for their own sake and starting to look at them constructively – which first means breaking them down, apart from and within their cultural, historical, and personal context. When you strip out all the clutter and find a conceptual focus, you can put the pieces back together around that focus, to magnify it and take advantage of its expressive potential.

Over the previous two installments we discussed some of the voices heralding the change, and some of the works that exemplify it. In this third and final chapter, we will cast our net wider, and examine some of the cultural or circumstantial elements that either led to this shift, reflect it, help to sustain and promulgate it, or promise to, should all go well. This is, in short, the state of the world in which a generational shift can occur.

The New Generation – Part Two: Masterminds

  • Reading time:23 mins read

by [name redacted]

Originally published by Next Generation.

Something is happening to game design. It’s been creeping up for a decade, yet only now is it striding into the mainstream, riding on the coattails of new infrastructure, emboldened by the rhetoric of the trendy. A new generation of design has begun to emerge – a generation raised on the language of videogames, eager to use that fluency to describe what previously could not be described.

First, though, it must build up its vocabulary. To build it, this generation looks to the past – to the fundamental ideas that make up the current architecture of videogames – and deconstructs it for its raw theoretical materials, such that it may be recontextualized: rebuilt better, stronger, more elegantly, more deliberately.

In the earlier part of this series, we discussed several games that exemplify this approach; we then tossed around a few more that give it a healthy nod. Some boil down and refocus a well-known design (Pac-Man CE, New Super Mario Bros.); some put a new perspective on genre (Ikaruga, Braid); some just want to break down game design itself (Rez, Dead Rising). In this chapter, we will highlight a few of the key voices guiding the change. Some are more persuasive than others. Some have been been making their point for longer. All are on the cusp of redefining what a videogame can be.

Touch Generations

  • Reading time:13 mins read

by [name redacted]

Originally published by Next Generation, under the title “FEATURE: A Short History of Touch”.

A few years ago, Nintendo launched the DS with a vaguely unsettling catch phrase: “Touching is Good”. Their PR team sent disembodied plastic hands to everyone on their mailing list, in the process creeping out Penny Arcade. As creepy and forward as the campaign was, it had a point. Touching historically has been good, for the game industry.

On a whole, videogames are an awfully lonely set of affairs. They paint an alluring well, then give the player rocks to throw, to see what ripples. From Spacewar! to Pong, you’re always shooting or batting or throwing some kind of projectile, to prod the environment. Even in some of the most exploration-heavy games, like Metroid, the only way to progress is to shoot every surface in sight, with multiple weapons. Little wonder art games like Rez are based on the shooter template: it’s about as basic a videogame as you can get. See things, shoot things, you win. If things touch you, you lose. Except for food or possessions, generally you can only touch by proxy; toss coins into the well; ping things, to see how they respond. To see if they break.

Ambition and Compulsory Design in Animal Crossing

  • Reading time:1 mins read

by [name redacted]

The thing about portables – and not everybody cottons to this – is that people use them differently from other game systems. You cradle them in your hands, within your personal space. You drag them around with you, pull them out of your pocket like a dime novel, then snap them closed when you step off the bus. Where console and PC games ask you to set aside blocks of your time, portables fill the cracks in your day.

All of these situational dynamics, and the psychology lurking behind them, inform the basic checklist for a portable game.

( Continue reading at Game Career Guide )

How to Make the DS Better

  • Reading time:6 mins read

by [name redacted]

Originally published by Next Generation.

That the DS is a sensation is both indisputable and deserved. That it has helped to change the industry should by now be reasonably obvious. All the more shame, then, that the system is not really built for success.

The DS was an experiment – a cautious stab in the dark, introduced almost with an apology in Nintendo’s early assurance that it was not replacing the Game Boy. Instead, Nintendo insisted, the DS was meant as a “third rung” in the company’s strategy in addition to its traditional handheld and console systems. Judging by how long it took the industry and its followers to “get” the system and its improved follow-up, the Wii, Nintendo’s caution was probably well-advised.

To Nintendo’s credit, it wasted little time.

Aonuma’s Reflections On Zelda

  • Reading time:1 mins read

by [name redacted]

Check out the comments section on the original article. Seriously.

On Thursday Aonuma candidly, and with self-effacing humor, spoke of his period of aimlessness and mistakes that began with the release of The Legend Of Zelda: Wind Waker, the way in which they reflected the Japanese industry as a whole, and how they led to Nintendo’s shift of focus over the last few years.

( Continue reading at GamaSutra )

A Slime for All Seasons: Videogames and Classism

  • Reading time:12 mins read

by [name redacted]

Part twelve of my ongoing culture column; originally published by Next Generation, under the title “OPINION: Yuji Horii was Right to Opt for DS”.

You’ve probably heard this Dragon Quest business; in a move surprising to professional analysts everywhere, producer Yuji Horii has decided to go with the most popular piece of dedicated gaming hardware in generations for the next installment of the most important videogame franchise in Japan. If people are bewildered, it’s not due to the apparent rejection of Sony (whose hardware was home to the previous two chapters). After the mediocre performance of the PSP and the bad press regarding the PS3 launch, Sony has become a bit of a punching bag for the industry’s frustrations. Fair or not, losing one more series – however important – hardly seems like news anymore.

So no, what’s confounding isn’t that Horii has changed faction; it’s that he appears to have changed class, abandoning home consoles – in particular, the sure and sanctified ground of the no-longer-next generation systems – for a handheld, commonly seen as the lowest caste of dedicated game hardware.

Horii Himself, Out.

  • Reading time:6 mins read

Yeah. This doesn’t completely surprise me, except in the sense that it actually happened.

Handhelds are a better place for introverted, focused experiences. (See Metroid II.) In terms of the mindset involved, playing a handheld is like reading a book, whereas playing a console is like watching TV. Again, look how perfect Dragon Warrior is on the Game Boy — how much better it is than on the NES. Also: having a lengthy “novel” game makes more sense if you can pick it up and put it down at leisure, rather than being forced to sit in one place and stare at a screen for hundreds of hours. Leave the consoles for flash and fun; visceral stuff. Like the Wii, say.

Also to consider: as great as DQ8 is, there are two major abstractions left that seem kind of contrary to what Horii wants to do with the series. For one, the player controls more than one character. That’s a little weird. For another, it’s got random turn-based battles. Honestly, that doesn’t seem like part of Horii’s great plan for the series. It never has; it’s just been something he’s settled with until now.

So yeah. The DS seems like an ideal place to put the game. What’s really interesting is the multiplayer aspect — which I didn’t expect at all, yet which again sort of makes sense, depending on how it’s implemented. If players can come and go at will — join each other or set off on their own tasks, each with his or her own agenda — it’ll work. If there are too many constraints to the framework, keeping people from just playing the damned game whether their friends are around or not, it’ll be a bit of a downer.

I’m kind of undecided what this game means in the end. On the one hand it seems likely it’s meant as an intermediary step while Horii works on Dragon Quest X for the Wii. Considering how far along this game seems to be (implying it’s been in the works for at least months, maybe a year), it seems like it’s part of a long-term plan. Also considering that the sword game seems basically like a testing bed for a new battle system… well, do the math. And yet, there’s this issue about the DS actually being the most suitable system out there right now (in terms of market saturation, the nature of the format, and the qualities it has to offer).

Maybe it’s just the most suitable platform for Dragon Quest IX in particular, for everything he wants to do with the game. If X is going to work the way I think it might, it’s going to pretty visceral and showy — demanding a home system. One in particular (that being the most visceral available).

Basically, every game Horii makes appears to be just another approach to the same game he’s been trying to make for twenty years. He never quite winds up with what he wants — though lately he’s getting a little closer. From what I can see, this is just one more angle, allowing him to capture a certain aspect of his vision that he hadn’t been able to before (perhaps at the expense of some other elements, that he’s already explored). So, you know, right on. These details seem worth exploring.

The next game… maybe it’s time to assemble? See how all the pieces fit?

The thing that I dig about Dragon Quest is that, whatever the surface problems, the games are visionary. It’s a strong, uncluttered vision that all the games reflect even if they don’t always embody it. As “retro” as they seem, they’re not just crapped out according to a formula; they’re each trying to achieve something that’s way beyond them — meaning an endless pile of compromises.

I find that pretty encouraging. Not the placeholders; the way Horii isn’t afraid to use them, while he roughs out everything else. And that he doesn’t let them distract him; he just devises them, then discards them when they’re no longer of use. He keeps chugging along, going through draft after draft until he gets it exactly right. It’s a very classical disposition. Very honest, at least to my eye.

He’s a lot like Miyamoto, except Miyamoto sort of gave up a long time ago. And Miyamoto’s vision isn’t quite as focused (though in turn, it is broader than Horii’s).

The one problem I can see with going from turn-based to real-time battles is that the battles in Dragon Quest — I don’t think they’re really always meant to stand in for actual fighting, as much as they’re a stand-in for any number of hardships and growth experiences that a person like the player might encounter in a situation like the quest at hand. Some of that might be actual battle; some of it might be much subtler and harder to depict in a game like this.

Keeping the battles turn-based and separated from the wandering-around makes the metaphor a lot clearer as a compromise, rather than as something special or important in its own right. Changing to a system that makes the game actually about fighting loads of monsters… I’m not sure if this is precisely the point he’s looking for. Still, it’s a trade off. Get more specific somewhere, you have to lose a nuance somewhere else.

I wonder what other sorts of difficulties or experiences could be devised, besides semipermeable monster walls holding you back. Ones that would add to (or rather further clarify), rather than detract from (or muddy), the experience. And preferably that wouldn’t be too scripted.

I’m thinking a little of Lost in Blue, though I don’t know how appropriate its ideas would be, chopped out and inserted whole. Still, general survival issues seem relevant: having certain bodily needs (and maybe psychological ones — though who the hell knows how to address that) that, though not difficult to attend to, cause problems if you don’t. So in the occasions you do run into real immediate difficulty (battles, whatever), you’ll be in far greater danger if you’ve been pressing yourself too far; if you haven’t sufficiently prepared. Likewise, injury might be a real problem — so the player would have to think carefully, weigh cost and benefit, before charging into dangerous situations.

Not pressing out would mean you’d never learn more, get better, stretch your boundaries. Being foolhardy would get you killed. Same deal we’ve got now; just more nuanced.

I’m sure there are other ways to do it. Maybe more interesting ones.

It could be I’m reading in some things that aren’t overtly intended. Still, I’ve never felt the battles were as important as what they stood for. They’re too straightforward. They’re used too cannily, as a barrier. The trick, again, is whether there’s an interesting and functional way of more literally representing what they might stand for. I dunno. Maybe not! At least, not right now. So all right, violence. Fair enough.

Dragon Quest IX: Starry Sky

  • Reading time:2 mins read

It looks like it’s been announced for the Nintendo DS. Which is… pretty big news! I mean, this is one of the most important series in Japan — one of the things that effectively makes a console. Though to be fair, it’s also usually released for the console with the biggest (or projected so) user base. For that to be the DS, instead of a home system… hell. You want to see some paradigms shifted? Here you go.

I’m guessing that Yangus Mysterious Dungeon game was meant as a test for the system, to see if the DS could handle a game roughly on the scale of DQXIII. I’ve not played the former (I don’t think it’s even getting a release over here); I hear it’s pretty darned impressive, for what it is. I’m undecided if I think this DS game is in turn meant as a prototype for a Wii game (as Horii has hinted at in the past), or if he’s trying to say something by moving the series to a portable system. Considering how damned well earlier Dragon Quest games have worked on the Game Boy (way better than on home systems), and considering how much more free time Japanese salarymen have on the train than at home, I’m guessing this might be considered a more efficient format for “timesink” games of this sort. I know I’ve suggested as much in the past. (Hey, is the industry starting to catch up to me?)

Here’s another paradigm: it’s turning into a “communication” game (Wi-Fi enabled), and it seems it’s becoming real-time. So hell, there are a couple more abstractions out of the way — basically the last significant ones remaining in DQXIII. No more turns, and you only control one character. I wonder how this will work out in practice; if players can simply hop into and out of each other’s quests, or if it’s more restricted.

EDIT: Well, there we go. Someone’s writing about it already. And yeah, forgot to mention the Level-5 bit. It’s interesting they’re still tied to the series, considering how eager they are to break out and do their own thing!

Lifestyles of the Rich and Stupid

  • Reading time:4 mins read

I don’t consider myself a gamer. Then again, I suppose I don’t “game” so much as I… play videogames, sometimes.

If my distance sounds disingenuous… well, sometimes it is, a little. There is, however, a difference between having something in your life and building your life around that thing. Videogames fascinate me, and I spend a good deal of time thinking about them on an abstract level. I’ve thought enough about them to make some money based on those thoughts. Sometimes I play them, a little, when I’ve nothing better to do. I don’t feel it’s got much, if anything, to do with my personal identity, though. It’s just something that’s there, in my life.

And I think that’s an important distinction. Most videogames currently cater to “gamers” — a label that suggests that they use videogames to give themselves identity on some level. And, well, that just explains everything, doesn’t it. Aversion to change, in particular.

A person doesn’t need to have that ego attachment to enjoy a videogame any more than I need to tattoo Trent Reznor’s name on my thigh to enjoy Nine Inch Nails. Or even to analyze his music on a deeper level, sometimes. Likewise, I don’t need to spend my life in the cinema to enjoy Orson Welles and appreciate the significance of his work.

That is, to an extent, what Nintendo’s going after now: trying to make videogames accessible to people who don’t necessarily want to base their lives around them — which, at present, videogames really aren’t much. The “casual game” sector, and the success of cell phone games, proves that there’s some headway to be made here. I think that whole subsection of the industry is a little misdirected (and frankly a little patronizing), though.

I’m reminded of a recent post by Matt McIrvin about the Wikipedia science community, in particular advanced physics — about how the people editing don’t know how to write at all and keep skewing articles toward the most inclusive, precise, elaborate definitions possible. McIrvin keeps trying to smooth out the language, to make more accessible analogies, and to winnow out the superfluous material so as to make the pages readable and the information comprehensible to someone with, at best, only a slight existing understanding of the material. And even then he often gets complaints from casual readers that the articles are impenetrable.

Addressing this doesn’t necessarily mean dumbing down the material; it just means stepping back and detaching yourself from it enough to understand the context and what’s actually useful. There is a place for insider science writing, and that’s in academic science journals. There is a place for “gamer games”, and the Wii completely supports them. Just as important, though, is making the information available on a certain practical level to anyone who might express an interest.

How often have you handed a controller to, say, a parent who expressed some interest in what you were doing, only for him to hand it back in frustration when he couldn’t make sense of what he was doing; couldn’t coordinate his hands, was overwhelmed with all of the buttons and their seemingly random effects? The interest is there; anyone can be interested in anything. The problem is addressing that interest and drawing it into full-fledged involvement, for the time spent with a videogame — rather than simply assuming an existing level of exposure and a certain set of preconceptions.

Though I have that exposure, I don’t really feel I go into videogames from the perspective of someone looking for a videogame to play; I’m looking for something on a more human level, to maybe contribute something to my life for the time I spend playing. That might be an abstract intellectual observation, as in the game systems of a Treasure game, or it might be emotionally-based, as in Silent Hill. I don’t play videogames simply because they’re videogames, though. I don’t at all care about videogames for their own sake; I’m only interested in what they can do for me. I mostly stick around because I see the potential bubbling away, for them to tell me something really interesting that I didn’t know before.

I think that’s pretty close to the definition of a non-gamer. And I think it’s pretty close to the stance of your housemom or random schmoe. Which is why I think, should videogames come closer to achieving that goal, they will find a much wider audience than they currently do.

It’s-a Heem! Again!

  • Reading time:3 mins read

So far, New Super Mario Bros. isn’t as annoying as I expected. Kind of flavorless, yes. Well-made, though. Some nice ideas in here.

I like how they’ve stripped down everything except the mushrooms, fire flowers, and turtle shell — and then refocused the game so it’s basically all forward momentum. There’s plenty of stuff to dink around and find; that’s kind of peripheral, though. The overworld map pretty much drives the point home: it’s a straight line from the first level to the final castle, with only the occasional tangent to access an alternate route or a special item. The levels themselves are much the same. And the way the secret routes and items are hidden is nice and old-fashioned; reminds me of Mario 1 and Sonic 1.

Likewise, the focus on Mario’s size-changing is interesting. In past games (except Mario Land), there’s never been much point in being small. Here, not only is being small occasionally of value; you can also be smaller than small. And to trade it off, you can be bigger than big. Conceptually, it’s definitely got its stuff together; this is kind of like how Gradius V focuses on the Options. In execution — well.

The problem, as Toups pointed out earlier, feels like a lack of confidence. That seems to be an issue with a lot of Nintendo games these days. A shame. I mean. With more confidence in its own ideas, Wind Waker could have been really amazing. And again, whoever conceived of this game was a really clever person. You want to revive an imporant series, you break down what defines it and you build upon that. In this case, you focus on Mario’s growing/shrinking ability and on forward momentum; ditch all the suits and playground design and as much clutter as you can get away with, then slowly build back up with an eye toward the central themes.

Even the level design is often quite snazzy. Same with the very limited treasure hunt aspect, and how that ties into the world map: spend the coins however you like, whenever you like; go back and dink around to find the other coins whenever you feel like it. No pressure to complete everything; to the contrary, the game’s constantly pushing you forward. Yet it allows leeway if you want to explore. Again, sorta reminds me of early Sonic. Heck, Mario even runs like Sonic now.

Partly because of all that, I really wish this thing felt less generic. Less… cardboard. Whereas Gradius V and OutRun2 almost supplant Life Force and OutRun, this comes off more like a tribute game than something important in its own right.

EDIT: Actually, I want to say it reminds me a lot of a milquetoast follow-up to Super Mario Land. You’ve got some of the same ideas in it: better use of Mario’s size and working it into level logistics; more thematic enemies, and levels with memorable one-time quirks. I keep expecting the fireball to work like the Power Ball, and bounce all over, allowing me to collect coins. Instead, it just creates coins. (Not sure of the in-game logistics there. I think the Mario Land model would have fit better.) What Mario Land has that this doesn’t is a bizarre and quirky personality of its own, allowing it to stand as a response to Super Mario Bros. rather than just a new take on it.

The Nintendo Syndrome

  • Reading time:12 mins read

by [name redacted]

Part two of my ongoing culture column; originally published by Next Generation.

So Nintendo’s at the top of its game again – or near enough to clap, anyway. The DS is one of the bigger success stories in recent hardware history. People are starting to buy into the Wii hype; even Sony and Microsoft’s chiefs have gone on record with how the system impresses them. Japan is mincing no words; 73% of Famitsu readers polled expect the Wii to “win” the next “console war”, whatever that means. And these people aren’t even Nintendo’s target audience.

Satoru Iwata has done a swell job, the last couple of years, taking a company that was coasting on past success, whose reputation had devolved to schoolyard snickers – that even posted a loss for the first time in its century-plus history – and making it both vital and trendy again.

So what happened to Nintendo, anyway? How is it that gaming’s superstar was such a dud, for so many years? What’s the white elephant in the room, that everyone has taken such pains to rationalize? It is, of course, the same man credited for most of Nintendo’s success: Shigeru Miyamoto.

NextGen’s Top Ten Years In Gaming History

  • Reading time:30 mins read

by [name redacted]

Originally published in some form by Next Generation. I was asked not to include 1999 or 2000, because the Dreamcast was perceived as a low mark in the industry rather than a high one. I was also asked to include the previous year, to suggest that we were in the middle of an upswing. So… that explains some of the selections.

In videogames, as in life, we tend to get things right about a third of the time. There’s one decent Sonic game for every two disasters; one out of every three consoles can be considered an unqualified success; the Game Boy remake of Mother 1 + 2 was released in one out of three major territories. With the same level of scientific accuracy, one can easily say that, out of the thirty years that videogames have acted as a consumer product, there are maybe ten really excellent milestones, spaced out by your 1984s and your 1994s – years maybe we were all better off doing something out-of-doors.

It kind of makes sense, intuitively: you’ve got the new-hardware years and the innovative-software years, spaced out by years of futzing around with the new hardware introduced a few months back, or copying that amazing new game that was released last summer. We grow enthusiastic, we get bored. Just as we’re about to write off videogames forever, we get slapped in the face with a Wii, or a Sega Genesis – and then the magic starts up all over again, allowing us to coast until the next checkpoint.

This Week’s Releases (May 22-26, 2006)

  • Reading time:9 mins read

by [name redacted]

Episode forty-one of my ongoing, irreverent news column; originally posted at Next Generation

Game of the Week:

Steambot Chronicles
Irem/Atlus
PlayStation 2
Tuesday

You have likely read, if you like to read, of a game called Bumpy Trot; this site in particular, in the hands of Japan columnist William Rogers, has taken every possible opportunity to name-check the game – resulting in a blurb on the its Atlus USA site. Here’s where I remind you of its Western name – the Haruki Murakami-esque Steambot Chronicles – and mention that it really is nifty, for what it is. For a more elaborate description you can turn to NextGen’s “Ten Best Games in Japan” column for last year; for here, suffice that it’s sort of like a Zelda game done right, thrown into a post-GTA sandbox, and produced on a shoestring budget by a sincere bunch of underdogs who aren’t used to making this kind of game. So it’s a little wonky, and a little glitchy, and it doesn’t know what it’s not supposed to do, which results in as many weird decisions as inspired ones. It’s not really made for prime time, and yet it’s got so much heart and it’s got such good ideas that it’s got the workings for a real sleeper hit. Give it some hype and some word-of-mouth, and this game will surpass expectations.

Atlus has done a pretty good job on the localization; the voices are… solid enough, and the writing is appropriately stark. Though something tells me the game might have made more of an impression with its original Japanese name, the new one maybe fits the game a little better. This is only one of maybe a half-dozen impressive new acquisitions Atlus USA had to show at E3; if Atlus can just get the word out the way it did with Trauma Center, this could be one of the company’s best years yet.