Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Wednesday, July 12, 2017

Entries Past #3: "Valiant Hearts: I liked this game"

Title Valiant Hearts: I liked this game

Body 
Much has been written

i add only

art

story

learning

gameplay - yeah, silly

but i've played worse.










Date Lost to history, but must be around April 25th, 2015

Rating 11/10. Would blog-review this videogame again

Notes First of all, if you want to check me on this or any game, check me here. Now, to this post. I think I was moved to write it because I thought this game was flawed but had real heart? I guess? I don't really exactly know I thought I should write a blog post "reviewing" this game; the whole idea seems super-crazy to me now.

That said, I admire my choice to write the review in free verse prose poetry. Very brave.

If you haven't played Valiant Hearts, I do recommend it. It is an unusual game, more than anything else, on both merits and flaws.




Wednesday, February 22, 2017

Night in the Woods

I wanna tell you real fast about a video game. It's called Night in the Woods.

If you're into gaming at all, you have probably heard of it. If you're not into gaming, you probably have not. It is an indie game, made by a small loving team, that ran a highly communicative and engaging Kickstarter campaign on the back of a simple but promising trailer.

I love it.

I've only played about 90 minutes. I'm sure it's not perfect. I can already tell that some of its necessary limitations, the things that it does to keep me on narrative track, may @ some point feel like corralling. I don't really care.

I love it. Here's why:

It's been clear, following the Kickstarter campaign, that its creators are duly obsessed with execution, aesthetics, for lack of a better word...art. And y'know what my own big project is not yet as complete as theirs, so I say this with studious humility but: I'm obsessed with that, too. So I was hoping I'd love it. Because I'm obsessed with the idea that if you really focus on making every thing, every beat, every element of your [insert form of expression] matter and land, then that's what it's about. That's why this stuff matters and is good and imparts something from some humans (in my case, I guess, one human) to others.

And this team, already, has done that over and over for me as a player.

When I played a "rhythm game" early on after Mae, the insanely engaging protagonist (an anthropomorphized cat; all the characters are anthropomorphized somethings), reengages her old friends and rejoins with the band...the song was good, and had good lyrics, and I cared about the scene and if I did well in the song.

When I had to buzz up to an apartment and a button was missing so I pressed all the others and had funny conversations and during that time I noticed the hint that was how I beat this small puzzle and got past this bit:
- I liked those conversations. They were fun and funny.
- That made the gradual repetition of the puzzle element engaging.
- That made the puzzle fun; that made it a game.

When I got home after having some conversations and doing some things and it was night because I'd slept in until 4pm because [story]...it all completely worked. It completely synced up.

(At one point, team NITW, I fell through the floor of my house, btw. I'm pretty sure it was not supposed to happen. Reloaded just fine.)

When the scenes that Mae has with (deliberate, likable) reliable repetition with her parents--dad at night; mom in morning--are GOOD SCENES, then I engage them and learn from them and enter the world.

And, most of all, when every visual detail and musical beat is like...a piece of expression given form either visual or aural, and teaches me/says something about Mae and her world, and the state of emotion and existence of each...it's immersive. It's so, so immersive. I'm playing a AAA game now, as well, that I'm really enjoying, that I think is so great. But I'm not going to name it right here and right now because my point is this scrappy little indie is beating the pants off of it. NOT because of charity points, NOT because I so like the idea of a scrappy little indie. But because by controlling its small number of elements with such fine-toothed attention to aesthetic detail, they've created something completely and wholly engaging.

Thanks so much, Night in the Woods. I can't wait to feel more.

Sunday, September 6, 2015

Fallout Shelter is Awful & Small-Minded and Also It's Really Well and Carefully Made and... What the Hell is the Deal with Games Like This, Anyway???

This is an angry, frustrated Labor Day post about a popular game, a style of game, focus, effort, work, and how we relate to technology. It's pretty self-contained. If you wish to read more: we're talking about Fallout Shelter, a new-ish mobile game that's a huge hit. The internet has a TON to say about this; as will become clear, I pretty much agree with these thoughtful, backlash-y, negative views of it.

Fallout Shelter's a resource-mining game, which means that you periodically log in on your phone to check how your Shelter (or "Vault", in the game's parlance), an underground self-sufficient community you're creating, is doing. Your shelter looks like this, after you've built it up some:


You build different kinds of rooms, to power your Shelter and Feed and Water its residents. You move them around according to randomized abilities to farm those rooms, basically. (I'm using capitals/terms per my own rubric, here, for the purposes of this post.) You put males and females together in what're basically sex-rooms to do basically that: they then make babies. You do all this building using "Caps", a resource represented on the upper-right of the screen; you can earn Caps by doing stuff in-game or, of course, shelling out some actual $$$ (like, from your meatspace realworld monies) to hasten your progress in this ridiculous f$*#ing fish tank inside of your phone.

You try to keep your Residents happy. Sex makes them happy, and they dance before having it. Being hungry/thirsty makes them sick and unhappy. This leads to humorous juxtapositions such as this, of which the internet is full. Also: costumes (which give them abilities). I'll spare you that, Reader. Google it if you like.

They are unhappy! But dancing! And about to have sex!
(this is a zoomed in view of the image above--tap tap with your fingers)
The sensitive Reader will have already divined a tension in this post; I'm taking a glib, screw-you tone about a game that (a) I've admitted I spend lots of time with, and (b) I'm clearly moved to share screenshots of. I guess I think these screenshots are worth your time, Reader? I do. Because the screenshots are great. That color palette is great. It looks lovely, even on my tiny stupid cracked phone screen. And these "humorous juxtapositions" about which I was all too-cool-for-school, one paragraph up? They are awesome. They're funny. Opening up the game and clicking the little rooms and hearing the sounds as the resources I've mined go ching ching kerCHING--this style of "game" (or, whatever: game) can be addictive, and I've got my situation under control but I won't front: I'm here, writing this, because smart and talented designers have worked successfully to make a compelling, lovely product. I am serious: I admire these designers, and not (just) in a cynical way. They made a terrific thing.

A thing that's also bad, and diminishing my life, and I strongly suspect diminishing those of others', and without which the world would be a little bit better.

A lot of this boils down to the mechanics of how you play the game--the mechanics of finger swipe-swipe; select character; give character new gun/clothes; etc. These things are at once minutiae too boring to recount, good Reader, and the crux of the issue. Because they indicate and guide what the game is about. As the cherry-picked selection of internet negativity that I linked to at the start of this post argues, Fallout Shelter is a repetitive and cyclical exercise that asks you to learn some basics but, after that, requires neither fun gamey "twitch" skills (coordination, timing), nor strategy in any meaningful sense.

What it asks of you: time, attention, thumbs.

Periodically, things go wrong in the Shelter--fires, Radroach infestations; also, you get attacked by baddies from the outside world. You can screw up, in how you handle these disruptions. I screwed up: I didn't give enough of my Residents in the top few rooms good guns/costumes, so when some things called Deathclaws attacked for the first time they housed me, as I attempted the ineffective swipe-swipes that are this game's poor answer to actual contextual gameplay to kit out the Residents facing them.

After that, my Shelter went through The Bad Times: corpses everywhere, power low, no food or drink -- inhabitants miserable and slowly dying although, I think, they can't actually DIE of food/thirst (not sure); certainly, it makes them sad and makes it really easy for anything else to kill them.

The days of which we shall not speak...
I kind of gave up--that something so capricious as "Deathclaw Attack!", and so actually manageable (I had the necessary guns/costumes, I had just optimized the Residents for performance in their rooms qua farming rather than defense so... etc. who cares.). I let the Shelter drift, miserable, for... I don't know, a day? And then I sent everyone out into the Wasteland to die. If you clicked that link, my feeling was different: not an experiment in culling. It was existential; I felt bad about leaving the Residents alone in their misery, and so sent them out, on missions for which really only the most leveled and geared of them were prepared.

I didn't feel great about this one.
So, we're at another juncture where I need to self-check. I'm sitting here writing about this, so evidently I somehow feel that it's worth reading about. And I did these things, with my time/brain, freely--there is no coherent model of external pressure in which I can punt the blame for ANY of my wasted time, here. AND, I kind of enjoyed applying my dire narrative to my Shelter: the early flourishing, the weird baby-makings, the Deathclaws, the Bad Times, and then Exodus: Absolution. People who write about games talk with admiration about narrative that's emergent from each player's gameplay, rather than a proscriptive story everyone follows (even if that story has "choices", etc.). I won't ignore the fact that Fallout Shelter is immersive and well-designed enough to have provided me with some of this, even as I played it in stolen, guilty 10-minute sessions, sitting in my car by the ocean, before doing something actually good and getting into that ocean to swim. (I think that ~55% of my time in this game has been in that specific context).

But what the f#$* did I have to show for it? And, in fact and more to the point: what the f#$* do I have to show for it? Because Reader, here's what I did. I used my last few caps to resurrect some of those Deathclawed corpses. I put them back to work. I broke down some rooms, so that I'd need less power; I got rid of the Radio s$1t, so that attacks would be less likely; I rebuilt. And there was, for a little while, pleasure in that. Cuz, I mean--you see that 04%, upper-left in the image above? That's my Shelter's happiness, as I sent its Residents out to their open-skied dooms. So there was some kind of challengepleasuresomething in getting that number back into the 90s, where it now resides (might have dipped some; I haven't checked yet today). I prepped for Deathclaws, which in no way required links like that one; it was self-evident, what I'd done wrong (I have not even read that link. I assume it's about Deathclaws, and how to prepare for them. if it isn't: apologies, Reader).

And now I'm...back where I started, I guess? But further along, and... better? Actually I can see that I've overpopulated, so I better build some rooms that produce Food and Water or else ET FUCKING CETERA.

Reader, two questions lie under this post: one big, one semi-. 

The semi-big: what's the significance, culturally morally aesthetically whatever, of these casual games and their insidious microtransactions and their--I'd say--much more insidious microtransactive demands on our attention? Here's a long article about how the whole thing is very crappy. But are definite positives: what big businesses these studios create! And at what cost, really: surely these games aren't as "bad" for us as, for instance, imagery that demeans and objectifies women that we all see every-fucking-where, right? 

So what's the big deal? 

And a ton of creativity goes into these things; I admire it--I'm not joking--every time my little soldiers in Clash of Clans (different game; similar deal) march off to the shores because I've "donated" some of them to a player with whom I'm allied. The argument that these games are "cynical" in the sense of being dashed-off, shoddy, poor worksmanship falls hard at the first hurdle. As I said at the top: talented people, working (I imagine) quite hard, making entertainment products that are profitable.

The big question... you know what? I literally don't even care enough to articulate this question to you, Reader, because I think this post has pretty much run its course and I bet you get, broadly, what the Big Question is and it's a broad question anyway so that's good enough. It's not as if I have or intend to pose an answer to even the semi-big question, above, so:yes, that's it.

I'm going to try to play less Fallout Shelter. Much less, which may mean none, because without the water (haha as it were) of my attention my Shelter will wither and fall into ruin. But: oh well. It's bullsh1t, and I should play it less/not at all, and that's on me. Maybe, if I'd realized this earlier, or been able to act on it earlier, I wouldn't have troubled you with all this. But I didn't. Why not? Dunno.

Next time.

Out.

Friday, August 7, 2015

Clash of Clans: a Dialogue

In which an apparently earnest-ish conversation about "gender binaries" in my ex-clan's chat for Clash of Clans, of which if you have not heard that's just fine, is derailed by various misbehaviors and "teen baby diaper lover".

Note: while the images advance in time from top image to bottom image, in a manner to which you, dear Reader, are no doubt accustomed, the chat within each image--the chat window in Clash of Clans--advances from bottom to top.

I give you:














And here's a GIF, in case you wanted to see it in motion: