Juvenile Geek
Tuesday, 21 February 2012
Why the Game Industry is crashing, and why I can't wait for it to happen.
I just ended a prophetic conversation with a good friend of mine, and we've both agreed on something. The game industry is a sinking ship, and soon, it's gonna explode.
Now, I for one, definitely DO NOT condone half of the actions taken by the internet, especially since it dilutes the main message of what everyone is trying to say. STOP dumbing down games. STOP catering to casual gamers.
Think about it for a second, games industry. Would casual gamers spend their time and money going to conventions? Would they trawl the internet, spend time on forums, lovingly think about games like non-casual gamers do? I know you're getting a lot of money out of this - and fine, I know as a profit-maximizing company, this is preferred. But do you realize you're alienating you're most fanatical fanbase? The amount of rage and hate generated by the comments on removing the gameplay from games is testament to the passion actual gamers have for the whole industry, and the whole ideal of games.
This is the fanbase that are willing to spend hours upon hours stuck in games, maximizing each character, losing part of their lives for imaginary creations. These are the people that love games so much that they sacrifice a portion of themselves so that they can play games. And this fanbase is now being ignored in exchange for people who only play games on mobile devices because they don't want to give anything in return to the games they play, or play Farmville while waiting for more important things to happen in their social lives in Facebook.
Bioware, we want to have innumerable options in our games. We want to have complicated and intricate gameplay. This is like the movie industry, all over again. Yes, Michael Bay movies cater to more people and generate more money. But how many truly good, truly beautiful movies have been thrown to the side in order to churn out more cash cow movies? You want to make a good story-game? Look at Bioshock. It is lauded as the best story in any game, ever, and why? Because it merged the story and gameplay perfectly. Not tell a narrative where the player basically watches one long cinematic.
One last thing - Mrs Hepler, I'm sorry for the abuse you endured, welcome to the internet, in a sense. What we did was not right, and I apologize for that portion of us. But, I do want to ask, as you said yourself, you worked in and loved pen and paper RPGs. I love them too. But what would happen if you took away the gameplay, took away the rules in these RPGs? You'll have a bunch of people telling a story around a table, which is not necessarily bad, but it's no longer a game. There's no longer a reason for some people to play it. Not only that, but also you dilute the beauty of the story somewhat, in that there's no effort made anymore, there's no immersion of yourself into the story. There's no feeling of rolling the dice and being your character. That's why it's a ROLE-playing game, see? I know you had good intentions, but please, please save the games industry if you can. I'm sorry that you had to take the brunt of it, but the hate you feel is mostly due to the fact that we've been ignored for so long, our protests unanswered. Sometimes, you have to do something drastic, just to be heard.
But if you can't, if the games industry keeps catering to what brings them money instead of their actual fans, then I'll wait.
I'll wait for the crash, and glorious it will be. Hopefully then, after it rises from the ashes, hopefully, we'll see golden days. But right now, except for a few games that push against the tide, the slow slide into casual gaming and general apathy is incredibly depressing.
Wednesday, 11 January 2012
Warhammer 40000 Dark Heresy Role-playing Game – Review Part I
This review is going to be biased.
Three reasons.
One, my already-immense love for all things Warhammer. That is why I have I have spent the past five years considering whether giving my soul to Games Workshop in return for a lifetime supply of miniatures is a worthy investment (that’s still under consideration). Two, the history I share with it. Yes, I’m one of the few who didn’t with the donning of leather armour and spelunking my way through dungeons in DnD. Instead, I donned guard flak armour (which is arguably worse), and armed with my trusty flashlight, spelunked my way through abandoned space hulks, teeming hive worlds, and alien planets. It was also the first RPG I ever DMed, although the usage of the term at that point may be an insult to all my fellow dungeon masters. Perhaps it was more akin to hurling orks at my PCs and giggling at the pretty (imaginary) explosions.
Three, the game itself. This is essentially the immense richness of the setting and the absolute intensity of the gameplay, combined with the myriad options for character development both in terms of role-playing, and in terms of in-game player progression. And it is the third which has spurred me today to write this review. Yes, this may sound a bit like an advertisement, and if it does, I’m sorry. I can’t help it. If you want me to write a scathing review about a certain RPG, then someone request for DND 4e (Let the hate-mail begin!) or if someone wants me to write a confused jumble ending with alcohol, then someone request for Nobilis (God, that game was mind-bendingly convoluted). I promise, I’ll mention the downsides to the system and the setting, but please, let me have this one.
I’ll assume everybody reading this knows the basics of a role-playing system, so I won’t go much into that (If you don’t, it’s basically a bunch of people gathering together and rolling imaginary dice in order to pretend they can fight). Instead, a brief outline of Dark Heresy. For those who have had experience with other Big-Name RPGs, it can be described simply as a cross between the frenetic combat and madness of Call of Cthulhu (indeed it takes much inspiration from the CoC game-system), and the structured classes/skills/talents etc. of Dungeons and Dragons. For those who have no idea what the words you’ve just read meant, then imagine a freeform game where combat is lethal, plots are deep enough that lack of investigation would kill you, and add into it a huge variety of various items, equipment, talents, skills, and backgrounds.
Breaking the game into its component portions, we then find four main sections that define it (note that I’m only taking into account the main rulebook, of course the supplements will be covered at later dates).
1. Character Creation and Progression
2. Gameplay Mechanics
3. Items/Equipment/Monsters etc. (Supplementary Material for DMs)
4. Background Fluff Provided
Each will be taken into consideration, and I promise that I will try my best to be objective about each (HA!), and that I will not go into a rant about how the Calixian Conclave is essentially much too comprehensively structured for a sub-sector of its size… unless its built in order to hide or even contain something, which would then assume the completion of a certain new Ordos that has been tasked with bu-….
Anyway, starting with Character Creation and Progression.
Character creation is quite a complicated process, so I won’t go into it in detail, but suffice to say, options are numerous. One can opt to be the zealous Cleric to the Emperor, the crazy Judge (based slightly on Judge Dredd most likely, although I’m not too sure about that), the stealthy Assassin, the Cannon-Fodder Guardsman, the Techpriest (who’s bound to betray you eventually in order to augment his body with more HERESY), the crazy Psyker (OHGODOHGODOHGOD) and the all-important… Adept, who as useless as he sounds, actually is important, as you always need someone who knows that the symbol above the cave you’re walking into demarcates that of a Necron Tomb-complex. Oh, and the Scum, but nobody really cares about that bugger (My party’s scum stole so much stuff from me I can’t be bothered to list it down here).
Each class is chock full of character, brought to life through expansive back-stories and fluff provided for in the book, allowing for interesting role-playing as according to the guidelines given in the descriptions of the classes, but also allowing space for player interpretation as to the intricacies of the class itself. For example, the assassin class may be played as a stone-cold sniper slowly picking off targets one by one, or he/she could be played as a crazed killer bathing in the (green? Blue?) blood of his fallen foes. All of these provide for a much-appreciated departure from the classic norms of the Warrior Rogue Wizard archetypes that are found throughout generic RPGs at this day and age.
Character progression is dealt with simple two or three tiered trees, with various options for each rank (level) allowed to be taken in different sub-classes relevant to the character class (essentially multiclassing in a single level of another, more specific class). Confusing as it sounds, I can safely say that throughout the past four years I have been playing this game, I have not yet met two characters with the same career choices once past the fifth rank. Experience points gained is spent upon various advances that allow for increased proficiency in certain skills, and upon specialized talents that assist the players in specific manners or give them interesting new powers to play around with, and the allowance for the spending of experience upon the various advances between levels ensure that the players constantly have access to new content from the game-system.
Creating characters is a blast, but unfortunately, the downside to this is that getting a group of characters to work together is not an easy task. In my eyes, this adds to the fun of the game, a whole layer of challenge that is essentially the players and the DM against the system itself as they attempt to beat the lethality of the gameplay. However, for players who prefer their groups to work like a well-oiled machine, much discussion would have to be had beforehand, as character roles blur to a much higher degree within this game than in any other, leaving characters as essentially true jack-of-all-trades or specialized to the point of uselessness (my group of players currently has a psyker who has ONE trick, turning his hands into huge hammers and growing four arms in order to squash people like bugs ala Mr. Fantastic).
Still, if you can stomach the math involved, and handle reading through the vast supplements and resources you would need to in order to optimize the character you have created (and trust me, taking into account the difficulty of the game you probably would need to), then character creation is ultimately an intricately exhilarating process that would leave you itching to play the game.
[Next – Dark Heresy: Playing the Game]
Monday, 5 December 2011
Batman: Hush
Saturday, 19 November 2011
Dota 2: From the Standpoint of the Novice
Let me start off with an admission. I am absolutely horrible at competitive gaming. The Urd-people of primitive Terra who have yet to grow opposable thumbs could probably get a better Kill/Death ratio than me. For example: what happens when you place me in a room with a insane rig, custom-made mouse ergonomically designed for the fastest actions per minute possible, connected to a 16-key well-designed pad meant to destroy all opposition? First thing I'll do is load up Mass Effect and read all the numerous codex entries for the Yog-race of Xenoth Prime (although right now, it would more likely be loading up Skyrim and trying to figure out what the hell happened to the Dwemers). Cutting a long story short, in terms of previous experience, I am geared explicitly towards the side of role-playing and "experience gaming" as I like to call it. That is not to say that I partake in neither more competitive games such as TF2 or any of the battlefield games, nor semi-competitive real time strategy games such as Company of Heroes, but I don't do so competitively. As having been part of my school team in Sports, I do understand the zone which a person enters upon having only one goal - the absolute and utter destruction of his enemy. And I can safely say that despite almost a decade of hardcore gaming, this zone has been rarely visited by me, if at all.
That is why despite playing Defence of the Ancients (DOTA) since it came out on the Warcraft 3 mod scene, I have never been any good at it. Having DOTA 2 cause such a stir in the community had, in fact, awoken a bunch of repressed memories - teammates shouting at me across the room, demanding to know where the hell I was during that gank, while I realized that my hero had been prancing about somewhere in the forests eating trees. As you can tell, playing with me was pretty infuriating, and to be honest, playing back then was pretty infuriating for me too.
So you probably would understand my trepidation as I opened the gift I received from one of my friends who had won the beta lottery for DOTA 2, (who shall be named here as The Frenchman). Having recently watched a bunch of Starcraft 2 (mostly due to the awesome casters such as Day9 and Husky), I was slightly more open to the idea of a proper competitive game, but I had no illusions as to what I was doing. I wasn't cracking open the seal to a world where I could live out my fantasies, nor was I taking part in a creative venture between man and machine. Not one bit. I was instead here to "kick ass and chew bubblegum", although I was pretty sure the gum was stuck somewhere in the back of my throat and the ass that was about to be kicked was solely mine. Furthermore, an incredible fear arose from the fact that now I would actually have to be responsible for the survival and well-being of my teammates, and that no, I couldn't do this easily by running about as the Medic with the left mouse button down and both my eyes closed. What my friends wanted as a fellow Beta player was most likely a lean, mean ganking machine, with eagle-eye vision of the mini-map and razor-sharp reflexes. Instead, what they got was me.
And so the games began, against bots at first as we grasped our way into understanding the new controls and mechanics (especially the shop system, which once you've understood it, is really intuitive). Entering the first game, by myself, with a whole team of bots, I was sorely trashed and as a result quite emasculated. Therefore, when the Frenchman and the Troll (my other buddy) came on, I was becoming REALLY doubtful about this whole endeavor. The game began, and I chose Tiny, the only hero I knew how to play with any modicum of what could be vaguely called skill.
Yet, as I saw my little maniac muscle his way across the ground, large, stony knuckles on his right arm dragging along the forest floor, a strange thing happened. Immersion. Deep, beautiful, wonderful immersion. I know this is strange, so bear with me, and allow me to explain. Let me take the example of Skyrim, which currently is the game with the deepest level of immersion I have ever experienced in my life (and have already sunk more than 30 hours into, with an eternity left to go). Immersion occurs there in the form of me, taking on the character of someone else that lives in my head. In Skyrim, I am a grizzled old war veteran who has turned against his fellow Imperials to fight for Nordic freedom. I transcend my own personality to fit the role of his. However, while playing DOTA2, I was immersed in an entirely different manner. As I began focusing on getting last hits, not getting ganked, and getting bigger and bigger (literally), I began to place myself in Tiny's small stone shoes. It was not Tiny causing an avalanche, it was me, it was not Tiny tossing a fellow hero onto the enemy DPS, it was me lifting my mate over my head and throwing him into a hated foe.
Then, as I cheered upon finally getting my Cuirass, and did a small victory dance by lumbering about (now at full size) the enemy towers, I realized something. I did create a story, a Bilsdungroman of maturing in power and skill - but instead it was me that was the hero. And that I realize, is competitive gaming. You are the hero of the game you play, it is based upon your skill, your tactical choices, your sheer attention paid to every single thing going on in the screen at any moment. When we finally pushed down the enemy Ancient, it felt as if it were the end of a main quest in any Bioware RPG. I felt fulfilled, satisfied, and looking at my items carried at the end, it felt like beholding my fully decked-out warrior at the end of Oblivion's main quest. Of course, in the next two games where we were promptly crushed by the bots (I was Leoric). But even then, I played this game with a new mindset, a new perspective.
This is what I love - after a decade of playing video games, I have discovered a whole new aspect of it that I have never encountered before. One that is exciting, that sends adrenaline pumping through your body, and leaves your pants at the edge of your seat. It will never replace role-playing games for me - as a natural storyteller RPGs are still preferable. However, competitive gaming is something I have decided that I will attempt to grow to understand, and maybe love, in my passion for gaming. This is why I now truly believe that competitive gaming may be considered a sport, it gives the same rush, the same desires and drive as any ball-game does, from the comfort of your battle-station at home. Some people say that competitive gaming only feels good to win, but the way I see it, it feels good to be trying to win. And that's enough for me.
Also, Pudge has a British Accent. That is pure gold.