Archive for September, 2009

Narrative through commentaries.

commentariesheader Narrative through commentaries.

James Parker has an interesting entry in his blog that centers on sports titles and their play-by-play commentaries. James argues that games like FIFA 09 contain responsive narratives that come much closer to player-generated stories than anything else in the medium.

fifa09 Narrative through commentaries.

Is this a story? Well, technically, but that doesn't mean it's a great one.

Although there have been much more ambitious attempts at such systems, I’d have to agree that none have pulled it off quite as well.

Chris Crawford’s Balance of Power: 21st Century, for example, has a much grander scope than a typical sports game. The freedom it provides, though, tends to create expectations of an infinitely open experience that the game can’t possibly match. As a result, the initial play can be exhilarating, but the sensation quickly wears off when the player runs into a situation where he cannot do what he desires.

Of course the more focused nature of sports games isn’t their only advantage when it comes to telling dynamic stories. The games’ audience often recognizes and empathizes with the game’s cast: the athletes. Furthermore, the purely voice-driven commentaries inherently convey emotion and are easier to digest than text.

bop21 Narrative through commentaries.

The emoticon-like faces help to add personality to the game, but the Madlibs effect is hard to ignore.

As was pointed out on Gim Crack’d, the Madlibs approach of Balance of Power just doesn’t come off quite as organic. Its phrasal templates are powerful, but not subtle, and their patterns are relatively easy to spot. The end results are robotic strings of text that look like a programmer’s debug output, i.e.:

“The [a] successfully captured [b] in [c].”

“Production of [x] increased by [n] during [t].”

As I’ve stated before, I’m more a fan of the game telling a story rather than it becoming a storytelling tool for the player. Still, commentaries can be — and have been for a long time now — useful in more crafted experiences. Their obvious boon is that they serve as a reward and an acknowledgement of the player’s actions. Beyond that, they can also be used to point out gameplay elements and encourage the player to reflect on the story.

JRPGs are notorious for their rudimentary and often entirely artificial choices, e.g., “Do you want to save the princess?” Chances are that no matter how many times you pick no, the game will keep asking you the same question until you choose “yes.” However, despite being a very shallow interaction, these moments serve to pause the narrative and remind the player that there is a princess that needs saving. Commentaries on the player’s actions — or inaction, for that matter — can be used in much the same way.

aquaria Narrative through commentaries.

The protagonist of Aquaria also serves as its narrator, describing the backstory and commenting on events as they transpire.

What’s more, these commentaries can inform the player of the consequences of his actions, or just general plot points that might’ve been missed. In a way, it’s almost like having a short conversation with a friend while watching a movie; it can serve to fill in the gaps and provide a new point of view.

Whether linear or open-ended, and whether on a sporadic or a constant basis, games that have used commentaries were largely better for it. Just think of Guybrush Threepwood’s quips in Monkey Island, uppity Baldur’s Gate characters, the prince’s narration in Sands of Time, Alyx Vance’s feedback in Half-Life, the “barks” of Call of Duty team members, etc., all these titles would’ve been a lot more silent, dull and lonely without their great use of commentaries.

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Secret of Evermore bits.

SoEheader Secret of Evermore bits.

Secret of Evermore came out close to the end of the SNES era and was the first and only game to be developed by Squaresoft USA. It tried to piggy-back on the relative success of Secret of Mana, retaining that game’s ring-menu system and part of its title, but it was not well received by the fans. The main reason for this is that it wasn’t Secret of Mana 2.

SoEsplash Secret of Evermore bits.

The defeat of the iconic Thraxx, one of the earlier bosses in the game.

Anime was really taking off at the time, but SoE had its own aesthetic style. Its setting also had nothing to do with Mana, and the two games played quite a bit differently. Adding insult to injury, various magazines previewed Seiken Densetsu 3, the real sequel to SoM, and hinted at the game not coming out in the West because of SoE.

Despite all the fan outrage, though, Evermore was a quality game and I personally prefer it to Mana.
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Bonk’s Adventure gallery.

bonksadventureheader Bonks Adventure gallery.

A game’s aesthetics are sometimes its most notable feature, so I’ve decided to add simple galleries as a new feature to the website. First up is the TurboGrafx-16′s whimsical answer to Mario and Sonic: Bonk’s Adventure.

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Shadow Complex, a hodgepodge of game mechanics.

shadowcomplexheader Shadow Complex, a hodgepodge of game mechanics.

Aside from raising a few eyebrows with its Orson Scott Card connection, Shadow Complex has received a very welcoming reception. I played the game all the way through, which is more than I can say for most titles I try, and it definitely had its moments. Still, I don’t think its praises are entirely deserved.

shadowcomplex3 Shadow Complex, a hodgepodge of game mechanics.

Jason "I'm nobody" Fleming, the protagonist of Shadow Complex.

Shadow Complex is filled with perplexing and downright annoying gameplay choices, but no one seems to have picked up on these. Maybe it’s a sense of nostalgia for a “Metroidvania” — now with a shiny new coat — or maybe it’s just an entirely new generation of gamers enchanted by this particular subgenre. Regardless, I found the game full of dubious bits of design that tugged and pulled at me, preventing me from just letting go and enjoying it as a whole.

Most of these, I believe, stem from a single issue: the game’s lack of an identity.

I don’t mean its bland aesthetics, lackluster story and paper-thin characters, either (although those certainly did not help). What I’m referring to is its hodgepodge of game mechanics that seem haphazardly thrown together. Not wanting to sound completely bitter, I’d like to point these out in a somewhat instructional fashion, providing concrete examples and an occasional way to alleviate or solve the problem(s).

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