Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, January 31, 2012

Ideas for the unemployed masochist

Since Susan got her iPad, she's been disturbingly drawn in to the insidious world of online gaming. Not gambling, mind - she's not that gullible - but those massively multiplayer thingies.

Some of these are fun, some are harmless, some are free. But some are none of these things.

Valor officially sucks. It draws you in by looking like a city-building game, but then turns out to be a strategy/warfare game in which there is no real opportunity to practice strategy. If you're one of the first into a new world, and if you've got absolutely nothing else to do with your time (e.g. sleeping) for the next month, you win. That's all there is to it.

Unless you fall victim to the frequent data losses and corruptions in the publisher's database, that is. Then you're just screwed. And good luck getting support when that happens. So having taken your (real) money to buy (imaginary) things, the game quietly and unapologetically proceeds to lose those "things". And there's no refund.

In game terms, the whole thing has been tweaked to make it hard to leave alone for a few hours. You'd think, for instance, a 40-foot high, 15-foot thick city wall with turrets would provide some rudimentary defence against being raided. But no, the attackers just leap blithely over it, taking trivial losses that contrast markedly with the resources needed to build the damn' thing in the first place. So basically, unless you're willing to stay online, there's no way to defend your city.

If only there were some way to identify these games up front... But most online reviews are written by raving enthusiasts or professional astroturfers. So here's a counterpoint, and I hope it shows up when people search for 'valor ipad'.

Two stars, only because it took me more than a couple of days to figure out how much it sucks.

Friday, December 17, 2010

On the origins of hobbits

Back before the Lord of the Rings movies came out, I used to enjoy arguing with Tolkien fans.

They are (or were), I discovered, among the most argumentative people on the Internet, back in the day. Far more so than the real nerds who exchanged lists of reasons why one Star Trek captain was better than another. Until you've seen a bunch of Tolkien geeks arguing, and I swear to all that's holy I'm not exaggerating this even slightly, for weeks on end about whether Balrogs had wings or whether the Rohirrim used stirrups... you don't know what vitriol is.

At one stage I tried to play peacemaker. "It's not as if anyone was going to dig up a fossilised Balrog and prove the answer either way", I said. "Why can't we each have our own image?" Which, of course, made me no friends at all, and pretty soon I learned to stay out of those threads. It was, it seemed, the most important thing in the world to be able to correctly divine the precise image that was in Tolkien's mind when he wrote the scene. To compromise in pursuit of that ultimate truth - that would be sheer apostacy.

These were the people who had gobbled up each of the interminable volumes of Trash Reconstructed From Tolkien's Litterbox & Blotter, known in the trade as the History of Middle-earth, as well as collections of the great man's letters, reminiscences by other people who knew him, and Vague Hints His Son's Housekeeper's Daughter's Boyfriend Told This Guy Who Wrote To My Local Paper.

Occasionally in these robust discussions, someone would mention Tolkien's dream of creating "a mythology for England". I think, now, that phrase is key to understanding his work.

Tolkien was a scholar of mythology. He didn't use the word lightly or randomly. He knew that it is in the nature of mythology that there is no such thing as a definitive version. The whole point of myths is to be retold.

That's why the Tolkien and his estate, for years, made no attempt to "control" his intellectual property. Everyone and his dog copied Tolkien's basic prototypes for "dwarves", "orcs", "elves" and "hobbits" from his work, and Tolkien lifted not a finger to stop them: not, as Hollywood imagines, because he was a senile old quack who didn't recognise a gold mine when he was sitting on one, but because that was what he wanted to happen.

By the time his estate fell into the hands of "competent" (read: "evil") managers, those stereotypes had made their way into thousands of imitative books, paintings, films and cartoons, games, posters, and, of course, Dungeons & Dragons.

Where there are contradictions and inconsistencies, or incompleteness, in his books - that's not just a mistake. I'm not saying it's intentional, but it is an intrinsic part of the whole. The books themselves aren't "authoritative": they are meant to be a vehicle for debate, not its subject.

This mindset is, of course, the antithesis of modern Hollywood. To Hollywood, all stories - and to the (steadily increasing) maximum extent permitted by law, all separable literary or visual elements of those stories - are by nature private property, to be exploited and monetised ruthlessly. To Hollywood, someone "giving away" his intellectual property is not a hero or a philosopher, but merely a mug to be exploited.

And that is why no film of these books made by the present-day studio system is ever going to do them justice. Movies are produced by a process based on ideals and morality that by its very nature cannot begin to understand Tolkien. In carrying Tolkien's legacy, D&D was more faithful and more effective than any movies will ever be - because D&D is based on creating new stories, not merely the messy regurgitation of old ones. To be faithful to Tolkien, you would have to donate all your scenery, sets, designs, props, models, scripts, scores and publicity to the public domain, the moment the movies were finished. And, of course, allow anyone else to sample, recut, redub, rebuild, reimage etc. as much as they liked.

Even if Peter Jackson had no problem with that (and to do the man justice, I think he might not), the studios would never allow it. It's anathema to their business model.

Wednesday, August 18, 2010

Games and fun

Games play (heh) an important part in my life.

I blame my big brother. He introduced me to Dungeons & Dragons at the impressionable age of, ooh, about 13. It was new and exciting, a fun game in those days, before the news media and fundamentalist Christians had heard of it; a friendly, co-operative game, bringing socially inept geeks together in their common love of fantasy and fairy tales.

D&D has come a long way in the 30 years since then (mostly backwards, at least for the players, although obviously it's kept the publishers in business). But it's also given rise to an entirely new genre: the computer FRPG.

It's not widely appreciated, even by players of both, how different the computer FRPG is from the version with pencils and paper and polyhedral dice. Some people think that writing the perfect computer FRPG is just a matter of coding a big enough world, and faithfully and meticulously translating enough of the rules. But this thinking ignores the most important rule of all, which is the core of the difference.

Put simply: the pencil-and-paper game is a social event - a bunch of people get together to have fun. The computer version is a storytelling medium - the "author" draws up a plot, and the player's job is to find a way through it. There may be many different ways, some arriving at slightly different endpoints, but the basic framework and goal are not negotiable. (True, most human DMs start out with a similar "plot" in mind. But good ones will change it as they go along; only bad DMs will try to force their players to stick to a framework they planned from the start. A well-run game is not so much a story as a symposium.)

And that's why the computer FRPG is a form of art, no matter what Roger Ebert says on the subject; because it's not like the social game that is played between friends. Rather than spending so much time defining "art", I think Ebert should give more thought to his idea of a "game". Games like Neverwinter Nights, the Zelda family, Morrowind, Jade Empire - these are not about winning or losing, or even playing. They are about experiencing a story.

Some of them allow more latitude than others. Resident Evil imposes a fixed path, set out by constant short-term motivators. Neverwinter Nights - the most faithful translation of pen-and-paper rules I've seen - forces you to jump through the hoops laid out in the order required, because there's simply not much else to do. Oblivion, by contrast, gives you near-complete freedom - but there's still a single, central storyline to be completed.

The 2008 version of Prince of Persia is an extreme example. Not only do you have to follow the plot (with virtually no latitude about what order you do things in or what skills your character develops), but when you screw it up, you're immediately returned ("restored") to the point just before you did. This mechanism caused a lot of controversy at the time - some people thought it was taking the risk and the skill out of the game.

But, in truth, none of these games is about risk or skill, any more than watching a whodunnit is about your ability to outguess the fictional detective. They are about the experience.

And that, dear Mr Ebert, is art. Some of it is even, I would claim, good art.

I recently replayed Jade Empire, and I would say that, in script, acting, cinematography and (most importantly) storyline, it stands comparison with decent Hollywood action movies. Zelda: Twilight Princess is by turns engrossing, thrilling and touching, as well as beautifully visualised. Oblivion, while scriptwise a pale shadow of Morrowind, tries to make up for it with technical execution (I recall the first time, stealing through some tunnel, I saw an ogre ahead of me - I almost wet myself).

There's also, of course, plenty of bad art in the genre. Assassin's Creed has a confused and cliched storyline, with little latitude to explore and no attempt to reconcile the inconsistencies. Ditto Freelancer, and Neverwinter Nights 2. Bad writers keep you on the story railroad by putting in arbitrary, unexplained restrictions to what you can do. Whereas the better games either trap you in a storyline where there is always an obvious, immediate short-term goal (Zelda, Resident Evil), or continually nudge you towards the plot with internally consistent motivators (Morrowind).

But even bad art is still art. Good art shows what it can aspire to.

If the computer FRPG were really just a digital version of the tabletop game, then Ebert would have a point. As it is - well, he should try playing through some of these games. Then let's see if he can still maintain that he hasn't experienced some kind of art.

Wednesday, April 7, 2010

Mumsie


It's some months, now, since my mother's visit.

After a lifetime of studiously avoiding the southern hemisphere, it was a big deal for her to come here. Not least because she's even older than me (go figure), to the point where travelling isn't as easy as it could be. On the plus side, she could afford to fly business class, which (as I've learned) makes a huge difference on a long flight. (The difference between $2500 and $5500, for a start.)

So we were absolutely chuffed to see her, take a week off to drive her around some of the more accessible picturesque bits of the island, and put her up in our excellent spare room while she was in town. (I say "excellent". It's on the cool, south side of the house, which is nice in summer; it's next to the kitchen and the downstairs bathroom and the wine cellar, so all necessary conveniences are close at hand. We should have more guests.)

And like everyone who visits, she got introduced to the Wii.

It didn't take her long to fling together her Mii. Now, "mumsie" is permanently added to our roster of playable characters. (Not that anyone else would play her, of course. That would be rude.) And she has an impressive record of Wii Fit achievements, games played and unlocked, to say nothing of her ratings at sports. The Wii misses her.

And she, apparently, misses it. Because she's been and bought her own. I wish I could have seen my father's reaction. He does a good line in 'flabbergasted', he's the only person I know who can register that particular reaction properly.

But she can't work out how to recreate "mumsie" properly. So just for her, these are the images from our Wii. And for my other readers, enjoy it, because this is the first time I've posted a picture of a friend or family member here:

Tuesday, January 6, 2009

Fitness equipment for geeks

Our star Christmas prezzie to ourselves was a Wii Fit.

For those of you who aren't entirely au fait with this latest in couch-potato fitness accessories: a Wii Fit is, basically, a very sensitive electronic scale that connects to your Wii (games console) and encourages you to do all kinds of exciting physical stuff to reduce your weight. You stand on the doodad and perform yoga, muscle, balance or aerobic exercises (per instruction) as the mood takes you; it tots up your time and chimes a happy validating little chord when you've clocked up half an hour.

Yogic deep breathing, for instance, can earn you two minutes. Jogging (running on the spot) can be variable length -- novices like me get a five-minute course, but by June I daresay I'll be up to the half-marathon level. And it has the advantage, over real jogging, that nobody can see you. Step exercises can earn you anything up to ten minutes in a single hit.

Then there's the balance games, which are video games controlled by leaning your body this way, that way and, for good measure, the other way. Skiing, ski-jumping, snowboarding, a penguin on the ice -- these frosty occupations will earn you about two minutes per hit -- for playing games. While you play, the trusty scale tracks your centre of gravity and uses this information to control the game.

Then it judges me -- assigns my "Wii Fit age" -- based on my powers of balance. The ability to stand perfectly still is highly prized in Wiiland. And it's harder than I'd thought.

Now, the first thing the scale told me, when I loaded myself onto it on Christmas Day, was that I was overweight. Bastard, I thought, and set myself a target to shed two kilos within two months, which will put me well within the "ideal" weight range.

Since then, my weight's been up and down like a stock market. But it has shown a slightly downward trend. On Sunday it told me, for the first time since I started, that I was no longer overweight.

I presume that's because I was taking the test before breakfast. (The device says that I probably fluctuate by about 1 kilo over the course of a day, so for consistency it's best to weigh oneself at around the same time daily.) Since then, I've been avoiding it. I figure the next news is probably going to be bad, so why rush it?

Interesting things I've noted:
  • I tend to gain weight on working days. No surprise there: going to work is bad for me. It's official.

  • By far the most effective ways of losing those Christmas kilos don't involve exercising at all: they're bathroom-related. (A long soak in a hot bath removes an astonishing amount of fat. What did you think I was talking about?)

Susan, however, has been going nuts. She's probably clocked enough hours on the Wii Fit to earn some kind of pilot's license. While on holiday -- from Christmas until this Monday -- she would take the test three, four times a day. And because she was burning so much energy, of course, she's been mainlining candy canes and similar health-giving foods.

So although she's unquestionably toned and beautiful, she's not losing weight. That's not a problem in theory -- she's already comfortably in the "ideal" region -- but the damn' device itself encourages us to set goals for weight change. "Staying much the same" isn't an option, as far as I can see.

On the whole, it's quite fun. And it speaks with a good English accent, which is nice. But I do wish it could be localised to the southern hemisphere. Being told to watch what I eat during these winter months is mildy annoying; come June, I anticipate being told to get out and enjoy the sunshine, which will be irritating beyond measure.