Interview 2

August 6th, 2007

Some time ago, I posted an interview that I did with myself. Now, nearly 5 years later, I was approached for a second interview, one that not conducted by me, for an academic paper. This was done by the wife of the legendary artist who brought us three unforgettable comics (refreshers here, here,and here).

It should be noted that this interview was conducted on the spur of the moment over IM while I was working at my ‘real job’ and I didn’t really have time to prepare, so some of the info may be a little rough around the edges, but I like it that way. Keeps things ‘real’. It also made me think about games in ways that I hadn’t before, which is always refreshing.

This is also the second academic paper that I’ve posted (the first one is here). I feel so… collegiate.


Ethnosemantic Taxonomy of Video Games

I did not grow up playing video games, but I married a man who did. He and his friends play lots of video games, and it is the primary activity and subject of discussion when they get together. Among his friends, I am the only wife who doesn’t play video games. Almost all I know about them is the names of some of the more famous mainstream ones. My informant is my husband’s friend William Morris, who is in his mid / late 20’s and has played video games for most of his life. He has also worked in the video game industry, attended industry conventions where new products and concepts are introduced, and keeps up on the latest developments; he therefore brings more than the usual level of expertise and credibility to the subject. I interviewed him on 07-7-28 via “instant message,” which conveniently constituted a transcript of the conversation, even as it was ongoing. This paper includes a list of questions and a brief essay. Please also find attached a chart.

The following is a list of questions I asked. Some of them are a little opaque out of context; I was responding to information that Will had given me.

1. How many kinds of video games are there, or what is the first basic division?
2. Okay, so four divisions to video games? (answer = no)
3. Does the RPG category break down into smaller categories? And also, can you define RPG?
4. What does MMORPG stand for?
5. Are there categories of single-player RPG?
6. Is there more than one kind of MMORPG?
7. Adventure games: Are there different categories of that category? And how would you define it?
8. So is adventure game a subset of RPG?
9. And action game is its own sort of category, but with no further division?
10. Okay, so Puzzle games: What are they, and what kinds of puzzle games are there?
11. So, would it be fair to say that “sorting” and “other” are the kinds of puzzle games? (answer = no)
12. With the puzzle games, are there different kinds of sorting, different kinds of matching, different kinds of logic, etc?
13. Are there different kinds of FPS?
14. Do you consider the online ones different from the not-online ones?
15. Strategy Games: What are they, and are there different kinds?
16. Okay, so you’re trying to out-plan the computer or the opponent?
17. Are there different kinds of strategy games? Or is war basically the only context for them?
18. Okay, so there’s “big picture” and “tactical strategy”?
(Will comments that strategy games may also be described as “turn-based” or “time-based”)
19. What are those?
20. So, are time and turn categories of big picture and tactical, or are big picture and tactical categories of turn and time?
21. Rhythm game: Are these like DDR and Guitar Hero? How would you define them?
22. So are there categories of rhythm games?
23. So, they vary by which controller you use, whether a dance pad, a guitar, or bongos, etc.?
24. Okay, now god games, what are those?
25. Is there more than one kind of those, or do you perceive them all as being basically the same thing?
26. Alright, another category you gave is “anything that’s a little silly.” (Will then elaborated on his earlier statement)

Will listed, in all, nine categories of video game. The ninth category “Anything that’s a little silly,” is sort of a catch-all; it may contain various elements of the other categories. I was also notified that since video games are still a relatively young media, they have not been subjected to much clear definition; Will felt that at times the lines between varieties were a little fuzzy.

The first (and most elaborate) category of video game is the RPG, or “Role-Playing Game.” This is any kind of game in which the player assumes the role of a character and moves him / her through a story. The traditional RPG is focused on the person of the character or characters. There is a subset of RPG called the “Adventure Game.” This kind of RPG focuses less on the character and more on the story. There are two kinds of RPG, those with a single player and the MMORPG, “Massively Multiplayer Online Role Playing Game.” These are games in which many people connect via the internet to a game. This game occurs in one virtual “persistent world,” a world which always exists, whether the player is there or not. The players can interact and have adventures together. A well-known example of this is World of Warcraft, with nine million players worldwide, as of July 24, 2007. MMORPGs may be subdivided based on their location; some occur in a fantasy world, some occur in a medieval sort of world, and some occur in a futuristic world. There are also MMORPG’s that focus on some sort of activity, such as driving game MMORPG’s, and First-Person Shooter MMORPG’s; First-Person Shooter is also a major video game category, and will be discussed below.

Another category of video game is the Action Game. This is a catch-all category for games in which, as Will says, “stuff happens.” However, the “stuff” that happens may not amount to a story. Any game which does not fit neatly into the other eight categories and is reasonably fast-paced could be categorized as an Adventure Game.

Puzzle games, in contrast to other kinds of games, favor reasoning skills rather than reflexes and memory. There are logic-based puzzles, as well as sorting puzzles and matching puzzles. A commonly-known sorting puzzle game is Tetris. In sorting puzzles, the player has a supply of things that he must arrange in specific ways, under a “constraint,” something that makes the task difficult (as in Tetris, wherein the pieces keep falling from above). In matching games, the player must arrange pieces on the board for some kind of effect. The category of “logic game” covers all other puzzle games that are not matching or sorting. Many puzzle games incorporate all three, and so may be called hybrids.

First-Person Shooter, or “FPS,” is a style of game in which everything is viewed through the character’s eyes. One never sees oneself. The basic idea of these games is that the player is “running around shooting things” (usually enemy combatants, like Nazis or terrorists). Some games that are also viewed in this manner use swords and shields, etc; however these are still considered FPS. Some FPS games are played online; these provide to the player the added challenge (hence enjoyment) of playing against actual other people instead of playing against a computer, which is more predictable than a person.

Strategy Games are another category. The player must lead a group to some goal, by outwitting, outplanning, and outmaneuvering his or her opponents. All of these are essentially war games. Some focus on the big picture of the war, and others are tactical. Tactical strategy games are more in-depth and focus on the individual units in the war. Strategy games may be time-based or turn-based. When a game is turn-based, each player acts in turn, in a set order. When a game is time-based, things occur in real time; anyone may act at any time. These are more difficult to manage and faster-paced. The “Big Picture” Strategy Games may be either turn-based or time-based, but all of the Tactical Strategy Games with which Will is familiar are turn-based.

In Rhythm Games, the player must perform actions in time with music. There are often on-screen cues as to which action is required. Dance-Dance Revolution is a popular example of this type of game. The players listen to music while watching arrows on a screen, and place their feet in the correct place on a dance-pad at the correct time. These types of games are always very self-explanatory and easy to explain to those who do not normally play video games. Rhythm Games differ based on how the player interfaces with the game, whether it might be a dance-pad on the floor, a guitar-shaped controller, or a set of “bongo drums.”

The final major category is God Games. In a God Game, the player has the ability to do anything he wishes to a group of “followers.” The followers are usually people. The player’s success is measured by the number of his or her followers. These games are usually open-ended; that is, there is no way to finish the game and “win.” These games are subcategorized based on the size of the area the player controls. It could be a whole world or just a city. In any God Game, the game is a microcosm over which the player has total control.

Will mentioned a catch-all category, “Anything that’s a little silly.” These include, for him, anything that’s eye-catching which he can play as a diversion for a little while; usually it’s something that he finds humorous. There are also budget games, “games so bad they’re fun to play a time or two.”

The chart.

Ninja Baseball Bat Man

August 4th, 2007

I’m cross-posting this from my other site today. Mostly because the game is so weird that I feel compelled to tell people about it.


Ninja Baseball Bat Man

It’s hard to see a game with a title like Ninja Baseball Bat Man and not be intrigued. Just the title should send wild images running through your imagination. Can the game live up to what you’ve already concocted? Let’s see!

In the world of Ninja Baseball Bat Man, 5 ‘baseball items’ have been stolen from the Baseball Hall of Fame, and it’s up to an elite squad of what appears to be robots wearing ninja garb and wielding baseball bats to get them back. This game is a side-scrolling beat ’em up, so you and up to three of your buddies walk to the right (or in some cases, to the left) brutally beating everything in your way to an unrecognizable mess and searching for the missing baseball items (a bat, a ball, a glove, a pair of cleats, a hat, and a statue of ‘Babe’ Ruth). You have to fight all kinds of baseball-themed enemies: baseballs, gloves, sets of catcher’s gear, and etc. Lots of etc.

Ninja Baseball Bat Man screen shot

This is the kind of game that I could easily see some kind of Saturday morning cartoon show based on. A ridiculous team of heroes in a world with a ridiculous premise? Prominently featuring baseball? Mindless Violence? How could it lose?

Updates!

July 29th, 2007

I made a fairly significant update to the innards of the site today, and am still ironing out some of the nagging issues. If you want, you can let me know if you find something broken.

To-do list:

  • Fix the captchas
  • fix the images not showing up on the posts
  • tweak the stylesheets (partially done)

What your MMO class says about you

July 26th, 2007

Destructoid has an ‘article’ up today exploring what your choice of MMORPG character class says about you as a person. This is just a silly step sideways from those online ‘which character from movie/cartoon show/comic strip/book/television series X are you?’ quizzes with the main advantage that you don’t have to take the silly quiz, you can just read.

The article is fairly limited in scope, there are only 6 classes explored, and not all of the appear in all games (unless they’ve added Red Mage to World of Warcraft in the last 18 months or so without my knowlege).

Speaking of…

Red Mage

Can’t settle on magic, can’t settle on melee, so they just straddle the fence and kind of do a little of both. These are the type of guys that promise to marry you for years and instead spend the wedding budget on car parts and electronics that have a lot of knobs. They’re useful in a party, you say? That may be true, as long as they don’t do that thing mid-fight where they forget which strategy they were supposed to go with and just start randomly hitting things or casting, throwing off the rest of the party, or just ignoring everyone and doing their own thing altogether. Many politicians would be Red Mages (and likely have been).

Okay, so this is not some kind of hard-hitting, buffalo-style editorial. It’s just a guy trying to be funny (and failing admirably). But what I find particularly interesting is that he doesn’t approach folks that play characters of the opposite sex when they’re in a virtual world. Are they secretly transvestites? Homosexuals? Some other ulterior motive?

When I played Final Fantasy XI I chose a hume male. (Hume is just Square-Enix’s lame name for the race that looks just like real humans, but are much more copyrightable). It was the first MMORPG that I played, so I chose to play as a warrior, the class that got to smash things about the face with its axes/swords/whatever. Just because the game allowed you to, I tried my hand at a few of the different classes, all melee in some way: monk, red mage, samurai, and dark knight. I was concentrating on building up my unusual and not very party-invitable combination of dark knight/red mage when I finally decided to hang up my Lantern Shield and hold out until World of Warcraft.

When WoW finally rolled around I went in the complete opposite direction. Though I still picked a human, I chose a female and made her class a Mage. She couldn’t take as much damage as the dark knight could, but she still got to smack enemies about the face, though it was now with explodey balls of fire and ice.

I chose to play with a female avatar on my second go-round because a buddy suggested he always chose female characters because other players were nicer to them. I played for several months and can’t say that I really noticed this phenomenon. In game players weren’t any nicer or meaner to me with a female avatar, though they did demand that I give them free food and drinks (in WoW, mages can create food and drinks from thin air for just the cost of a few seconds of time). Though that probably had more to do with the class itself than the sex.

The other excuse I hear people use is along the lines of, “If I’m going to be staring at a character’s backside all day, I’m going to make sure it’s sexy! I don’t want to look at a [same sex] hinder the whole time I’m playing!” This doesn’t really hold much water, since if you’re focusing your gaze on the hind quarters of your avatar, you’re going to miss… well… all of the game. Take these two screen shots, for example. Both of the pictures depict the same scenario. I, the character on the bottom, and a friend, second from the top, are escorting the other two lower-level players through some slightly dangerous area. The second picture has been altered a bit to show what your field of view would be like if indeed you were focused solely on the posterior of your character.

What’s that blob on the outside of your field of vision? Is it a rock or is it some flesh-rending monstrosity? Without looking at everything except your character, you don’t know. For that matter, you’re going to have a tough time navigating tight corners of any of the towns if you don’t either watch where you’re going or you have a compass built into your brain.

Is there some deep psychological reason why people choose to be a certain class? Possibly. Is there an equally deep psychological reason why a person chooses an avatar that looks like them, or one that looks slightly or even completely different? Again, possibly. For every person that plays an online game and makes their character look and act like they do outside of the game, there’s one that looks, talks, and acts completely different when they get behind the virtual wheel. There are some that get into the role (“Where might a parched adventurer find sustenance and agreeable accommodations this fine eve?”) and some that let internet speak enter their conversation (“OMG nub, lolz”). I try to not analyze them too much and get on playing because, really, it doesn’t matter in the slightest.

MMO Game Design Has Stagnated

July 25th, 2007

It looks like today might be MMO day. Richard Garriott, progenitor of the Ultima games has delivered a keynote in which he notes that design of MMO games has not significantly changed in the 10 years since he brought out Ultima Online

Core gameplay elements are the same, and Garriott argues, the lack of innovation is cheating players out of a richer experience.

“Combat systems, character leveling that caused players to obsesses over ‘grinding’ and the misassumption that AI can be replace by player-controlled characters were the features he dismantled and accused MMO developers of being overly reliant on.”

I’ve only had in-depth experience with two MMORPGs, Final Fantasy XI and World of Warcraft (I’m not counting my trial of 9Dragons), and the sameness of the core gameplay is striking. I’ve put together a quick and dirty comparison of them below:

Activity FFXI WoW
Quests where you kill a certain amount of Enemy X(kill quest) Yes Yes
Quests where you find an item and bring it back to some character too lazy to do it himself(fetch quest) Yes Yes
Gaining experience points by killing things to get stronger and kill slightly stronger things, to get stronger to kill slightly stronger things (level grind) Yes Yes
Using the offal from the monsters you slay to create items (crafting) Yes Yes

Unfortunately, most of the activities in these games can be put into each of these categories. The NPCs don’t move and don’t change what they say or do in response to anything that happens in the game world, or if they do, it’s because of a fairly significant world event. This seems to be because even though there are thousands of players in a given server or world, they are all experiencing the same story. They are the hero going on epic quests to whatever end, most likely quelling evil. What happens when you finally defeat the Great Evil? Nothing, really. You get a cutscene, some loot (phat lewt, no doubt), some adulation by some NPCs and the Great Evil reappears for the next group of adventurers to try their hand at vanquishing it.

I’ve not played them, but games like Eve Online give the players the chance to play the economy, build companies, and the like. This is good for those who don’t necessarily want to stand in one place and kill goblins all day, it gives them something to do to break up the monotony. I also understand that Star Wars Galaxies allowed characters to open shops, create communities, and generally alter their game world, but since I’ve not played either it or Eve I can’t really say how much fun either of those things are. I do, however, like that they have activities that are slightly different from the norm. It helps keep the game fresh.

I understand that my view of these games is somewhat skewed, but the single design I would like to see changed is geared toward the single player. I quite enjoyed playing both of the MMORPGs that I did for the time I was a subscriber, but I’m strange and ran out of stuff to do, even though I didn’t get to the maximum level. I prefer to play those games either with people that I know in real life, though a pick-up party on occasion is nice, or to play them by myself. The big problem is that MMORPGs are developed around the concept of parties. You do everything in a party, you do quests, you slaughter native fauna (and sometimes flora), and you experience the bulk of the story all in a party. So if my group of regulars is unavailable when I want to play, my choices on what I can do are pretty limited.

The question then becomes, “Why are you playing a multiplayer game if you want to play by yourself?” The answer is that I like the game, I like the mechanics, and I like checking out the game world. The problem is that in real life I don’t have to gather a group of six people to slaughter sheep while I run to the store and fetch some milk, or chop some wood, or mine some ore. Yes, real life wilderness is teeming with wildlife, but there’s not some creature waiting behind every tree plotting to kill you.

Here’s to radical design changes.

Link! (via Kotaku)

Richard Bartle on MMO Game Design

July 25th, 2007

There is an interesting interview up with Richard Bartle, one of the folks behind MUD, a virtual world programmed way back in 1978. Running on code carved onto great sheets of stone and running on some steam-powered contraption, no doubt. MUD has had quite the influence on modern MMORPGs. There is an interview with Mr. Bartle here that details some of his views on how far the genre has come in the last 29 years and how much they’ve stayed the same.

“However, when all is said and done, reality is far more detailed than virtuality can ever be. There are some forms of social interaction you can’t get any other way. Reality always wins in the end. A kiss in a virtual world or a kiss over the phone is never going to be the same as a kiss in real life.”

The interview is certainly worth a read even if you’re only marginally interested in virtual worlds.

Link!
Guardian Unlimited via DevBump)

The Pokémon generation

July 24th, 2007

You may or may not be aware, but last weekend a Pokémon tournament took place at several GameStop stores across the nation, mine included. I was seriously contemplating going and testing my mettle against the best my city had to offer, but unfortunately had to work (sudden schedule changes, the bane of my existence). Penny Arcade guy ‘Gabe’ was able to attend and his account is pretty telling. As the event approached, I was feeling a bit weird about going, and was pretty certain that if I did go, that I’d be the oldest one there by a pretty significant margin. I would have felt very strange knowing that I bought my first Pokémon game back in 1998, my sophomore year in college and the same year that some of these kids were born. So it’s somewhat comforting to know that someone else shared this concern.

“As it turns out I was the oldest person in the tournament by roughly twenty years and the only one not wearing a shirt with Pikachu on it.”

I’ve ended up purchasing a ridiculous amount of Pokémon things in the last decade. Since I’ve played games in the series for so long I sometimes forget that though the game is as deep as you want it to be, see EVs and IVs, it really is easy enough for the next generation of gamers to get in to. Gamers that don’t know or care what the different natures mean or what moves compliment others in a double-battle situation, just which ones look neat.

My mom, as it happens, works as a photographer for many of the schools in the region. One day she produces a copy of Pokémon Fire Red that she found in some parking lot of some school. This game was pretty beat up, it had been run over at least once and was missing a chunk of plastic from the corner, but still worked. I looked around the save file on it and noticed a few things, primarily that the person that played the game was not ‘Pro’. This might not mean much if you aren’t versed in the game, but his wallet was empty, all of his TMs were gone, all of his items were gone, he had no pokéballs, and all of his pokémon had been taught all of the HM moves they could learn, whether they were useful or not. He had linked up with and battled 9 times and lost all but one of those times. But the thing is, the timer on the game had clocked more than 145 hours in the game. The person who owned the game, someone called BLAKE, had spent a significant amount of time with it, and played the game the way he wanted to, not the way that it must be played, if the voice of the internet is to be believed. I sometimes forget that for every player on a message board obsessed with crafting the optimal team with perfect stats, there are dozens that just play the game. Not to necessarily be the best, but to take their ragtag team and show it off to their friends.

I don’t really know if I’d have made any significant progress in the tournament or even have made a respectable showing, but I do know that it was not for me. I am by no means ‘Pro’ at the game, and might well have lost, but contrary to what you may have been led to believe I would have felt pretty crummy if I managed to pound some little kids into oblivion.

Link! (Penny Arcade)

Live action

July 23rd, 2007

Destructiod ‘writer’ Reverend Anthony has a piece up today pining the use of live actors in video games. Live actors are able to convey a greater range of emotion than traditional animated characters can, and as far as we’ve come in representing characters, they’re still plainly virtual. Throwing in live actors, if done right, can make the game seem more ‘real’.

Human performances, by their very nature, have the potential for a greater, more realistic range of expression than any virtual performers can or will have for at least the next ten years (Alyx Vance, and all other female protagonists who resemble her notwithstanding).

Of the innumerable games that I’ve played, I can only think of two that I spent any significant time with that had full motion sequences with actual live actors: The Dame Was Loaded and Don’t Quit Your Day Job, both of which I’ve written about in the past. Those two games are just about as far from each other on the spectrum as you can get.

Don’t Quit Your Day Job it easily one of the worst games I’ve ever played. For a game about comedy, it somehow managed to be almost completely unfunny. The full-motion bits consisted of various comedians telling a couple of jokes to the hucksters just off camera, who would throw out a few chuckles. To be fair, I haven’t played the game in several years, so the only joke I really remember was some comedian that I’ve not heard of before or since remarking about how much space was on the CD (like he was actually in the computer!) and that he was going to take a leak inside my computer.

Gold. (Get it? It’s a double entendre that I’m not going to bother explaining. Almost as funny as this game.)

Taking a completely different approach is The Dame Was Loaded. This game used full-screen photographs intertwined with full screen video footage to tell a surprisingly compelling detective story. The screenshots of the game hardly do it justice. The game ran in 256 colors and the individual frames look pretty atrocious. Animated, though, they look acceptable. The entire game is a point-and-click adventure seen through the eyes of the main character. The actors were a bit overdramatic and the solutions to some of the issues gravitated toward the obtuse more often than not, but the game did an admirable job of drawing the player in.

The obvious question, then, becomes ‘Were these games enhanced by the inclusion of video, and would the absence of the video diminish them in any way?’

In the case of Don’t Quit Your Day Job, humor aside, the game is certainly enhanced by having the actors in it. In a game about stand-up comedy starring stand-up comics, having the actual comics make appearances in the game made it feel more authentic. In The Dame Was Loaded, I couldn’t see the game realized in any other way.

Why is that? Is it that when CD-ROM technology was brand new that we just needed ways to fill up the disk? Is it perhaps that games, even now, are still woefully unable to render an actor with photo-realism in real time? I’d say it’s probably due to both of those factors. No matter how good an artist or animator is, usually scenes in games just look slightly wrong. Though this can be mitigated somewhat with better in-game physics.

Done well, games with live actors can be quite good, and it’s quite a shame that they’ve fallen from favor in recent years. They tended to be limited in scope, and typically quite short, but their quirkiness cannot be doubted. And I’m a sucker for quirky.

Link! (Destructoid)

Status Update

July 23rd, 2007

After spending the day away from the computer, bulking up my Pokeymans and sending them online to be brutally slaughtered, I realized that I hadn’t touched this site all day. That may not have been a bad thing, since nothing of substance happened while I was away.

GameFAQs creator slowly fading into obscurity… on purpose.

July 21st, 2007

If you play video games and have a connection, odds are that you know GameFAQs. What you may not know is that the site is now creeping up on its 12th birthday. The site is something of an anomaly. It’s a collection of mostly text documents, all gathered in one place to help you get through a game. The authors of the FAQs don’t get paid for their efforts, yet there are mind-numbingly exhaustive guides to virtually all of the most popular games, and a respectable number of the more obscure titles.

All this is possible because of the community that has erupted around the site. The message boards, the user reviews, and the sheer volume of information on the site have made it a virtual one-stop-shop for your game-playing needs. All this time, the site has been helmed by one person, though he’s been slowly delegating his responsibilities. I remember a message board post some time ago (the post seems to have been purged, so I can’t quote it exactly) where he admitted that he just doesn’t play games as much as he used to, that he’s getting older.

Now, a couple of years later, he’s made a very similar post with some additional information indicating that yes, some of his duties have been delegated to others and yes, he will be stepping down… eventually.

One quote in particular stood out for me:

“Last year, at E3 2006, I got the first big feeling that the world was starting to move on without me. I didn’t just feel like I was one of the oldest people there; I was reminded of it constantly. Flashes of “No way that kid’s 18″ and “This music’s too loud” and “Get off of my lawn” flew through my head. In the GameSpot booth, as I still knew and talked with some of the usual crowd, I couldn’t help but notice that I was feeling even older. Many of them were years younger than me, and I found I had just had less in common with them than I had in years past.

When I got back to the hotel, I looked in the mirror and said to myself, “Are you really going to still be doing this when you’re 60? Or, much less, when you’re 40?””

It made me think a bit. While I don’t consider myself to be a fogey just yet, I am acutely aware that I’m the oldest person that I know that bought the recent DS Pokémon, and I write a silly blog about it, and I’m 28. Will I be doing this when I’m 30? 40? Or older?

I’ve given it a fair bit of thought, but I can safely say that at the very least I’ll be playing games until my arthritic hands can no longer hold a game pad (hopefully the brain-interface will be perfected by then), but running a low-traffic web-site? When I’m 30? Likely. When I’m 40? I’d like to say yes, but at that point this site will be 17 years old. Will folks want to read what some 40 year old geezer has to say about games? Will I bother to write it? Again, I’d like to say, “yes”, but we’ll have to see what 2019 holds.

I suppose, then, that it’s quite a feat that GameFAQs has gone this long, even though the creator has been slowly losing interest in the medium and becoming distanced from the culture. I know that this site won’t come close to the levels of popularity or utility that GameFAQs has enjoyed, so I commend Mr. Veasy on a job well done.