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About
I'm a girl who would steal your grandmothers teeth just to have a Knights of the Old Republic 3 game made.
I am deadly serious!! In fact look at this awful, vile thing I did years ago due to my obssession.

http://neverbugkreia.smackjeeves.com/

-------------------------------
Methods of stalking can be found here, aren't I helpful!

http://flavors.me/glowbear

Some blogs I've posted that I'm proud of:

Dtoid Memories: How Dtoid helped a depressed bear

Ostracisation

We shouldn't be unable to include the disabled

Scary Granules Podcast

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Perfection is something that can be quite subjective. Remember that age old line, "Beauty is in the eye of the beholder... and the eyes are in the pockets of the stalker". I think that's how it goes.

The perfect game doesn't exist in the sense of a unwavering consensus agreeing that it's without fault. The perfect game may exist for individuals, but even then there will always be something that the player could put in a negative category.

Think of some of the most highly acclaimed videogames out there, even if you have or haven't played them, for the most part titles such as Fallout, Call of Duty, Mass Effect, Borderlands, Skyrim ect - they're all games that rank high on the list of what you should try or what is loved and yet they are not perfect, they have flaws. Now I'm not going to talk about what exactly makes the perfect game, no this is about what designers think is ok to let slide. They might work on a triangle ethic, where you can have good graphics and storyline, but not so great game play or good game play and graphics, but a storyline might be something they think they can wing. Now most games can pull off all three, but for some reason a game with not just one central story, but many branches and good game play such as Fallout 3 can be completely lacklustre in something like facial animation. You meet an assortment of characters in the Fallout wastelands, many of whom have suffered more tragedies than they have joyous events, yet you wouldn't know it from how their facial mechanics are.



Apparently it can survive with a plank of wood for a FACE!!

Fallout has some pretty good voice acting and yet even then sometimes, emotions are quite synthetic and robotic in a world where you'd think peoples faces alone would physically describe their lives to your Vault dweller or Courier character. Maybe Bethesda could cheat and say that's what they were aiming for. The war, the decimation and the hopeless bleak landscape have thoroughly drained people and they have accepted their fate and have used up all their emotive abilities. Yet I somehow doubt it. Skyrim suffers the same problem.
I married Mjoll the Lioness and I've never been in a more unsatisfactory simulated marriage. Yeah the woman cooks for me and makes a profit, she also CAN'T BE KILLED, but there's no love, no sparkle in her eye. Even the way she says "my love" is how I imagine a pot plant would say it to me.


I need emotion in my life, say something, move your face, tell me to fuck off just LIVE!

You may say that to implement intricate facial animation for all characters is a task that might harm the game or not be affordable, but we don't need extreme detailed movement and for it to be preset for all characters you encounter, we just need something. A frown, a smile, the eyes looking off into the distance or down at the ground.

So when is it ok to not put as much effort into a certain element of a game? Well maybe there is no ok moment, perhaps designers especially in this day and age should do their utmost to ensure every facet of the game is treated equally and thought through thoroughly.
Then again, certain games really don't need to be concerned with lacking little important details like Fallout. I think if a game is centered around a wave of emotions, be it personal or engraved into the gaming world, that then details like facial animations should be given attention.

Games like Halo focus on an all out war and the survival of the human race, these things are clearly a big deal, yet from the outset Halo's style in terms of graphics, colour palette and game play let you know what they are trying to do and they execute it successfully.


Look at those emotions, look at the feels!

You aren't as bothered by the lack of emotions from an NPC as you come across them after blasting your way through a horde of enemies, you get the deal, everyone does, you just want to get back to kicking ass and sticking neon disco grenades to enemies butts. It's not a bad compromise and it's not a negative, because of what the game is and what you are playing and seeing suits the tone.

Deadly Premonitions was a game that became a cult hit, it was batshit insane, every damn frame invaded your mind and it felt like a rampant wombat was having sex with a spoon on your eyeball.


Oh he knows exactly what I mean

But that game had the worst controls I'd ever seen. Maybe they tried to balance that out with the slow, groaning zombie like creatures but I don't think so. If that game had of just had decent shooting mechanics and less maddeningly clunky movement then who knows what sort of success it would have become. And those are things that would have been easy to get right.

Game designers overall can get away with leaving out certain elements if the overall game is well made and received well. The parts of the game that are thrown into a slightly negative slot, will be noted but undoubtedly not be responsible for a decline in sales. Yet should designers really be satisfied with that, should we? £40/E50/$60 is a lot of money for a disc with a computer game on it. Plenty of people say it isn't, but it is. If we pay full price, we deserve a game that is as well polished as possible. If we invest in a game not just for the sake of playing something, but for having something that substitutes a book or film with added interactivity, then shouldn't we get something that ticks all the major and minor boxes?

Are there really any excuses for focusing on one element more than another? If you want to encompass many elements in your game, such as RPG customisation, storytelling, shooting mechanics, driving ect, should they all be equally as close to perfect as you can get them?

Gamers complained about so much regarding the hobby they love (or perhaps they just love complaining and the hobby itself is secondary), but when its issues like online passes and shoddy company ethics it's hard to feel bad about it. Complaining about a game that's pretty awesome in our eyes, but that would have be intensified if a little change or input occurred here and there can be seen as the ultimate nit picking.

But does that mean we're completely wrong for doing so? Is it ok for game designers to compromise when they can afford to optimise?



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I think sometimes faults can contribute to a game's playability - atleast in some genres, horror for example; ugly graphics or difficult controls can help make a game scarier.

Forbidden Siren is a terribly frustrating game, in part because it's hard but also because of the controls, if your character ran about with ease like a regular videogame action hero it might not have the same effect, but because you control regular people and they move and control sluggishly it's actually scarier, though really, really frustrating at the same time.
The problem is when game publishers optimize for profit.

Which lol that's a silly thing to say. Of course they optimize for profit. Businesses make money because that is what businesses do. My problem, as one of the people who actually care about little things like narrative, is when publishers appeal to the lowest common denominator by making their games as stupid as humanly possible.

My recent, renewed fanboyism of the Fallout series is in part a reaction to the butchering of Mass Effect. Fallout has actually become more intelligent as the series continues. Fallout 3 is really kind of shit compared to the genius of New Vegas. They evolved the saga from "oh-hey-let's-loot-boxes-for-hours" into a genuinely brilliant examination of domestic politics. Caesar's dissertation on Hegelian dialectics alone is more thought-provoking than anything shared in its other, lesser contemporaries.

And by "lesser contemporaries" I mean Mass Effect.

Also, love the title. :)
Love the title. Reminds me when my ex had an intervention with me over my love of tazers in the bedroom. Good blog too. Personally I think its ok to discuss what could be better and whatwent wrong, but there's a thin line betweenvalid complaints and whiny bitching. We see sooooo much whiny bitching these days.
I think that part of the issue is simply the tech. The technology just isn't quite there yet in terms of facial expressions (though there have been HUGE strides made recently) and the tech that is there is quite expensive and often created for that specific game (the lying/truth animations in LA Noire). Gradually the animation tech will evolve and be less expensive and less attention can be paid to this aspect of a game, so that devs won't have to give up one aspect (gameplay) in order to do a better job with say graphics. (at least I hope so!... cause LA Noire had some pretty repetitive gameplay) :(
@Panza - Your blog referring to the more rough edge graphics making a horror more horrific made a lot of good points. I think maybe a little more tink-tanking-time experimenting between what's consider high tech and appropiate tech for the feel of the game is needed, especially in genres such as horror.

@Sir Legendhead - I agree that Vegas was had a better storyline, there were certainly a lot darker elements as well. Personally I want to replay Vegas again alot more than I want to dive into FO3 once more.

@PhilK - That's the thing, all of a sudden there's an increase in various gaming related issues, the sexism, the corporate bullshit and yes the fans themselves whining for the sheer sake of whining. It's irritating all round

@Elsa - I agree that with regards to facial movements ect tech can just not be at the level it's needed and you can't apply the same budget to all games like LA Noire, but at the same time, games like Fallout 3 seem to completely lack any real facial movements. A blink might occur if we're lucky, but a basic frown or smile is often lacking for games made by companies who should be now be able to afford those little simple perks.
Just because we have more issues, doesn't mean we have to babies about it all. I cannot argue that is tiring though. I swear, even if a week doesn't have a controversy, someone will start a bitchfest over something. Wtf just happened to Vidya gamze and fun? I'm gonna go listen to Spose: Knockin on Wood again. Because dammit, I'm happy, I'm good enough and darnit, people like me.
@ Phil

People don't even like you. You is a stinky.

http://www.youtube.com/watch?v=NshQKDfFPlw
I am feeling some coontry twang moosic in here and find it is highly relevant.
@Legend: You shut your hockory, whore mouth and you shut it NOW.

BOOSH
*Hickory not hockory, FUCK YOU PHONE!!!!!!!!!!!
Darnation Phil that bloody song is back in my head...again!
Great blog!
I learned to accept, a long time ago, that the "perfection" I would like to see in games just isn't possible. But because of the general direction games went (3 dimensional,) it's caused more problems and certain issues just stick out more. I could probably get way more into it, but I'm typing on a phone.

I know it's not quite the same, but I'm a big Nintendo dude. Now, NSMBU is close to hitting all the check boxes, in its own context. It actually looks like the concept art and whatnot. Less is more yo.

Anyway, good stuff.
Cheers smurfee! I think there's something to be said for the fact that Nintendo is still there and a big name. It gets a bad rap for no reason, Nintendo does good stuff, it's one of the big daddies and it's awesome.
Very nice blog! (Hilarious title, BTW!)

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