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-Super Meat Boy regarding Super Meat Boy

Hey. Follow me on Twitter! I'll tweet about games! Promise!
Twitter - TubaticPrime

Highlights from my blog include:

-2010 Sucked: Fable III Exemplifies the Year in Disappointement*Promoted Blog
-Keep It Complicated, Stupid
-What Wii Gaming is Like for Me*Promoted Blog
-I, The Author: How I Stole the Declaration of Independance*Promoted blog




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Way of The Samurai, Shadow of the Colossus, Castle Crashers, Jet Grind Radio, ICO, Super DodgeBall, Canabalt, Final Fantasy VI and X-Com are some of the finest games ever made in ever

Xbox Live: Tubatic
PSN: Tubatic
Wii Console Code: 3554-2775-5012-0810
Tatsunoko Vs Capcom Code: 2107-0561-3043
Brawl Friend Code: 1762-2359-5359 "Tbatc"

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Players can elect to summon "cartoony" versions of bats, bombs, guns, and flamethrowers. These types of items can be used to destroy objects or even other summoned items (e.g., a club can be used to hit an animal; steak can be attached to a baby to attract lions; rockets can be lobbed at a man).

-From the ESRB description of Scribblenauts

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"Right after getting back to Japan, [Miyamoto] suddenly said: "You know we're including golf now." Apparently he'd stated in an interview that this time round golf shots would be determined by the backswing, even though at that time a golf game didn't exist in any shape or form!"

-A Nintendo Staffer explaining why Golf was added to Wii Sports Resort

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"I have seen the Summa that everyone talks about. And I want to pour gasoline on him and cut off his ear. "

-Pendleton21 after listening to the disavowed Podtoid 94: So Baller

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"question, did you play with controller or keyboard?

because controller is unplayable"
-Luc Bernard re: the first release version of Eternity's Child on Steam

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"Just because u like a game doesn't mean u have to give it a high score"
-excerpt from the epic trolling on the Prototype review, inFamous/Protoype Wars, June 2009

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Keep it Complicated, Stupid
Tubatic | 12:13 AM on 10.05.2010 16 comments




Back in my day, games were hard. Jumps would kill you. Potions would kill you. Restarts would be back at the beginning of a level. Moves were only explained in the manual and rally special moves were only available by word of mouth. And you know what? We liked it. For every reason a game was hard, we simply didn't care and played our thumbs raw just to get our gaming kicks.

Then designers realized that some of that stuff was bad design, that they didn't have to suck quarters out of kids and that people generally want to understand how their games worked. So ended an era of ridiculous difficulty. In the modern gaming world, contrary to recent outcry, its fairly difficult to play a game wrong. The industry has matured a bit. There's a general thread of goodwill between game makers and their recognized customers.

But somewhere in there, we've lost something. Its not unusual now to see revivals and canonical sequels to decade(s) old games. Fallout, Civilization, X-Com and Starcraft are all seeing the light of day with fresh new SKU's hitting retail and digital shelves. Each of them finding their own way to keep their franchises relevant. And almost every one of those game makers are meeting with opposition from franchise devotees. Where is the line between gaming blasphemy and making a worthy successor to games gone by?



Consider Starcraft, which maintained a presence in competitive LAN party play for years after its initial release. Games inspired by the franchise went on to expand on the tropes of the genre while playing with new idea in presentation and gameflow. RTS games have toyed with removing resources, hero characters, time travel and even building around the concept of reducing stationary base building. Do you make a Starcraft II with even more bells and whistles, or do you make a prettier version of what you've already done? As I understand it, Blizzard made a "better' Starcraft, and so far, they're not mucking with the formula too much. in result, the new game is generally considered a faithful new addition to the franchise. No immediate awards for innovation, but the product is solid. To say its "money in the bank" doesn't give due credit to the hard work of shipping a solid game, but it accurately pegs the design approach. Low risk, high reward.

But what of rebooting your fundamentals and leveling the barrier of entry for new players? Civilization V approaches the time honored gameplay of flow of Civilization while augmenting the strategy play from square grids or a series of hex cells. Further, features woven into the previous edition through expansion packs have been scaled back as this user friendly new entry re-introduces the flow of the game. Some users find the scaleback dissappointing, while other thoroughly appreciate the fundamental change in the gameboard and streamlined systems perfected in the more "casual" recent release of the franchise Civilization Revolutions

Interestingly, there's a mild rumble of disdain for the streamlined experience found in Civ Rev. The lovable team of game journo codgers at Gamer's With Jobstouch on this topic in last week's podcast. Features that would require added attention, such as army building or worker management are stripped down to facilitate quicker and less cluttered game sessions. This game that could once take 8 or 9 hours to see a single game to completion became a game that could be done and dusted in about half the time. Its certainly still "Civ", but the nuance of nation management has been shaved in the name of pick up and play game flow. You'd find that "hardcore" Civ players will look down their nose at such advancements. The game they know, the game they loved, was lovable to them because of those nuances.



And nuance is everything. Where SimCity, at the last of its numbered iterations, included the simulated effects of several cities in a region upon each other, its offshoot SimCity Societies took a heavy approach to streamlining. The game, while visually satisfying and very accessible as a city block designer, removed much of the simulation play. A player that loved SimCity for that obsessive attention to detail in systems is generally disappointed by the direction that series took. Not to note Societies as anything less than a deftly made and solidly functional release. In that, its successful. But in consideration of the more passion inducing features unique to SimCity as a franchise, it fails confidently.

And that confident failure is at the heart of some franchise fans' concerns. There are plenty of different ways to build a new entry in a series. Even the core creative team of a game has the opportunity to turn out an uninspired game. The saving grace for most franchise is the presence of fans working to keep a game faithful to the what made the original tick, in some way. The new XCOM evokes those feelings of seeing a game change in ways that don't seem to tap into the features that actually made the original games so beloved by their fans.

While I appreciate XCOM's PR team telling me that the thrilling world of the franchise is being preserved, I have my doubts that an FPS can recapture or faithfully modernize that feeling. My own personal enjoyment came from managing the drop team through the different scenarios, trying my best to minimize casualties within that turn-based paradigm. Once I made a move, my guys were committed to it. In that way, it had the feel of a board game. Strategies were put to the test against an AI with a slightly stacked deck of cards. Aside from not seeing alien movements, some of their powers were nigh unstoppable for all but a completely decked out team. The cost of team death was a loss of experience and equipment. If previews of XCOM are to be taken as and indicator of the game to come, the focus seems to be on this named protagonist leading an endless supply of red shirt agents to their inevitable death on every mission. While the concept my have its own merits, that's a missed opportunity in terms of franchise renewal.



Beyond the surface of Earth vs aliens, can the feel of that original game be translated into the game language of First Person Shooters? As a fan of X-Com's strategic gameplay, I would have loved for a big budget studio to really expand on the turnbased strategy systems of the original, much in the way that Civilization was evolved through iteration. Certainly, I can play that game again with shiny graphics already. There are countless fan/indie projects in progress, striving to recapture and improve upon what makes X-Com so passionately revered. But a real, professional method team working to expand the suspenseful flow of X-Com's battle would have been a dream come true.

But maybe that's the rub? In getting that big budget team, you start to take on all the responsibilities of that budget. Chief amongst those responsibilities being the return on investment. When these games first came out lets be clear: I have no doubt that these designers wanted to make a good deal of loot off their games at some point. However, in those formative years of the industry, maybe they had alot more room to just nerd out on the details. When there were no other strategy games as layered as the original X-Com, pounding away at creating a working system and living progression narrative made sense. What did Julian Gollop have to lose by making systems that players maybe couldn't grasp fully on their first run? Of course he player is going to fail their first run! Games are a challenge, and gamers were buying in for that challenge. Could Mr. Gollop walk in as the head of a modern game team and convince everyone from Development to Production that crafting a difficult, complex system is a sound use of resource and a reasonable path to profitability?

Not at all. He'd probably be laughed at, given a t-shirt, and thanked for making some of the best games ever created.

Regardless of anyone's reverence for the good old days, its unfortunate to have to admit that games spearheaded by a singular vision and protected as such are just a rarity now. I'd bet money that even the star executive producer/designers of the industry like Keiji Inafune, Peter Molynuex and Ken Levine don't have nearly as much authorship as anyone's romantic vision of their jobs would suggest. And with the lack of singular vision and direct conduit to the designer's passion, that's where we lose the nuance? Blame investors? Blame team sizes? Blame hardware arms races? Blame it all maybe? Whatever's the cause, its still a shame that complexity in games themselves, despite the immensity and complexity of the industry, is a part of gaming that is simply becoming ancient history.



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14 comments | showing # 1 to 14
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Kraid's Avatar - Comment posted on 10/05/2010 01:37
Kraid
Awesome examples given. Couldn't have said it better myself.
*cues the standing ovation*
The Silent Protagonist's Avatar - Comment posted on 10/05/2010 05:41
The Silent Protagonist
I sort of felt this way about the transitions between Soulcalibur II to Soul Calibur IV and Everquest to Everquest II.

Character and streamlining is all well and good, but if all you ever concern yourself with is making something accessible to new consumers you risk losing old fans by leaps and bounds.

I'm an Ivy player in Soul Calibur, but they destroyed her in SCIII and while much repaired in SCIV - what I loved about her in SC and SCII, that ability to play mindgames with your opponent with her stances and buffers, is still totally gone in SCIV. They weakened her by forcing a sequence into what stance she can adapt, a specific order.

And EQII. They gave up some much of what made the first game special right out of the gate. Sure, getting rid of faction and making token good/evil cities made things easier, but Freeport wasn't Evil on other games, it was neutral territory. Being a neutral city gave it unique flavor

And no faction makes things a great deal easier, but loses that feeling or roleplaying. I guess some people might have a problem with in-game NPC racism between High Elves and Dark Elves, but I always thought that was in good fun. Hell, I played the EQ on the PS2 as well, one of the most memorable moments in the game was me starting out as a Bard on Qeynos and this female dark elf - who had travelled all the way from Freeport stops to ask me for direction.

An NPC in a nearby watchtower sees her and- being programmed to hate dark elves with no faction with humans - killed her on the spot. Her binding point was still back in Freeport, a couple hours journey by foot for a low level player.

I thought it was hilarious. I later chose Enchanter as my main class, I liked it because I could pose as other races without having to need to up my faction. Of course, such spells had limits and if someone saw me as a high elf in the dark elf city my fate was sealed, but that was the edge to it.

We are losing a great deal of personality in games just to make everyone feel OK playing them. Its a shame.

I can't even play WoW. It feels so damn dumb in contrast to the MMOs I came up on. I kinda like some penalties around, if only to prevent stupid people from being so stupid.
Beyamor's Avatar - Comment posted on 10/05/2010 10:06
Beyamor
I'll fap it, but I'm not sure how I feel about this guy.

I'm not a gamer with strong roots in the days of yesteryear, back when pressing a button was an uphill walk both ways, so maybe I can't comment with confidence on the benefits of complexity, but I'll give it a shot.

So yeah, right off, I do like an intelligent game, something with the subtlety to make you think and explore. It's an absolute godsend to find a game that leaves some of its depth for the player to discover at their own volition. Certainly some of my favourite experiences have come about as I uncovered just how to play a game and play it well. Yes, in that, complexity is good.

At the same time, I want people to be able to enjoy games. One of the hardest barriers can be simply learning what to do and I feel as though some of the more layered offerings set up these exclusive clubs, shunning the plebians without the capacity to suffer through picking up the dozens of rules and commands they need to make any sort of headway. That is simply wrong to me.

There is, I think, a difference between being complex or difficult and outright obtuse. There are certainly games I might name which swing terribly towards the latter. While I'm unquestionably a fan of rich play, I can't say I want it to come at the expense of the better part of the populace. Maybe I'm being naive, it's not uncharacteristic, but I'd like to believe we can make games where success is a standard for everybody but, and this is the crux, greatness is the domain of the few.

"Bey, that was a whackton of nonsense."

"Well imaginary voice, it's early and I'm impressed I managed anything other than 'hrglgrhlgrk'."
Tubatic's Avatar - Comment posted on 10/05/2010 11:26
Tubatic
@Beyamor

Made sense to me!

Personally, i really dog when I can explore the versatility of a game's systems. Dive in, learn up, bathe in the toughness.

But, Yeah, ultimately I'd like for everyone to be able to enjoy a game they think they're interested in, without fear of being overwhelmed by that sweet sweet play depth. CIv definitely hangs out in that sweet spot as a franchise, mostly because of how tightly knit the support system is. Advisors fit perfectly into the conceit of the game (you're the king dawg), while playing that super functional gameplay role (you don't j ow what you're doing, you should do this, noob).

Maybe it would be best to advocate for and applaud the in-game tutorials of releases more often? Some tutorials are pandering and groan worthy, but maybe that's the cost of maintaining play mechanic maturity and complexity?
Tubatic's Avatar - Comment posted on 10/05/2010 11:27
Tubatic
*really "DIG". Thanks autospell...
Elsa's Avatar - Comment posted on 10/05/2010 11:28
Elsa
I think that games were much more difficult "back in the day" because they didn't have room for new content... so much of the game content was reliant on restarting the entire level when you made a mistake, or repeating re-done levels ad naseum on increasing difficulties.

The other consideration is that all those 6 year old kids are now adults and adults simply have less time for gaming and they also have disposable income. Kids go through that obsessive phase where they can watch The Lion King over and over and over again. They can do that with games too... enjoying a game that is really nothing more than doing the same type of thing repetitively. They also had no choice, it's not like they could just put it down and go buy a new game.

I think that the changes in gaming reflect not just the newer technical abilities of games, but also the changing and aging gamer demographic.

Maybe we have to blame gamers for the changes...
Tubatic's Avatar - Comment posted on 10/05/2010 12:09
Tubatic
@Elsa

Blame the gamer? But we're the victims here! Jk :D

honestly, though, a good point. I wonder sometimes if we fool ourselves into thinking we don't have enough time. Games save, for the most part. An 8 hour game of CIv could easily be four, 2 hour chunks. Not that unreasonable over a week or two of real time. maybe we don't need quicker games. Maybe just a little more willpower?!
TheDreadHawk's Avatar - Comment posted on 10/05/2010 12:51
TheDreadHawk
Really interesting stuff, Tubatic.

In response to your last comment in this thread, I work two jobs and go to school full time in downtown Chicago. In between train rides, work, classes, the woman and doing things with friend, I'm still able to sink a lot of time into gaming. But that's because I want to. I want to enjoy a relaxing few hours playing games either by myself or competitively with friends or strangers. So what I'm trying to get at is: Yes. We need more willpower. It seems some folks are starting to enjoy gaming less, and use it interchangeably as a time-waster rather than a hobby they love. I dunno, could be me over analyzing.

Also, fapped.
fulldamage's Avatar - Comment posted on 10/05/2010 19:26
fulldamage
Fapped for a really nice write up. I think this is why Demon's Souls got so much attention - very much a return to form of the old ball-breakingly unpermissive games of our youth - but updated to a modern level in certain ways, like constant auto-saving and having a permanent inventory mule, so that there's an option to grind your way out of situations you can't skill your way through.

It's a really delicate balance - ideally you want something kind of like chess, that anyone can pick up and play, but that dedicated players can find more and more challenge in as they learn and master the systems.

Despite my love for the internets, I have to admit that I sometimes miss the time when FAQs were not a mouse-click away. Discovering secrets and strategies to overcome tough levels was just much more rewarding back in the day.
Tubatic's Avatar - Comment posted on 10/05/2010 19:34
Tubatic
@fulldamage

Right on, that's what I'm talking about! Demon's Souls wasn't very big on technique based hand holding, but the terms of your existence in that game world was made fairly explicit through their intro/ tutorial level. There was plenty to discover about what you are capable in that game world. The systems are pretty straight forward, but there's room for mastery and gameplay rewards for your efforts (you can handle situations better the first time)
manasteel88's Avatar - Comment posted on 10/06/2010 14:42
manasteel88
well written...well thought out...Unfortunately none of the games have ever made my hands so I can't really grasp the changes stated. Except for SimCity, though I haven't touched Societies.

Are you saying that when they focused on Block management and lost focus on Simulation, that they it became less geared towards the obsessive?
EdgyDude's Avatar - Comment posted on 10/06/2010 18:26
EdgyDude
Good write up, i kinda see the good points from your and Beyamor's perspective, on your side i understand that sometimes the problem is in how streamlining is done, to use Om Nom On Soul's words "done with and axe instead of sandpaper" and that takes away a lot of fun from a game for those of us that enjoy a deep, complex, meaningful experience and it's something that shouldn't happen, in my case it hits close to home with the upcoming 3rd Birthday: apparently most RPG elements from previous games got cut out in favor of TPS mechanics with a bit of Mindjack.

On Bey's side i get and dig the the way things got simplified this gen regarding control schemes thanks to the Wii (when done right that is), TvC is the perfect example, it totally dumps the whole "learning move sets" in favor of a much simpler control scheme, sure, some people don't like this because it makes it easier for others to get in the game and do better, but let's be honest: if a simpler control scheme in a fighting game makes the difference between you kicking ass and doing so so then you didn't have real skills to begin with, you just were skilled with a controller and remembering move sets, the same can be applied to any other game in that aspect.

So yeah, fapped for cool writing.
Tubatic's Avatar - Comment posted on 10/06/2010 19:06
Tubatic
@manasteel

Well, not so much excluding the obsessive: i can see someone still getting obsessive about making the most aesthetically pleasing and well balanced block. But its a game changer. The skills I learned and internalized as good gameplay in earlier SimCities are just not present or required.

Its like getting new 16-bit MegaMan game that have you program MegaMan with AI, and you watch him play. Still a form of play, still the same playing field, same strategies, and attractive graphics/sound. But the mechanics that you really enjoyed are gone. I might still enjoy that game intensely (kind of a cool idea, come to think of it...), but I would be missing out on further expansion/iteration on the playstyle I really enjoyed.
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