Search

GameIntrospection

Love and Hate for Gaming @GIntrospection

Category

Let’s Talk About

Let’s talk about: Player-Driven Context; Final Fantasy XV, That Dragon, Cancer and How a player connects to a game

Final Fantasy XV is an interesting game. The first 80% of the game feels endless. You get in the car, Noctis and friends, trying to help Noctis find himself, his purpose and his responsibilities. You take detours exploring caves, hunting for the next big fish, camp under the stars and wish you would find the next town soon so you can get a decent shower. During it all, there’s friendly ribbing, putting each other down as a display of how close you all are, egos blow up or real life seeps in and full out arguments escalate until the cold front  sweeps through the group hindering all conversation but you know that they mean well because the argument only grew from a place of worry, respect and friendship rather than ill will. But everyone works through the bad feelings and it only helps to strengthen their bond in the end. Then the last 20% of the game happens, real life becomes too important and that friendship isn’t enough to stop life from happening causing the inevitable distance between you and your friends to grow.

ffxv

Final Fantasy XV is interesting because it made me long for the times when I could just spend the days with my friends not worrying about the distant future and just live in the moment with them. Only having to worry about our next meal or plan our next outing together is a distant memory from the abruptness of real life. But then again, I’m only thinking like this because of where I am in life while I’m playing the game. I’m already past that part of my life where I’ve had the time to waste with my friends where we only spent time building bonds with one another before life got in the way. I’ve brought my own experiences from life and had it color my experience of FFXV, by relating to the motifs of friendship and reminiscing between the banter that only friends that know each other well and are completely comfortable with shitting on each other can do. If this was my first Final Fantasy playing FFXV before having these experiences of bonding with my friends I can see the next generation idolizing the idea of grabbing your closest friends, going on a trip and making an adventure out of it as a means of entertainment and building bonds.

This raises the question: When is the right time to play a game?

More after the break

Continue reading “Let’s talk about: Player-Driven Context; Final Fantasy XV, That Dragon, Cancer and How a player connects to a game”

Let’s Talk About: Superhot

Having the infinite power to survey and analyze while stuck with the limitations of the human body.

If you ever felt like The Flash needed a handicap, this would be the best one to give him. Given the power of high speed thought and processing, without the powers of high speed movement. How useful is being able to see the Matrix if you can’t manipulate yourself fast enough to dodge bullets.

Superhot is an experiment with these limitations.

The game opens up slowly, in the style of bringing intrigue and curiosity to the picture. A friend recommends you a game to try out, so you do. This is when you start learning your mechanics.

 

superhot - mechanics

When you move, time passes. When you don’t move, time stops.

Continue reading “Let’s Talk About: Superhot”

Let’s Talk About – Chunithm 

chunithm-banner

Chunithm – Site

Songlist

Traveling to Japan is always interesting, in particular Tokyo. The city is always busy from the waking hours till the trains shut down at midnight,, the neon lights and smell of food from a small ten-person restaurant can be sensed from blocks away, and there is always something new to find in the city, whether you’re visiting for a only a week or have lived there your entire life. It’s an intoxicating display and makes it impossible to not go exploring for something new, especially to International eyes.

Akihabara

And in Tokyo you can find a slew of Video Arcades, particularly in Akihabara, and in these arcades you can find a war for floor space between fighting games, the newly established virtual card games, and a new breed of music games fighting for audible space of each floor.

And then I came across this machine.

machine1

Chunithm.

I didn’t think much of it at first. There were a few new music games to try that aren’t really seen in the US. Groove Coaster, REV, and the few other music games that I found in the arcade are rare to see, so I wanted to get my hands on them at least once.

What a silly name, Chunithm.

Continue reading “Let’s Talk About – Chunithm “

Let’s Talk About: When does a game truly die? Or Games that need to inspire.

We’re well within the lifetime of the Eighth generation of consoles. That means seven generations of game consoles have come and gone. Libraries of games within each generation and only a handful of them are ever talked about, reminisced on, and dissected with scrutiny. Thousands of games long forgotten with just as much potential as the game next to it when they sat on the store shelves, but rarely purchased and less likely to be remembered once the next gaming generation has spawned a fresh slate of shelf-space to remember.

But do these games ever really die?

The mortality of a game and its ideas is one thing, but its legacy is something to not be taken likely. Passing on the seeds of what a game has explored to future generations.

Continue reading “Let’s Talk About: When does a game truly die? Or Games that need to inspire.”

Let’s Talk About: Genres and Better Describing Games

When does a thing stop being that thing.

A Genre is a broad term to try and classify. You start to create titles and classifiers and begin to find that many of those classifiers that you use to try and segregate can still be used in conjunction with another to classify something new. Look at games for example. There are very few games that have distinct classifiers that segregate themselves from other games.

Call of Duty: First Person Shooter, Online Multiplayer. Ok, not that hard. Does it have a story? It has a single player mode with a story, yes. Call of Duty: First Person Shooter, Online Multiplayer, Story-Based. Does it have Cooperative modes? Sometimes. Call of Duty: First Person Shooter, Online Multiplayer, Story-Based, Cooperative. What time era is this? This is largely fiction or non-fiction? Are all First Person Shooters like this? Are all Story-Based games First Person Shooters? Do all First Person Shooters have Cooperative play? We can actually keep adding onto the genre listing for a quite a bit.

And we have to keep making more and more qualifiers to describe a game because we can’t make assumptions about genres anymore, nor was it ever a good idea to start. It’s like trying to classify movies as either drama or comedy. For there to be tension, there needs to be drama and struggle, choice and impact. Action movies have drama. Sports movies have drama. Documentaries have drama. If a comedy didn’t have drama then it would literally be a movie with only stand-up. No, that’s not fair either because good stand-up, storytelling or joke telling, still builds tension and releases it conveying the drama of the situation. The only clear lines you can draw are ones like Animated or not, and even those have movies that blend the genres together like Heavy Metal (1981).

Continue reading “Let’s Talk About: Genres and Better Describing Games”

Let’s Talk About: Looking at Games Individually vs Culturally

Q: Is it enough to talk about Games Individually or do we need to talk about Games as a cultural whole?

One is a tragedy, many is a statistic.

Is it possible to gain insight into the art of Video Games (the storytelling, the cinematic design, the character design, the gameplay elements that make the package compelling or not) by looking at a game by itself? There is insight to gain in a market report sense, did you have fun, where the controls buggy, were parts of the game overly frustrating, but what I mean is on a digestive-sense can we learn from games in isolation steering away from the idea that all art is a reproduction of past art

To gain insight we look at games as a comparison of others, naturally fashioning some order of which is better than another in some respects but worse in others and we can discuss why things are better in some ways than others. But a lot of elements that make up a game that make it good don’t necessarily get carried over to subsequent generations.

For many games, there is no genetic evolution for its offspring, taking the best elements of the ancestor and passing it along to the offspring. For many games, they are incestuously stuck tweaking the best elements they have disproportionately augmenting their strengths to overcompensate for their weaknesses.

Continue reading “Let’s Talk About: Looking at Games Individually vs Culturally”

Let’s Talk About: Absolute Drift (Actually talk about it)

Absolute Drift - Intro

So yes, I kind of talked about Absolute Drift yesterday, but not really to any analytic sense. I really only touched on the game’s philosophy and stylings. The aesthetic likeness to Japanese Sumi-e art and building up an artistic confidence that experience plus loss of self-doubt can only bring. (Post here)

This is more to focus on what the game does and doesn’t do well.

Continue reading “Let’s Talk About: Absolute Drift (Actually talk about it)”

Let’s Talk About: Her Story

 

A dim lit room. A lone computer screen in the middle of that room radiating all of the noticeable light around you. Like a moth, you’re drawn to the light. You take a seat in front of the monitor where a single application is running with the text “MURDER” in the text box. Looks like a crappy search engine from a college homework assignment, you think to yourself. You click the Search button anyways. Querying Database and a green sense of progress fills up the bar. A few videos with a brunette appear. She’s been there for more than one day, as her clothes aren’t the same across the videos. It looks like she’s being interrogated. Without warning, without forced motivation, without someone whispering text in front of you face, you sit there watching each video, trying to figure out what this murder is about.

HerStory-Intro

Her Story is probably one of the better story-driven games I’ve played in a while, not because it breaks ground in storytelling but because it leaves the player in complete control of how they unravel the story.

Continue reading “Let’s Talk About: Her Story”

Let’s talk about: New Steam Refund Policy

 

We released indie-games BEFORE blurb bli blur-blurb
We released indie-games BEFORE blurb bli blur-blurb

The idea of the 2-hour return window for the new Steam Refunds policy had clear goals in mind. You buy a game, play through some of it to see if you think the game is worth playing through or if the game was even remotely functional. If you weren’t getting a good feel for the game or if it was just too frustrating to deal with (like having terrible controls, no clear gameplay to play with, and no fun in sight) you could just return it. Developers get punished for making and releasing a poorly developed game, which encourages better production value and having a clearer threshold of compitency that developers need to demonstrate before releasing their game. Players have less gripes about trying different games because they only have to commit to games that seem enjoyable, letting them take more risks in trying games that they normally wouldn’t with less worry about wasting their money.

Better customer service, better customer satisfaction.

Better developed games, better customer satisfaction.

Better ecosystem.

Continue reading “Let’s talk about: New Steam Refund Policy”

Create a free website or blog at WordPress.com.

Up ↑