Thirty-Seven

According to Patton Oswalt, 37 is not one of the 20 birthdays you’re allowed to celebrate. But I want a cake, dammit! (And no offense to my peer group, but I’d like to eat it in a crowd where no [...]

activiayogurt.png
According to Patton Oswalt, 37 is not one of the 20 birthdays you’re allowed to celebrate. But I want a cake, dammit! (And no offense to my peer group, but I’d like to eat it in a crowd where no one is tempted to point out that the cake is a lie.)

I can tell that I’m getting older and lazier, because I’m kinda thinking my birthday present for myself will be hiring somebody to come clean my apartment.

Highlights from my gift registry are listed below, feel free to browse it as I shamble on towards thirty-eight years taking up space on the Earth.

All up in her griddle

A couple weeks ago, my satellite went out, and I seriously considered just canceling the service altogether. Even if I were home long enough to watch TV, all the shows I’m most interested in are available on the internet. And [...]

teppangirl.jpg
A couple weeks ago, my satellite went out, and I seriously considered just canceling the service altogether. Even if I were home long enough to watch TV, all the shows I’m most interested in are available on the internet. And if I ever do get free time, wouldn’t I be better off going outdoors, or at least reading?

Luckily, the DVR helped dispel all that nonsense by recording the Fuji TV programming block that runs in the bay area on weekends. One of the shows I caught was “Teppan Shoujo Akane!!”, which is about a teenage girl who uses a magic griddle named Ittetsu to battle rival teppanyaki chefs while searching for her missing father.

I know, right? But it’s even better than that: even though it was made in 2006, it looks and feels like it’s coming straight out of 1988. Her arch-enemy is a scenery-chewing rich girl of the Animal House/Meatballs school of villainy, and there are scenes where Akane takes long walks on the beach with her griddle as romantic music plays.

This is something that I never would’ve heard about had it not been for the sweet, sweet rays of entertainment broadcast to my TV. How could I ever have doubted it?

At one point in the episode I watched, Akane grows despondent over a betrayal, and she actually throws Ittetsu into the trash! After some soul-searching, she realizes her mistake and begins a chase through the streets of Tokyo, pursuing the garbage truck taking away her magic griddle. She jumps onto the back of the truck and bows to Ittetsu in abject apology. And I understood exactly how she felt when she caressed the griddle and said:

I’m not all alone! I have Ittetsu! I still have iron-griddle dishes!

I'm thinking of a number between 1 and You're Dumb

Since this is about adventure games, I feel like I should make my usual disclaimer explicit: this is a personal blog, I don’t speak for my company, and vice-versa. Any opinions I spew out here are not necessarily my coworkers’; [...]

Since this is about adventure games, I feel like I should make my usual disclaimer explicit: this is a personal blog, I don’t speak for my company, and vice-versa. Any opinions I spew out here are not necessarily my coworkers’; in fact, when somebody at work tells me, “I read your blog,” it’s most often followed by, “I didn’t agree, but….”

harveybirdmanmentok.jpgApparently, “Yahtzee” Croshaw has a column in the back of PC Gamer now, and the one in the July 2008 issue is about how he’s bored with adventure games. They always devolve into the same old thing; and sure the SCUMM games were excellent, but that was in spite of their gameplay, not because of it; and ever since Half-Life came out and proved that action games don’t need to be mindless and shallow, do we even need adventure games anymore?

Fair enough. A few years ago, I would’ve probably agreed completely. When I first got into videogames, I was only into SCUMM games, because shooters were dumb. And even then, it was rarely because of the puzzles; the puzzles were almost always something you had to slog through to get to the next cool story moment. When Dark Forces proved that DOOM could have a cool story and characters, and then Jedi Knight and Half-Life proved that cinematic storytelling could actually be fun to play, I said, “Well, that about does it for adventure games.” Until I started working for Telltale, I can’t remember playing an adventure game since Zork Grand Inquisitor. (Which is still a fantastic game, by the way, one of the best I’ve ever played).

But that was eight years ago. I tend to like Croshaw’s video reviews, because buried amongst the Britishisms and dildos, there’s frequently some genuine, bullshit-free insight in there. Even when I don’t agree, I like hearing someone cut through conventional wisdom and hype and just get at the heart of whether a game is fun or not, and why.

And that’s why I was disappointed in that PC Gamer column, because it doesn’t say anything new. Basically, he says the exact same thing anyone says whenever the topic of adventure games comes up:

Myth 7: Adventure games suck because they’re artificially complicated and there’s only one correct solution to every puzzle and it’s never what you would do in the real world so you have to READ THE DESIGNER’S MIND!!!!

Whenever this observation gets trotted out on the internet, it’s invariably followed by a link to the Death of Adventure Games article from Old Man Murray. That’s the one from 2000 where a particularly ridiculous puzzle from Gabriel Knight 3 gets ripped apart, and adventure game fans and creators both get exposed for the smug, self-important bastards that they are. And as soon as you link to the OMM article, the crowd scatters like cockroaches, adventure game apologists hanging their heads in shame. The issue was definitively settled, eight years ago: Adventure Games Just Aren’t Cool Anymore.

And then the writer of that article went on to get a job at Valve, working on Portal, which is more like an adventure game than most adventure games I’ve played.

Continue reading

It LIVES!

The Spore Creature Creator demo went live on EA’s site today, with the $10 version available tomorrow. I’ve been playing around with it a little bit, and if the complete game has even a fraction of the detail and attention [...]

sporecrocobear.jpg
The Spore Creature Creator demo went live on EA’s site today, with the $10 version available tomorrow. I’ve been playing around with it a little bit, and if the complete game has even a fraction of the detail and attention given to the creature creator, Maxis has knocked this one way out of the park. They deserve every one of the millions of copies they’re going to sell (I hope).

Here’s where I try to sound like an insider: when the expansion pack for SimCity 4 wrapped (around the end of 2004), a friend at Maxis showed me a very early prototype of the creature editor. It was just a blobby spine that you could bend around, and add legs or rip them off. That was kind of neat.

Then he hit the “walk” button. The thing started flailing around, and after a few seconds, it learned how to walk on four legs. He tore a leg off, and it flopped down, then quickly adjusted to walking on three legs. He tore another leg off, and it became a biped. Then he stretched one end of the spine way out so that the thing’s center of gravity changed. It immediately flopped over, and then after a few seconds adjusted its gait to account for the added weight.

It was amazing, and actually a little creepy. Computers aren’t supposed to be able to do that kind of thing. In fact, you’re supposed to make fun of people who believe that computers can do that kind of thing. It smacked of a giant “Make Videogame” button.

As far as I can tell from the little I’ve seen of the creature creator, most if not all of that functionality is still in there. You can’t make changes to your creature in realtime, but it does adjust itself based on any number of legs, size and length of the spine, types of appendages, and so on. The problem is that it does it so seamlessly, that you can’t really appreciate how much work is going into making that happen.

But even if the gee-whiz tech demo aspect isn’t as immediately apparent, what they replaced it with is pure, undiluted fun. There’s already tens of thousands of creatures floating around the internets, only about 40% of them wang-themed. When you start up the tool and see how easy it is not just to make something, but to make something good, you can’t help but keep doing it. It’s got a perfect feedback loop of letting you jump right in, making your simple creations satisfying, and rewarding you for digging deeper and making more complex things.

I have to admit that I was extremely skeptical about the potential of user-generated content. All the previews and lectures about the game talked about a wonderful galaxy full of planets populated by creatures generated by other players and shared over the internet. I thought this was a little over-optimistic: even if you assume that they’ll have content filters, so your planets don’t keep getting overrun with dong monsters, there’s still the basic law that 99% of anything sucks.

What I didn’t take into account was that they’ve put so much thought into the creation of the creatures, that it’s kind of hard to make one that’s not appealing on some level. And that they’ve incorporated the community so that you’re encouraged to make your creatures cooler, just so that you can show them off and they won’t get lost in the crowd. And that they’ve made it so easy to make and share them, that you can create an upload a menagerie of dozens in under an hour — meaning hundreds of thousands if not millions of creatures available. And if 1% of those is really good, that’s a hell of a lot of content you can play around with.

Best of all is that they’ve really, finally captured that feeling of messing around with Play-Doh, building whatever you can imagine. Plenty of games have tried this to varying degrees of success; this is the first time I’ve really seen it pay off.

And they still managed to cram the gee-whiz tech-demo in as well. The “DNA” for your creatures are saved as metadata in small image thumbnails. There’s no additional file to keep track of. So you should be able to take a picture that somebody uploads to the internet — like my first three creatures below — save it or just drag it out of the browser and onto your game (or into your “My Spore Creations/Creatures” folder), and it’ll be able to use it in the game.

There are already nefarious forces at work trying to reverse engineer the files and figure out how it’s storing the creature data, but I don’t want to know how it works. I prefer to believe that it really is magic.

Crocobear.pngMortisaurus.pngGoofodile.png

Iz not so great, aktually

This “half-season” of “Battlestar Galactica” ended last Friday with an episode called “Revelations.” I don’t really have much to say worth a spoiler warning, but if you want to know nothing about the episode, you might want to skip this [...]

lolkara.jpgThis “half-season” of “Battlestar Galactica” ended last Friday with an episode called “Revelations.” I don’t really have much to say worth a spoiler warning, but if you want to know nothing about the episode, you might want to skip this post.

Maybe the series has always been like this, and I just couldn’t tell because I was watching the episodes out of order, but it seems like the show has been wildly uneven in quality. Two episodes ago was a muddled, directionless mess of an hour, immediately followed by one of the best episodes of the entire series (“Hub”). The finale was more of the same: there were story moments and individual scenes that were just fantastic, but I just wasn’t that impressed with the episode as a whole.

I liked pretty much everything they did, plot-wise, but I wish they had stretched it all out over the last 8 or 9 episodes instead of trying to cram everything significant that will happen to the human race into 45 minutes. Everything was rushed and muddled. Lately my biggest gripe about TV shows is that the characters’ motivations get lost; it doesn’t seem like they do stuff because the characters want to, but just because the writers need them to get from here to there. In this episode, it seemed like characters did stuff just because they were afraid they wouldn’t have time to before the scene ended and we cut to somewhere else.

But a few of the moments were great. It got so tense that I actually had to pause it and get up to pace around the apartment, which I’m guessing is the kind of reaction they were hoping for. But I was anxious only partly because of the tension the episode had built up, and mostly because I kept saying, “Don’t screw up the whole series, don’t screw up the whole series…”

I don’t know, maybe that’s an intentional dramatic device — they’ll show you an episode so bad, or a plot development so ridiculous, that you have to be a little scared of them. They’ve got a gun to the series’ head and are holding it hostage, “Keep watching, or we’ll blow it to hell! We’re crazy enough to do it!”

The ending was fine, but it was more “oh, so that’s the option they picked” than “holy cow, I didn’t see that coming!” I guess the last 10 or so episodes are going to be all about the Final Fifth and what happens next. I’m not so upset anymore that it’s going to be 2009 before any new episodes air. I’m curious to see how it all ends, but I think BSG and I could use some time apart.