Showing posts with label Indie. Show all posts
Showing posts with label Indie. Show all posts

Friday, 4 July 2014

A Love Song to Papers, Please


Papers, Please is a weird game. The story of how this post came to exist is maybe even weirder. Papers, Please originally came onto my radar about a year ago when a demo of the game was released. It struck me as whimsical and strangely enticing; a game I definitely wanted to buy but was not in a rush to do so. Well Steam's Summer Sale solved that problem, and I've found playing the game to be an even more interesting experience. Having only put a few hours into the game I didn't want to do a proper analysis of it yet, but then I started watching the most recent season of Nickelodeon's The Legend of Korra. A befuddling tangent to be sure. I noticed a surprising number of thematic similarities between the two and was going to write a comparison, because I thought it was very unexpected and interesting. However in trying to conceptualize that post, I couldn't figure out a way to write it without dedicating most the article to gushing about Papers, Please. So, I'm just going to do that for now instead!

Ok, so what exactly is Papers, Please anyways? Well the concept is simple.  You are an immigration officer working at the border of the fictional country of Arstotzka. Day in and day out, people hand you their papers and you must decide who can and cannot enter the country. As the days march by the political landscape gets more complicated, and so does your job. On day 1 you're just checking passports, but soon enough you're cross-checking 3-4 documents, the person's appearance and story, wanted criminal lists, etc. The difficulty in processing each immigrant increases, but your always payed $5 per person you get right. At the end of the day you go home, count your pay, and hope you have enough to pay for rent, food, heat, and whatever other expenses you may have. The next morning you wake up, read the headlines, and do it all over again.


Obviously this sounds fairly boring, but it's design is surprisingly brilliant and immersive. Let me walk you through the thought process as you are playing this game. It starts off, and you are trying to get a hang for how the game works. You quickly realize that you can just barely make ends meet, and that maybe tomorrow you won't. So the next day comes, and you decide you are going to go at it hard to make sure you earn enough money. In your fervor you miss something, and your pay gets docked. You can't pay for the heat, and next thing you know little Timmy is has a cold. You quickly learn to loathe the clickity-clack sound of the tickets that pop out whenever you make a mistake. Maybe it's worth it to make sure you do your job properly. This is a game anyways right? Clearly the goal is to process everyone correctly and make enough money to provide for your family. Just put your head down, check every bit of information, and you'll surely be fine.

But as the days go by, you begin to question this. You're soon checking so much information that you can't process it all quickly enough, and you start wondering if you shouldn't have more empathy. You start forgetting to check for things like fraudulent seals. Maybe you start putting less effort into checking Arstotzkan citizens, as they have fewer documents to verify and are usually legit. Maybe when a wife doesn't have the documents to enter with her husband, you're willing to give her a pass. But what happens when the next morning you read a headline about criminals entering the country? Is that your fault? Do you care as long as your pay isn't affected? What if you were bribed? What about people with cryptic requests? If some guy asks you to pass along an important document, do you trust him? How do you identify who to give it to? What if you give it to the wrong person and it increases terrorist attacks? After all, bombings shut down the checkpoint for the rest of the day, you certainly can't pay the bills working half days.


These are just some of the questions you have to answer while playing Papers, Please, and this is why it's kind of brilliant. In the world that is Arstotzka's border all you do is drag some papers around and stamp the passport with the red or the green. But you have all the power, and you can do whatever you want with it. The game provides you with a framework, rewards, punishments, incentives, but never hard rules or end goals. Nobody is telling you what to do. Everyone has their own idea of what they want you to do, and they will reward/punish you accordingly, but in the end of the day the decision is always yours. You have to weigh what you value and decide how to best achieve it. Maybe you don't care about politics or emotional immigrants or cryptic cults, you just want to put your head down and provide for your family. Maybe you want to unlock all of the bonus medals, so you look for those weird situations with special circumstances. Maybe you actually don't care about your family, you just want to make sure all the terrorists get in.

Who would ever suspect such a simple game to have such immersive gameplay? How is it that a game about doing paperwork has the best morality system I've seen in any game? You might not even realize it's there because there are no points or meters, you don't even have good vs. bad. You just have a system where your actions have real, direct, discernible consequences. You're choices aren't even that complex, you are essentially answering yes or no a couple hundred times. This is the game's key. It doesn't have deep gameplay, it doesn't have an epic backstory, it's simple. It focuses on narrative and immersion at the cost of everything else. If anything, it's simplicity just accentutes how mundane a job you are working, and how even a thoroughly monotonous existence like immigration officer is one full of meaningful choices.

Thursday, 15 May 2014

Thomas Was Alone and Narrative in Gameplay


We live in a very interesting age for video games. 20 years ago the market was still growing; AAAs weren't quite so monolithic and the the market didn't have the accessibility or the infrastructure for indies to thrive. Yet in a world where game budgets are getting outrageously out of hand, the indie market is flourishing. In a world where Activision and Ubisoft and Gamefreak are pushing yearly releases of big franchises, we have a plethora of indie games. Games which can be successful thanks to digital distribution, word of mouth. Games which, without hundreds of millions of dollars riding on them, can get away with taking creative risks. It is in this world that a game like Thomas Was Alone, a game about colored rectangles, can sell over a million copies. Myself being among them, I thought I would talk about what makes such a simple game so great.

So aside from rectangles, what exactly is Thomas Was Alone about? Well the idea is to reduce a puzzle platformer to it's most basic elements. Image a game like Trine or The Lost Vikings, wherein you control a group of characters one at a time. Each character has a personality and a backstory and a set of abilities, and you must combine these abilities in order to get the entire crew to the end of a level. All of these things are also true of Thomas Was Alone, except instead of Eric the Red and Baelog the Brave, you have Thomas the red rectangle and Claire the blue square. While they don't have fancy graphics or flashy abilities, I would argue that the characters in Thomas Was Alone are much better defined than most games without ever saying a word, and the game's narrative is shaped significantly better than most, too.


When you first start the game, Thomas is quite literally alone. You are given several levels to get the hang of what Thomas can do by letting the play figure it out (as is the case with every new character you are introduced to). While you are learning, the fantastic British narrator introduces you to the story of Thomas, who is lost, confused and lonely. Over the course of the journey you are introduced to other rectangles, such as Chris the pessimistic orange rectangle and John the narcissistic yellow rectangle. Each level the narrator tells you a little about the characters, sometimes a little about the story, which in truth, is barely there and really kind of irrelevant. The story is about the characters and their journey more so than the game's actual plot. Sure there are puzzles. They are well made, they are well paced, they make you think without being too hard, everything a puzzle game should be really. Yet to me, what really sets Thomas Was Alone apart is the unspoken narrative.

I think Chris really tells the tale of Thomas Was Alone. When you meet him, he is down, antisocial, and not much use to be frank. He's small, he can't jump very well, and he constantly needs the other characters' help to get around. But sometimes there's a spot that only Chris can reach, you need his help to progress. The same is true of every character. Some characters are more capable on their own, but at some point they all need help, and no matter how pathetic a character may be solo, there always comes a time when you need their help. Nobody can make it on their own, and when they work together not only can you make it to the next level, but your little rectangles grow as people(polygons?), too. Their personalities perfectly match their abilities, and each character has real and measurable character growth. I often found myself identifying with the little shapes, sharing in their woes, and celebrating their accomplishments. It's truly astounding how such a minimalist game can send such a powerful message, and it's all because the narrative and the gameplay are as one. Sure, the narrator is great and lines are well written, but the strongest messages are the ones that are inferred rather than stated.


Of course, you can have all of these things and have a game that isn't actually much fun. Often this is the case with the most "artsy" games. I don't believe this to be the case with Thomas Was Alone, however. None of what I mentioned is thrown in your face if you aren't looking for it. If you are just looking for a puzzle platformer, Thomas Was Alone does that, too. You don't have any grappling hooks or rocket boots or arcane magics, but figuring out how to use each character's size and abilities does make for quite an interesting game. It's not very hard nor exceptionally long, but it will make you think in a way that no other game will. It's also very good for short sessions, with most levels being easily beaten within 15 minutes. All in all, I would say that if you are looking for a good puzzle platformer, an interesting game, a strong narrative or any combination therein, Thomas Was Alone is definitely worth your time.

Monday, 29 April 2013

Top 5 Reasons Why the AAA Market is Crashing

Back in the 1980s, when the video game industry was young, it suffered a pretty massive crash. Between 1984 and 1985 total revenues dropped by a whopping 97%, and people thought the fad had passed until the NES came around. Back then the industry had no infristructure and basically subsisted on Pac Man clones. Things are very different these days, but still people constantly claim that the market is headed for another crash. I don't personally believe this is possible any longer, now that we have things like indie developers, digital distribution and a generation of people who grew up playing video games. None the less, I do believe that the AAA market, big budget games, are headed in a bad direction. While I don't think you could call it a "crash", it seems to me that AAAs are in the process of "crashing". In no particular reason why, here are my top 5 reasons why:


1) DRM / Piracy


Piracy has become an incredibly common thing in recent years. It's quite easy to get an illegitimate copy of anything digital, and the chances of any real repercussions are incredibly slim. As a result, there is a large number of people playing games for free, depriving the developer of that sale. I don't think there is any question that this is a bad thing, good games can't get made if developers go broke. However at the same time, there really isn't any proof that piracy actually negatively effects a game's sales. It can be argued, for example, that a person who pirates a game may have never bought it to begin with. Nobody can say for certain what effect piracy has, but what we can say for certain is that game makers (understandably) don't like it. In fact many of them end up sinking ridiculous amounts of time and money into trying to prevent their game from being pirated. This is known as DRM.

DRM comes in many forms, but all of them are designed to bar illegitimate owners from playing a game. The problem is, it doesn't work. Not for video games. There are some very smart people out there who treat DRM like a challenge to be overcome, and working pirated games are usually distributed on the internet within hours. So if DRM doesn't restrict pirates, who is there left to restrict? Only legitimate users. The issue here is that while piracy probably isn't good for the industry, DRM definitely isn't. Game makers obsess over the potential loss of income that piracy may or may not cause, and as a result waste time and money fighting a battle they will always lose. The fact of the matter is that it's not uncommon for legitimate owners to suffer at the hands of DRM, while pirates have no such restrictions. The game experience is actually better for the people who obtain the game illegitimately.



2) Publishers


Now I want to start by saying that publishers get a pretty bad rap. They are often seen as "the enemy", the evil greedy businessmen pulling the strings from the shadows. In reality however, publishers are not all bad. In reality, many (perhaps even most) exceptional games would never have seen the light of day if not for publishers. However with that said, which games publishers do and do not choose to fund has a very real effect on the direction that the industry goes.When all is said and done, publishers invest their money in a game in order to see a return on that investment. AAA games are expensive, and publishers have to choose very carefully where to spend their money.

Creating high caliber games is a risk. The reason this is a problem is because it means publishers aren't as likely to invest in a game that can't guarantee success. Games that aren't a sequel or a Call of Duty clone could lose a publisher a lot of money, those risky investments aren't attractive. However on the flip side we see mobile games rising to prominence because they aren't so expensive. Big studios can sink a relatively small amount of time and money just spitballing. The problem with all of this is because the market is now being driven by things that don't necessarily appeal to "core" gamers. As the risks inherent to a AAA title increase, the kind of titles we see become less and less creative, and more and more samey. Gaming has become a mainstream hobby, but those that made the industry what it is today aren't who publishers are worried about any more. It's not wrong for publishers to want to make their money back, but the unfortunate fact is that ever increasing aversion to taking risks is leading to a market that is increasingly stagnant.


3) Pre-Orders


The issue with pre-orders is actually one that has only really cropped up in the last couple years. I've never really seen an issue with putting money up front for a game I know I want day 1. I still don't see an issue with the core of this concept, but the problem is that publishers (and retailers) are catching on in a big way. It seems to me that the entire way that a game is marketed is shifting. Perhaps I'm just being naive, but I feel like the focus used to be on selling copies by making a good game, whereas now it's more about hype. It seems like every game these days needs to have some fancy pre-order bonus, and a different reward for buying from Gamestop, Best Buy and Amazon. It's all about convincing the consumer how much they want the game before it's even released, and some games sell millions in pre-orders.

That's really where the problem lies here. Publishers want to cement the financial success of their game before it even has the possibility of being panned by reviewers. That's ok, marketing, building hype, and selling as many copies as possible are all their job. The problem is that the consumers are falling for it. We get so wrapped up in the hype, we have pre-order bonuses waved in our face, and we don't even know if the game will be any good. We live in an age where mediocre, or even bad games can be financially successful if they are marketed well. Apparently we can't even trust the truthfulness of trailers and demos. Why would we then continue to pre-order games instead of waiting at least a few hours after release? Maybe if consumers had a little more patience and were a little less obsessed with pre-order bonuses we wouldn't have to worry about another Aliens: Colonial Marines.


4) Bad DLC / Microtransactions


I want to be very clear upfront here: DLC and Microtransactions are not inherently bad things. The concept of spending $5 on a game I love is actually pretty appealing to me. If the developer did a good job, then they deserve a little extra from me. Having that secondary form of monetization can go a long way too, and it makes selling a $60 title a bit less of a crapshoot for the developer. The problem is that microtransactions have proven to work pretty well, and now everyone wants a piece of that pie. As a result it feels like every other game out there is either pay to win, or chopped up and sold as DLC. It's surprisingly rare to find a game that lets you spend $60 and be done with it, and even more rare that the base price is dropped as a result of them nickle-and-dimeing you.


The problem here is that the core of a game has to be able to stand on it's own, and has to be a complete package. If you chop off an important part of the story just to charge $5 for it, that's only going to make people mad. If you chop any piece off, really. DLC is supposed to be an addition to the game, not something that say, is already on the disc, but can't be accessed without a fee. Poorly implementing your paid content is one of the best ways to really wreck an otherwise decent game. I don't want to get a megabeamsword +6 when I pre-order the game, I don't want to pay for an in-game currency for a title I already spent $60 on, and I don't want to feel like my game is incomplete without the $20 season pass.


5) Graphics Over Gameplay


This is an argument that has persisted for a long time now, and yet it only gets more and more true each year. Graphics are always marching forward, it's virtually the only reason we even need another generation of consoles or better graphics cards. Yet if you were to ask anyone who has been gaming for at least 10-15 years, chances are they would say that the best games were released in the 1990s and 2000s. Granted a lot of that is likely nostalgia, a lot of those games were graphically impressive for their time, and there are certainly recent games that are also very good. However despite all of this, it seems like the AAA industry doesn't know how to make a game without blowing most of their budget on polygons. Plenty of people will tell you that gameplay is what makes a game good, and they aren't wrong, but the spending is where I feel the real issue lies.

The fact that AAA games are so expensive to make isn't doing anyone any favors. Good graphics can add to an already fun game, but they can't make an experience. If anything, style and aesthetics are more important than fidelity, and they are both less expensive. This all leads back to what I've already talked about in regards to publishers. Expensive games are risky, risks are bad when you want to make money. When you can sell 3.4 million copies of a game and still consider it a failure, then you have a real problem. It's hard to imagine a world where AAA games having lower expectations and more reasonable budgets wouldn't produce better games.When every title doesn't have to be a smash hit to succeed, you can afford to take bigger risks. That is the path back to an industry with imagination, niche appeal, and AAA titles that can actually make games that are as good as the indie developers who have a fraction of the budget.  It sure would be nice to see more titles that focused on fun instead of explosions.




Saturday, 6 April 2013

Evoland Review



About a week ago, I heard about this game by the name of Evoland, a really interesting little game spawned from a LudumDare creation. As a game that is both inspired by and a tribute to the like of The Legend of Zelda and Final Fantasy, I was instantly intrigued. It struck me as a very whimsical game that would be just up my alley, and so I picked it up as soon as it came out. I've now played the game to completion, and normally I wouldn't bother making a post about such a small game, but it was interesting enough that I think it's worth talking about.

So I already mentioned that Evoland is a sort of tribute to oldschool games, but in truth that's not entirely accurate. While the game is chockfull of references and clearly takes a lot of inspiration from old RPGs, it's more of a tribute to the evolution of games than any particular title or genre. True to it's name, Evoland's biggest claim to fame is the fact that it literally evolves as you progress. Think Upgrade Complete or DLC Quest, but finding your upgrades rather than buying them. When the game starts you are a simple 8-bit character with a Gameboy style black and green color palette. You can't even move left, but as you explore you uncover better colors, sound effects, higher resolutions, menus, and even 3D. As far as the gameplay itself, it begins as a typical top-down adventure style game a la Zelda, but you soon unlock turn based battles as well. One of the things I was most skeptical about going into this game was the fact that it features both this Zelda style adventure mode and the Final Fantasy style Turn Based mode.


Now I'm going to be kind of blunt. Evoland isn't a particularly good game. Gameplay wise, it's pretty mediocre and unsurprisingly suffers a lot from a lack of focus. As nifty as all the references are, it suffers a lot from trying to do too many things, and subsequently having most of them end up disappointing. What's more, I found that there was a very palpable dissonance between the game modes. It felt very strange to get through an adventure mode dungeon with only half a heart remaining, only to have full health upon getting into a random battle on the world map. What's more, the tools you can use in adventure mode have no bearing on turn based combat. Similarly, all the equipment and experience you gather for the turn based combat does nothing for adventure mode. It's especially noticeable because because the game is a mere 3-4 hours short, and so you never experience either mode for more than a couple areas. Stuff like your experience level just doesn't end up mattering at all.

Evoland's turn based combat is ultimately pretty bad. While pretty much every enemy is amusing, the battles are just boring and very shallow. There isn't a battle you can't win by having one character attack every turn and the other heal. It's not even a targeted heal, it just heals both characters. However on the flip side of things, the Zelda mode is actually pretty good. While it's combat isn't that great either, it's got some surprisingly clever puzzles. For example, early on you encounter an impassable block called a "Dimensional Tile". Later on when you return to the area in 3D mode, you realize it was just slightly raised, and 3D you can step right over it. This kind of thing becomes especially important when later areas actually contain crystals you can strike which will switch between 3D and 2D mode. This is unquestionably when the game is at it's best. Being able to experience a couple of areas in both 3D and 2D is pretty cool, and using that as a game mechanic is genius. Mechanically it's not that different than something like the crystal switches you might see in the Zelda series, but aesthetically it has a totally different feel to it.


Unfortunately though, Evoland is a game with nothing to offer but novelty. It's charm and uniqueness is such that the first couple hours are pretty easy to get through without even noticing the gameplay flaws. After the first hour and a half or so though, new things stop showing up and the game goes down hill pretty rapidly. Playing the game for gameplay's sake just isn't entertaining. The game becomes a bit of a chore to get through, and I found myself caring a lot less about completeness. Granted, "completeness" doesn't really seem to be rewarded particularly well. In the early game chests were exciting, as they usually meant some new feature being unlocked. By the end chests are just annoying. You go out of your way to get them, and are literally rewarded with a gold star. What function do they fill? As far as I can tell they are nothing more than a collectible to get because why not. Some chests contain playing cares, which can be used to play Double Twin, a clone of Final Fantasy VIII's fantastic Triple Triad mini game. Even that manages to be a poor imitation of the source material, though.

Which is ultimately what Evoland comes down to. It's an extremely unique game, it's overflowing with charm and fun references to games I love. Despite these things, it's a game that still struggles to be competent in it's own right. It deserves a lot of praise for doing such interesting things, I can't even begin to fathom how they did this (in Flash, no less). The experience of actually playing the game is just quite lacking, even down to frame rate issues, glaring bugs and lack of native controller support. I greatly enjoyed the references, and I think with more time the game could have been great even despite the splitting it's focus. As it stands though, I tend to think 2 hours of novelty and 2 hours of mediocrity is perhaps not worth the $10 price stamp. I'm glad it exists though.



Tuesday, 13 November 2012

Dungeons of Dredmor


Recently I finally got around to trying out Dungeons of Dredmor,and having finished the game last night I thought I would talk about my immediate thoughts. If you aren't familiar with the game, it is essentially a roguelike with what I suppose you would call a modern twist. The focus of the game is on creating a highly customizable character with which to plunder 10 floors of a randomly generated dungeon. Moreover, this is something the game wants you to do so again and again. Even the first time you start the game, you get a bit of narrative saying something along the lines of "evil is back, let's kill it again". This attitude isn't uncommon in roguelike games, they are typically built around the idea of high risk gameplay where death is both likely and punishing. I'll talk a whole lot about that later though.

Monday, 22 October 2012

The Problem With Kickstarter



So as everyone surely already knows, Kickstarter is a "thing" these days. For a lot of people I know (including myself) it never really came onto the radar until earlier this year. A fellow by the name of Tim Schafer (Monkey Island, day of the Tentacle, Grim Fandango, etc) started a Kickstarter to create an adventure game. This lit the industry on fire. Certainly smaller indie games had been funded through kickstarter before, but never had a major title gone that route. I think a lot of people (again, myself included) threw their money at Double Fine Adventure because of what it represented more than a desire to actually play the game. I'm sure a lot of people fall into the second camp as well, but that's sort of the beauty of what Kickstarter represents to the video game community.

Friday, 20 July 2012

A Look at Limbo

   I type these words mere minutes after completing an indie game by the name of Limbo. While you may or may not have heard of the developers, Playdead, you've likely heard of Limbo. You know, it's that game about the kid and the silhouettes and the giant spider. Coincidentally, tomorrow marks the game being out for two whole years, but I only just got around to playing it. Nevertheless, I thought I would post some thoughts on the game, because it is an interesting one indeed. It's not particularly long, taking about three hours to beat, but given the length of triple A titles these days, that's not so bad for an indie game. Of course I already said some things over on my Twitter, but surprisingly enough, it's kind of hard to ramble on the way I do in a mere 140 characters. So, read on for the long version! 

Thursday, 10 November 2011

Sequence Review

     Before I say a single thing (aside from the things that I just said) I want to make it perfectly clear that this post has absolutely nothing to do with the board game of the same name. Now with that said, let's start this thing off... *ahem* Have you ever played Dance Dance Revolution? Perhaps you've played one of those PC incarnates of the game whereupon you use the keyboard rather than a dance pad. If somehow you have no idea what I'm talking about, the gist of it is this: There is a song playing, and in the meantime arrows will be slowly sliding down the screen. When they reach a line on the bottom of the screen, you have to press the appropriate arrow, and this is all done in time to the music. It's very similar to Guitar Hero, but without the strumming. Anyways, have you ever thought "you know what this game needs? A storyline, character growth and an RPG style battle system!" Chance are you haven't, but that's ok, because someone apparently has. That's pretty much what Sequence is. The question is of course, do these things actually work together? Or does it create some sort of abomination of genres? Read on and I'll tell you!


Wednesday, 9 November 2011

Breath of Death VII / Cthulhu Saves the World Review

     Upon reading the title of this article, I would imagine that most people would be somewhat confused as to it's meaning, but with luck, they would also be intrigued. The names themselves actually go a long way to speak to the spirit of their contents, but now I am getting ahead of myself. What I will be discussing here today are two indie games, spawned from the minds of  Zeboyd Games. Both are available on Steam as well as Xbox Live  for the ridiculously low price of $3. In fact I was personally able to grab them both bundled together for $3 on Steam - a deal that may not still be available, but truth be told, part of me wishes I had reason to give these folks more money anyways. The games are very similar mechanically, with Breath of Death VII: The Beginning being released on April 22, 2010 and Cthulhu Saves the World falling on December 10th of the same year. What in the world could these Ephemeral Titles contain however? Well gentle reader, read on to find out.