Posts Tagged ‘ game

GDC 10: the Holocaust board game 13 March 2010 at 7:36 am by PhettirtY

GDC 10: the Holocaust board game screenshot

I’d read about Brenda Brathwaite’s Train before but, in honesty, I’d never bought any of the hype. A board game about trains with a twist ending that reveals you’re actually sending your pieces to Auschwitz? Please. You’re telling me that people not only break down sobbing while playing the game, but that people actually started crying during Brathwaite’s talk about the game?

I mentally called shenanigans. Chalked up the overzealous reactions to the sort of artsy-fartsy desire for games to be Taken Really Seriously, without any basis in actual emotion.

After exiting Brathwaite’s updated version of her talk, ”

Train (or How I Dumped Electricity and Learned to Love Design)” with the unmistakable sensation of my tear duct beginning — just beginning — to fill, I understood just how wrong I’d been.

Hit the jump for my summary of the talk.

For a summary of what prompted Brathwaite to make a game like Train in the first place, I’d suggest reading this article from The Escapist. Brathwaite’s talk this morning covered much new ground, but the basic story of why Brathwaite moved from videogames to board games hasn’t changed.

What has changed has been the reaction to Train: much to her surprise, Brathwaite effectively took the game on tour over the past year, showcasing the game to the Wall Street Journal and MIT, taking note of the different reactions players have had to the game.

But I’m getting ahead of myself. All human-on-human tragedy, Brathwaite said, works by some sort of system. And if you have a system, then you can create a game.

Train is a board game that, at least initially, tasks players with getting as many yellow game pieces from one end of the game board to the other. In an average turn, the player can choose to move their train forward, put more people into the train, draw a card, or take a card. After reaching the end of the track with one train, the player draws a card revealing the destination they’ve arrived at.

All of the possible destinations are concentration camps. Auschwitz, Dachau. Brathwaite described the moment of realization as “a fall from a hundred feet up,” once the now-victorious player realizes what he or she has just done.

This isn’t the end of the game. Train’s rules (typed up on a genuine Nazi typewriter) specify that “the game is over when it ends.” After figuring out where the trains are going, you can choose to stop playing or, as some players did, try to actually rebel against the rules and sabotage the game by intentionally trying to draw derail cards.

When a train in the game gets derailed, two things happen: half the people go back to the beginning of the board, and the others refuse to board the train. The game pieces simply sit on the board, and can no longer be manipulated. Brathwaite intentionally refused to explain exactly what had happened to those pieces. Some players assume that the tokens are dead, some assume that they’ve escaped and gone to Denmark. This process of volunteering your own narrative isn’t lazy design or metagaming, Brathwaite seemed to suggest, but an integral part of the game that makes the player feel complicit in what they’re doing.

Brathwaite briefly relayed an anecdote wherein a player reached the end of the board, found out where she was going, and then went back and started loading another train without saying anything. When asked what she was doing, and if she understood what was going on, she responded that she did — she just assumed that she was playing as a conductor or something, and that he probably had kids to feed, so why not just keep going?

Interestingly, Brathwaite noted that when people play Train, even when they privately realize what the game is about they never tell the other players. Brathwaite had no idea why this was (though an audience member later suggested that it might be that players simply didn’t want to spoil the experience of realizing the theme for everyone else).

This, Braithwaite argued, is the sort of freedom of play you generally can’t achieve in digital games. The tactile details of the game (the train openings are too small for the Jew pieces, so you’ve got to cram them in there, which becomes a sort of horrifying action once players realize exactly what they’re doing) and the “complexity of human choice” the board game format allows simply wouldn’t work in a computer.

The board itself sits on a frame filled with broken glass (presumably representing Krystallnacht). At one point when showcasing the game, a Rabbi saw the board, paused, and said that he understood what the game was about.

“I don’t want to play it,” he said. “You just did,” Brathwaite replied.

As described by Brathwaite, the act of play didn’t lead up to an ultimately bullshit “gotcha” moment like I’d assumed. The Auschwitz revelation is but one aspect of an entire experience designed to make players question the way they follow rules, and how they’ll behave once they understand what’s going on, and how complicit they’re willing to be.

Train’s spontaneous popularity resulted in a lot of backlash: people have told Brathwaite to stop making games, and that she should be punched in the face for creating Train.

Perhaps part of this reaction came from the fact that Train isn’t “fun,” by any stretch of the imagination. “Why do games have to be fun?”, Brathwaite asked. Schindler’s List isn’t fun. “No other medium is like, oh, it’s gotta be fun.”

In creating Train, Brathwaite understood just how many design constraints she’d unthinkingly accepted during her years as a digital game designer: for instance, that games need to have concrete win/loss conditions, or strictly designer-authored meaning, or that games must be fun in some way.

Still, the act of creating Train made (as the talk’s title would suggest) Brathwaite fall in love with pure game design. ”

Board games,” Brathwaite said, “taught me a lot of our problems have solutions, and that games are way more diverse than we give them credit for.” 

“I fell in love with the potential power of the medium, and saw mechanics as more powerful than paint,” Brathwaite said.

 

+ Developers discuss possibility of FF XIII sequel By Jordanhoper 13 March 2010 at 4:00 am and have No Comments

Developers discuss possibility of FF XIII sequel screenshot

Final Fantasy XIII masterminds Yoshinori Kitase and Motomu Toriyama have stated that they’d be very interested in doing a direct sequel to Final Fantasy XIII, though they’re waiting to see how well the current game does in the West before dreaming up a XIII-2

“In the past three years we worked both on the world and on the various systems,” says Kitase. “Creating these systems isn’t very glamorous and can frankly be a bit boring. If we could do a XIII-2, we could direct all our attention to the story and refine what we have already built.”

That would be nice. It seems, with XIII, that they spent so long working on pretty colors and a battle system so inherently contrived that it needs to play itself for you, that they forgot what an RPG should be about — the story. As for a possible Final Fantasy XV? Again, it all depends on how XIII does. 

We do not know if there will be a XV. This depends a lot on the success of XIII. Also, it is difficult to pinpoint elements that are typical Final Fantasy. They are mostly invisible: part of the DNA of the game, that everyone recognizes as typical Final Fantasy. But ifthere is a XV, I hope the way we wrote our characters carries over. We strived to create believable people of flesh and blood. They are not robots. And they are not super heroes. I hope this humanity is something we will see again.”

The trouble with your “real” characters though, is that they’re simply not remarkable. I’d take a sentient cat puppet that rides on the back of a Moogle over characters that have nothing outstanding about their personality at all. 

Kitase wants to do FFXIII-2 and responds to Western critics [WriteAboutGames]

+ WRUP: Gee-Dee-See you at PAX East edition By brertence 12 March 2010 at 8:00 pm and have No Comments

March is packed! Great game releases, with plenty of industry announcements and kerfuffles going on. With that said, if you missed any of our Game Developers Conference 2010 coverage this week, be sure to check it out — a lot happened. We’ll also be adding some more GDC coverage over the weekend. Once that’s put to bed, we have about two weeks and then it’s on to PAX East, the inaugural edition of the consumer conference.

We have plenty planned for PAX East, including the Blueberry Muffin Top breakfast and live Joystiq podcast recording. With half our staff just “hanging out” for once, we’ll be looking for cool stuff to do just like everyone else. Be sure to follow our Twitters (noted after the break), we’ll be sure to note if cool stuff is going on.

What’s everyone playing?

Continue reading WRUP: Gee-Dee-See you at PAX East edition

JoystiqWRUP: Gee-Dee-See you at PAX East edition originally appeared on Joystiq on Fri, 12 Mar 2010 21:00:00 EST. Please see our terms for use of feeds.

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+ GDC: Final Fantasy’s Future Is Interactive Cut Scenes, Downloadable Content By dactlarce 12 March 2010 at 5:49 pm and have No Comments

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SAN FRANCISCO — For the future of Final Fantasy, director Motomu Toriyama is looking to Uncharted 2.

The interactive cinematic scenes in Naughty Dog’s critically acclaimed action game seem to have inspired Toriyama to try the same thing in the Final Fantasy games, he said at his Game Developers Conference panel on Friday. “In Final Fantasy XIII, the interactivity was focused on the battle scenes,” he said. ” I think there will be more interactivity (in future Final Fantasy cut scenes) — if you have 1000 flying dragons, hopping from one dragon to the other would be great fun.”

“If you can achieve that compared with Uncharted 2, I think that Final Fantasy is going to replicate the masterpieces of film, and that is certainly one of our goals,” he said.

Toriyama also floated the possibility of adding in downloadable add-on content to future Final Fantasy games. “We avoided it for XIII, but we have to think that every user will be online, and so the story (could) be downloaded, and the battle scenes step by step… we have that in our perspective going forward,” he said.

More snippets from the session (and possible clues to the future of Final Fantasy) are below.

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Toriyama (above) went on to make some comparisons between Western role-playing games and Japanese role-playing games. Of course, he played fast and loose with the definition of the genre, using Hitman and Tomb Raider as his examples of “Western RPGs.”

The difference, he said, is that Western RPGs like those ones starring Lara Croft have camera systems that zoom in tightly on the main character because the player wants to identify closely with that single character, whereas Japanese RPG cameras are more zoomed out, because the player wants to see the entire scene from a bird’s-eye view.

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Toriyama spent some time providing justifications for Final Fantasy XIII’s linearity, saying that the game design was driven by the fact that the game had a tight linear story. The game’s lack of downtime or towns, he said, was because the characters are “l’Cie, an enemy of mankind escaping or fleeing. L’Cie couldn’t spend relaxed time in a town.”

But it’s also, he says, about “Japanese hospitality,” a “structure of map that’s easy on the novice.”

That said, Square Enix might not be sticking with the design: In a brief question-and-answer session at the end of the panel, Toriyama addressed one questioner’s complaints about the game’s linearity by saying, “Look forward to the next one, I will have answered your complaint about the linear version of the story.”

Photos: Jon Snyder/Wired.com


+ Nintendo’s Sakamoto: No Wii Kid Icarus now, but possible By dakeleftaceld 12 March 2010 at 4:31 pm and have No Comments

If there’s a Kid Icarus reboot in the works somewhere at Nintendo, Metroid: Other M producer Yoshio Sakamoto, who worked on the original NES game, doesn’t know anything about it. “I don’t know personally about any project underway regarding Kid Icarus,” Sakamoto told Kotaku, “but if so many of those people are interested in it and really want to see it on the Wii, they should really speak up.”

It’s not as simple as making a Zelda game with flight, apparently (that’s our guess for what people want in a Wii Kid Icarus game). Sakamoto suggested that Nintendo has yet to hit upon the right design. “If we can find some sort of way to bring it to the Wii; a way to make the game for the Wii that makes sense, we would happily do so,” he said. “But just keep in mind it may not be me making the game.”

JoystiqNintendo’s Sakamoto: No Wii Kid Icarus now, but possible originally appeared on Joystiq on Fri, 12 Mar 2010 17:31:00 EST. Please see our terms for use of feeds.

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+ Jimpressions: Perfect Dark on Xbox Live Arcade By allergonaut 12 March 2010 at 11:30 am and have No Comments

Jimpressions: Perfect Dark on Xbox Live Arcade screenshot

Remember when Rare was synonymous with top-of-the-range shooters as opposed to sentient animals full of candy? We do, which is why we’ve been quite happy to see Perfect Dark getting a release on Xbox Live Arcade. Perfect Dark XBLA goes one step further than a mere port, however. It’s a mere port with HD GRAPHICS!

Having taken this previous N64 exclusive for a test drive, what does Destructoid think of it? Well, why don’t we just tell you, for God’s sake? Hit the jump for some quick Jimpressions and to see if this is worth your time and money.

The most striking thing about Perfect Dark isn’t how the graphics have received a classy new overhaul, it’s just how well the game has stood the test of time. First-person-shooters are classically among the first to suffer the effects of old age, as archaic control schemes and dodgy physics ruin an experience we once remember as brilliant. Perfect Dark certainly lacks the bells and whistles of modern FPS’, and you’ll soon feel the lack of a compass, but Rare’s old classic still feels great to play. 

The controls have adapted well to the Xbox 360 controller, although scrolling through weapons via the Y and B buttons feels strange. There’s a radial menu assigned to the Left Bumper, but it feels dodgy to use. That minor niggle aside, Perfect Dark works great. You’ll have to get used to the lack of regenerating health and all the other crap that modern shooters bestow upon us, but Perfect Dark’s purity is something to be commending. 

As far as those all-important graphics go, Pefect Dark looks rather swanky. You can most definitely tell that the game’s been upscaled from something far, far older, and it doesn’t look half as good as some of the titles on XBLA, but compared to the N65 original, Perfect Dark XBLA is a veritable oil painting. Characters, especially, look so much better than their terrifying N64 counterparts. While PD might disappoint those expecting a full engine overhaul, completely remade from the ground up, those merely looking for a significantly prettier game will be satisfied. 

New additions are thin on the ground, but obviously the game can go online this time around. I can’t tell you about that part because, well, hardly anybody has the game yet. Split screen is included if you want to kick it up old school, though. Obviously, Achievements are in full effect, as are Avatar Awards. Score a headshot, win a digital T-shirt. Easy as pie. 

Perfect Dark XBLA is looking like a worthwhile purchase for fans of the original, if only because it provides the same gameplay while going far easier on the eyes. If you’ve not played Perfect Dark before, then this is as good a time as any. Newcomers who possess at least a healthy appreciation for old school gaming will find plenty to like about Perfect Dark. Shooting doesn’t get more simple, or satisfying, than this. 

The short story: It’s Perfect Dark but looks better. What else can you say?


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+ Lost Planet 2 trailer can be watched at now! By mekniktika 12 March 2010 at 10:30 am and have No Comments

Lost Planet 2 trailer can be watched at now! screenshot

Capcom just released an action packed new trailer for Lost Planet 2. Also, we don’t know why it’s all squashed up like it is. That’s our Capcom! 

Anyway, the footage looks suitably epic and is making Lost Planet 2 look like something that definitely needs to be played. The original game wasn’t my thing, but it’s very tempting to give it another chance with this one. Just look at all the gunfire and pretty colors! That’s enough to get anybody excited, right?

+ GDC: R.A. Salvatore wants you to die By Devyembossy 12 March 2010 at 6:00 am and have No Comments

Fantasy author R.A. Salvatore took the stage at GDC 2010 today and, while he made it clear that his talk about how to create believable fantasy worlds wasn’t specifically about his work with 38 Studios’ Copernicus project, he did talk a little bit about what he wants from an MMO game and gave the first mention of what the world of Curt Schiller’s game is like. Salvatore talked for quite a while in his thick Massachusetts accent about his time in Everquest, which he said was “the best world in a game I’ve ever seen.” He also lauded the idea of a death penalty in an MMO, and said that during his formative MMO experiences the threat of death (he once lost a hard-earned level when he was killed by an NPC that he accidentally clicked to attack) made living that much better. “If you take the pain out of the world,” he said, “you lose the accomplishment of winning.”

And while he admitted that the Copernicus designers were fighting with him on whether or not to include a death penalty in the game, the company would at least make sure that a return from death was explained. His team has written over 10,000 years of history for the game’s world (all compiled on “a wiki with over hundreds of pages in it”), and one of the major features of the setting’s lore is a “device that’s perfected” called the “Well of Souls.” The Well, “when you die, will bring you back — if you meet the conditions.” He didn’t elaborate about what those conditions were, but he asked the audience what a worldwide death-prevention device would do to institutions like kings and religions. “What happens when you take power away from powerful people?” he asked rhetorically. “How would it play out?” And, he suggested, if there were people who “turned the Well on,” what if they threatened the rest of the world with turning it off?

Vague, but intriguing. Copernicus still seems like it has a long way to go (Salvatore didn’t show any slides or screenshots during his talk), but fans of the old EQ might find the game a return to the old ways if R.A. has his say.

JoystiqGDC: R.A. Salvatore wants you to die originally appeared on Joystiq on Fri, 12 Mar 2010 07:00:00 EST. Please see our terms for use of feeds.

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+ Press X To Jason is the ultimate Heavy Rain experience By TonoQuedo 12 March 2010 at 4:00 am and have No Comments

Press X To Jason is the ultimate Heavy Rain experience screenshot

If you are interested in playing Heavy Rain but don’t have a PS3 with which to access David Cage’s masturbation session masterpiece, then allow me to introduce you to Press X To Jason, a brand new game by K. Thor Jensen. It takes the Heavy Rain experience and boils it down to its essential elements, giving everything that Quantic Dream’s game has to say without you ever leaving the PC. 

Check it out right here. It’s free, it’s fun, and it even has Achievements that are well worth checking out. Now you can save your $60 for a game with a decent plot, like Final Fantasy Thir … uh … oh. Oh. Never mind. Just go play the damn game. 

Press X To Jason [Heavy.com]

+ Rumor: BioShock 2 DLC already on the disc By HannahBh31 12 March 2010 at 2:20 am and have No Comments

Rumor: BioShock 2 DLC already on the disc screenshot

Fans are railing against 2K Games after it was suspected that the newly released BioShock 2 DLC, the Sinclair Solutions Test Pack, wasn’t really downloadable content, but a mere key to unlock stuff already hidden on the disc. Like Namco Bandai does all the time. 

Suspicions were aroused thanks to the small file size of the alleged download. The file is 108kb on Xbox 360, and 24kb on PC, which is pretty damn tiny. Naturally, people are upset to think that 2K is taking the piss out of them, and one poster on the official forums believes that it should be labeled “unlockable content” rather than downloadable content to reflect its true nature. 

Honestly, publishers  should be held to some advertising standards when it claims that unlockable extras are DLC. If you’re merely purchasing a key to activate something on the disc, that’s not downloadable content, and it’s wrong for companies to advertise it as such. Whether 2K has gone this controversial route or not remains to be seen, but it does throw this issue back to the fore, and it’s something that I believe should be examined. 

What about you? Do you believe that unlockable content should not be called DLC, or do you think that it’s fine to have such content masquerade as a download?

BioShock 2 DLC already on disc? [CVG]


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