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October 2007 Archives

October 1, 2007

Not My Mama

Cooking is something I enjoy doing in my spare time, so it was only natural that would play Cooking Mama. While it hadn't gotten the most amazing reviews, it seemed like an interesting use of the Wii. I had seen someone playing it at work and wanted to try it out.

I was excited to play this cooking game to see how a Wiimote could be used to "cook." I began the practice exercises. Some of them felt intuitive, like moving the Wiimote down to cut vegetables. Others were a bit odd, like pulling the trigger to get out chopsticks for stir-frying or shaking the Wiimote to open a can.

One of the most frustrating things about cooking with a Wiimote is the variety of actions required in such a short time. Things like cracking an egg are very pressure sensitive and can be incredibly hard at first. Then, 30 seconds later, you do another task that requires a new move that you just learned. It felt a lot like learning a dance when tired – you know the motions but you can't quite remember how they all fit together.

I was hoping I'd enjoy the idea of having a "mama" to grade my progress. When I was young, my mother taught me everything I knew in the kitchen, and she was very supportive and loving. In Cooking Mama, the mother would make comments as you attempted to complete the tasks. I didn't mind the heavily-accented "Good" or "Excellent," but all the
comments weren't quite as positive. For example, every time I failed to crack an egg, I heard a message in seemingly Japanese-English gibberish. After about 10 times, I finally figured out that this Japanese mother was saying "You're not mine" – she was disowning me. Well, Cooking Mama, you're not mine either.

Maybe my ego is just too easily bruised, but I really enjoy games that have a nice learning curve. In a friendly game like Cooking Mama, shouldn't there be more nurturing and less tough love? I really enjoy cooking in real life, and I believe a lot of that is because many of the manual tasks can be relaxing. It's sad that it didn't translate into this game, which turned into a stressful short-term memory test.

October 3, 2007

RPGs: A Causal Experience

When someone suggested that I check out casual RPGs, I was a bit skeptical. Could the genre I loved for its immersive qualities succed on a casual level?

Click the link below to read my opinion and that of fellow RPG fan Jettoki.

Casual RPGs, Part I: Dream Chronicles

October 5, 2007

Casual RPGs: Kudos

Is Kudos a dating sim clone or a truly engaging experience?

Click the link below for Jettoki's and my opinions on another Casual RPG: Kudos.

Casual RPGs, Part II: Kudos

October 7, 2007

Four Player Types and Four Keys

It is difficult to examine what I see in games regarding Richard Bartle’s player types and Nicole Lazzaro’s keys to emotion without first looking at my own biases. I tend to fall into Bartle’s Achiever and Explorer player types. While I often say that I love to play games for the story, I probably do enjoy achieving above all else. I play games to relax and enjoy myself; I love escaping into another world where the objectives are concrete. My favorite types of games provide a challenge, but reward hard work. For example, single-player RPGs like those in the Final Fantasy series often reward the time you put in fighting small monsters by allowing your characters to level up. This makes the boss fights much easier, and I have rarely had difficulty getting past bosses.

Often in pursuit of achievements, such as acquiring hidden items, I will go exploring. I used to depend on strategy guides to tell me where to find hidden items, but, if the world is beautiful enough, exploring can be a reward on its own. While I do not play games specifically to explore their worlds, the escapism factor does make me curious. Also, I found that I test the limits of games much more due to the time I spent in Quality Assurance this past summer. While playing the Eternal Sonata demo, for example, I found two bugs in less than half an hour. This did not prevent me from buying the game, but it seems that testing encourages you to explore the game and push limits with an Explorer mentality.

As far as the other player types, I can’t really see myself as much of a Killer or a Socializer. I don’t like living in fear of being killed in games and dislike killing other players. As for the social aspects of games, I played World of Warcraft for the 10-day trial period and found myself avoiding human contact. Many people are surprised that I did not become addicted to the game, but I had no friends from the real world playing with me. Even so, I appreciate controlling my own experiences in the game world. Also, I was hoping I would not become addicted to an endless game, as I wanted to retain control over my own life as well.

However, I am not opposed to playing games with other people. Co-op games like LEGO Star Wars can be a lot of fun. I played the demo of Viva Pinata: Party Animals with a friend and had fun. What surprised me the most about Party Animals is how competitive the scoring system is. I won but didn’t enjoy winning because I like games better where we can play on the same team. I lost a lot of board games as a child and winning to me is always met with great sympathy for the loser, so it’s not much fun.

Online games that require social contact are not that fun for me. Toon Town’s required friend-making quest felt forced and silly. Puzzle Pirates and Club Penguin seem to have a much more casual social interaction, which I found to be more natural. I tend to avoid games with obligatory interaction with other people, as I often play games to unwind alone.

As for Lazzaro’s four keys to unlocking emotion, they seem to make a lot of sense. Her comments about multiplayer games being much more lively are right on the mark. Our game of Werewolf was very noisy and fun. A lot of it had to do with Easy Fun and The People Factor. The multiplayer game SET did not play off the fact that there were other people there; even the card game Speed has a much stronger social factor due to the players’ inevitable interactions with each other (unlike SET).

Lazzaro’s first three keys, Hard Fun, Easy Fun, and Altered States, are the reasons why I love RPGs so much. I recently began playing Eternal Sonata, which has a combat system that gives you time to think and strategize. Overall, the game is linear and fairly easy if you fight in most of the readily available battles. Most of all, I enjoy playing this game because of he Altered States factor. I can play without having to think too much and the world in an incredible place to spend a few hours at a time. It is quite lovely and a wonderful escape.

Put On Your Game Face

I spent the past summer testing games. I met a lot of interesting people there, including one guy who happily pointed out to me that I look constipated while concentrating on a game. Apparently I don’t look weird the whole time I play; it’s just when I have to think really hard.

This reminds me of a Kotaku post about Milla Jovovich. Blogger Brian Ashcraft wonders if even models can’t look good when they’re genuinely concentrating on a game.

Now, I have seen my fair share of funny faces in my time. Some people look incredibly sad when playing games and others look possessed. So is it games or just concentration in general?

I’d like to think that people look strange when they’re concentrating on other things. I have witnessed many band students scrunching up their faces to stare at tiny notes on a page, but these unattractive faces usually last for just a passing moment. Even other immersive forms of entertainment, such as books, film, and television, tend to give people a more serene expression. Facial reactions to these mediums are often very brief (such as a grimace at a gory sight). Games seem to be unique in their ability to get people to make faces.

What is it about games that changes faces? Games can be incredibly immersive and require more thought than more passive forms of entertainment, such as books and movies. The also allow players to remove themselves from their physical body, since, in the game, their identity is usually embodied in some form of avatar. Whether it’s a custom character or a well-known hero, games are interactive experiences designed to make players feel as if they are making choices. In essence, players become the character and are much more concerned with how their character looks while playing the game.

When players separate themselves from their physical form and become more concerned with the digital avatar on the screen, it seems that they lose a sense of themselves. While people in the surrounding environment would often make people self-conscious, many people play games alone. When people are not alone, they tend to become very immersed in games, as they are often very engaging and require most of a player’s attention. Even if someone is home alone, they may be so immersed in the game that they forget to be conscious of their appearance.

While people may continue to tease each other about the faces they make when gaming, I don’t see it as a real problem. It’s amusing to watch children in restaurants with DSs, as you can read their faces and get and idea of their experiences. I think this face-making issue will really only get worse in the future, as virtual reality will likely develop and take us completely out of our bodies. The only real reason to be concerned is if you choose to play games with a webcam, but why would anyone want to do that? It seems that it is more fun to escape into another world, because forgetting yourself for a while is half the fun.

October 11, 2007

Hardcore Girl Gamer

As a female gamer, I often get singled out in my classes and at work. I’ve heard comments such as, “It’ll be great to have a female opinion on this,” “I’m so glad to see that you’re here,” and “What kind of games do girls play?” I have a hard time with the issue of appealing to girls, as I have had a lot of traditionally nerdy male hobbies, from reading comics to collecting action figures.

I was surprised to see this article on Gamastura, claiming that parents are more hesitant to let girls play “hardcore” games (as opposed to casual games). I think that one of the only reasons why I got into games was the influence of my dad, who never had a son. He introduced my sister and me to games and never made us feel like it was odd. For a long time, I knew no other girls who played games, but I was encouraged by my family to follow my passions.

I have begun to wonder if it’s the parents who are keeping the girls from the hardcore games or if it’s the girls themselves that are avoiding games. If all the games I had seen were Halo and Madden on a brother’s console, I probably wouldn’t be too excited to play. Gaming is an expensive hobby, from steep PC requirements to the fact that most consoles cost over $100.

Even as someone who loves gaming, I have had a hard time finding a game that I could really sink my teeth into lately (until the arrival of Eternal Sonata and other great games for the holiday season, it had been a dry spell for me). Aside from the DS, a lot of games require a decent time commitment and knowledge of previous games can give you an incredible advantage. I took a break from gaming in high school, and found that I needed a good few months to reeducate myself before I could call myself a gamer again.

While I do enjoy working in a male-dominated industry, I find it sad that many girls are so averse to gaming. Women’s magazines like Cosmopolitan encourage girlfriends to allow their male companions time for games, even if it’s hard for them to understand it. I hope that someday girls can realize that games can be a great hobby as immersive as a love of fashion or gourmet food. While there are fewer games that appeal specifically to females, I believe that it is only a matter of time before women realize what they’re missing.

October 16, 2007

Relaxing Retreat

The arrival of Eternal Sonata has meant the end of a phase for me. I played Eternal Sonata for a few hours, and the next day I found that feeling that I had missed so much: video game craving. Just as I had hoped, this game was turning into the type of experience I had been wanting since I finished Okami and Elite Beat Agents earlier this year.

I understand that Eternal Sonata isn’t the type of game that everyone wants to play. For me, it is finally a world that I want to escape to in my free time; unlike the horrific environment of Bioshock or the dangerous Halo, Eternal Sonata makes everything lovely. When I have a stressful school life, I want to spend my free time in a glittering dungeon or a majestic forest. It’s relaxing for me to escape into a world more beautiful than my own.

The combat system in Eternal Sonata appeals to me much more than many other games due its turn-based roots. While there is still a battle timer, the game still gives you time to think through the moves you want each character to use. I enjoy games that give me a little time to strategize. That way, it’s more like a puzzle and less like a test of gut reactions.

I was hoping that Eternal Sonata would be more like an adventure game, with a straightforward plot and puzzles that don’t require too much time. Unfortunately, my friend and I spent a ridiculous amount of time on a puzzle that was almost entirely based on trial and error. Like previous RPGs, I decided to purchase a strategy guide, as the game is full of ridiculously winding pathways and has some tricky puzzles.

I was a little bit upset when, after purchasing a guide with adequate pictures, my friend and I still got lost in a level. The official guide is poorly worded in some parts, and for someone as literal as I am, it can be an issue. I began to realize that part of the reason I enjoyed games like Final Fantasy VIII was the fact that I had a solid guide to help me through it, like a mentor that helped me make the best decisions. I was able to complete many RPGs with strong characters and little frustration due to the help of many well-written guides.

While I still think that I will enjoy playing Eternal Sonata, I am still slightly disappointed in the puzzles. However, most RPGs have some sort of ridiculous puzzle that, in the words of my friend Jettoki, “is made to be so difficult that you have to buy a strategy guide.” I hope that Eternal Sonata can continue to be a relaxing experience for me and that the rest of the game turns out to be as fantastic as its visual design.

October 20, 2007

Musical Plankton

It’s no secret that I like rhythm games. I am quite familiar with music and love games. It’s hard to imagine that someone could be serious about music, be a gamer, and not at least draw some pleasure from music games.

I had heard that Electroplankton was some sort of experimental music game, but I never really knew what to expect. I wasn’t expecting to play it this soon, but GameFly was backed up with Halo 3 rentals and somehow this got sent to me instead of a flashy new title.

Electroplankton is really not much of a game. I saw all the levels in under an hour. There were about 10-12 different areas that had little plankton creatures that would manipulate tones in different ways. The spontaneous nature of the music is a lot of fun, but my ears quickly grew tired when there was no melody to follow. I breezed through the levels, and after figuring out what each had done, I thought, “Now what?” Well, that was all there was.

Fortunately, one of my friends was around. He took a look at it and played it in an entirely different way. One level is set up with about four plankton with their own tonal patterns. Each seems to have a certain range, and the notes change depending on the lines you draw for them to follow on the DS screen. While I drew straight lines, circles, and spirals, he drew different types of lines that were more abstract. Suddenly the tones became something new.

I began to see how Electronplankton really is a neat experiment – the way different players toy with the tones is a mark of individuality. The abstract nature of the game allows for more creativity, which is fantastic. However, the experimental nature of the game makes it less of a game and more of an interactive display. I would not buy this game and my rental copy was played for less than two hours by me and my friend combined. While I admire the innovation in this game, it seems like it would do better if incorporated into a more structured game in the future.

October 24, 2007

Portals

I get scared easily when I play games that involve shooting things and sneaking around. I usually avoid scary games or dystopian future games with creepy soundtracks. Fortunately, I made an exception for Portal and carved out an hour of my time to check it out. I left the computer after dying a few times at the hand of robots, but the next day I felt a pleasant feeling I hadn’t felt in a long time: a video game craving.

Finally, I had found a game that I wanted to play so badly that it began to creep into my daily life. I started to play a different game, but the simple puzzles in that game seemed so trivial compared to Portal. It is so rare that a game invents a new kind of puzzle that allows your mind to think in ways you have never thought before.

Portal is not really a spatial puzzle; it’s more a puzzle of physics. You have to use your knowledge of gravity and momentum and apply it in completely new ways. The game is realistic, and I believe most of its strength comes from the open-ended possibilities of a highly manipulative 3D space.

I had read about a Flash version of Portal, and I decided to check it out. While it utilized the same principles, the game lacked the black humor and the most fun element: utilizing the 3D environment. The real version of Portal completely immerses you in the game, as you have to constantly look around you and see your environment as a resource. While the wall spaces become more limited in later levels, there is still a lot of freedom in the placement of the portals, allowing for multiple solutions.

There’s nothing quite like the thrill of seeing yourself through a portal 20 feet away or looking down into a portal and waiting for the right moment to jump. While Portal isn’t a game that requires objectives be completed in a certain amount of time, there is a lot of timing that comes into play and makes it exciting. Even though you are completely alone in the testing facility, I was fascinated by how easily I became immersed in the game and lost track of time.

I played through the later levels in Portal, and I have to say that I am very relieved. Valve finally allowed itself the freedom for true innovation in game design, and I’m sure game designers will never think of puzzles the same way again.

October 28, 2007

Portable Zelda

I’ve been a huge fan of the DS ever since I discovered Elite Beat Agents. The compact size means I have the ability to game between classes, when I’m in line, and when I generally am stuck waiting. It’s fantastic to be able to whip out my DS on a moment's notice and suddenly become immersed in a great game.

Most of the games I’ve played on DS so far have been strong, well-constructed games. Fortunately, The Legend of Zelda: Phantom Hourglass is no exception. I was surprised by its simplicity, as it has a pared down item and inventory system, especially compared to the complicated DS version of the RPG Final Fantasy III. The game moves quickly, as most dungeons can easily be beaten in half an hour or less.

Phantom Hourglass’s simplicity should not be mistaken for that of a children’s game. While it is relatively easy in terms of difficulty, it is a very clever, well-designed experience. Objects such as bombs hardly harm you when you accidentally set them off and deadly falls only remove a small portion of your health. This friendly system encourages exploration and doesn’t punish you for mistakes. The controls are primarily based on touch with the stylus, and with the small screen, this makes it easier to mess up than with a console.

Although I am not opposed to difficult games, the ease of Phantom Hourglass makes it a lot of fun for a more casual, portable experience. Its GameCube predecessor, The Wind Waker, had more complicated puzzles and levels, and I sometimes found myself frustrated. I have only been stumped on a couple of occasions in Phantom Hourglass, and most of that was realizing that I had to interact with my DS in an unconventional way (i.e. blowing into the DS microphone to blow out a candle in the game).

For a DS game, Phantom Hourglass is incredibly immersive. The tasks are given out quickly and there is little lag. I feel as if I am part of the story from the very beginning and that I am actively influencing the world. The game lets you do most of the work on your own. Also, the fact that the default name for the main character is my name (the game takes it from your DS) makes it all the more personal. Suddenly, it’s me who’s saving the day, not a group of heroes like in the RPGs I often play.

I have very few complaints about this game, as I feel that the simplicity and stylized drawings create a charming Zelda interpretation. However, my main complaint would be the simplicity of the combat system. There are two basic attacks, made with a stylus slash and a stylus circle. I rarely use the slash, as I have had a hard time making Link slash the enemy instead of running into its attacks. The circle attack is fairly effective, but doing it too many times in a row makes him dizzy (while cute, it limits this attack).

The touch controls can also be a little bit impractical in one other feature: the map-drawing feature. I find it very handy how you can draw and make notes on your map with the touch screen. Unfortunately, many of these maps are very small on the DS screen, so it becomes hard to write anything legibly. I have resorted to little dots and lines mostly, as anything else is pointless. The game is fairly forgiving in terms of marking things, so it is never a huge problem; it’s just slightly inconvenient not to be able to make intelligible notes.

Overall, I fell that Phantom Hourglass is a very strong game. The simple design makes it accessible, even when I could only play it for two minutes at a time. While the touch controls can be a little bit limiting, the idea of making notes on a map is a nice innovation. I have enjoyed the levels I have played so far and look forward to playing it again soon.

About October 2007

This page contains all entries posted to Katrina Johnson in October 2007. They are listed from oldest to newest.

September 2007 is the previous archive.

November 2007 is the next archive.

Many more can be found on the main index page or by looking through the archives.

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