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   <channel>
      <title>Katrina Johnson</title>
      <link>http://interactive.usc.edu/members/katrinaj/</link>
      <description></description>
      <language>en-us</language>
      <copyright>Copyright 2008</copyright>
      <lastBuildDate>Mon, 02 Jun 2008 18:46:37 -0800</lastBuildDate>
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      <docs>http://blogs.law.harvard.edu/tech/rss</docs> 

            <item>
         <title>A Comical Episode</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_x4dIg4qHwOc/SF8OcmV72dI/AAAAAAAAASo/ojKAPMLvUKA/s1600-h/PennyArcade2.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp2.blogger.com/_x4dIg4qHwOc/SF8OcmV72dI/AAAAAAAAASo/ojKAPMLvUKA/s320/PennyArcade2.jpg" alt="" id="BLOGGER_PHOTO_ID_5214902778009999826" border="2" /></a>Penny Arcade web comics have been famous with gamers for years for their humorous interpretations of popular games and culture.  The writers' wit and charm extend beyond the comics to their news columns, where the writers often give very fair assessments of games.  I have a good friend who is a huge Penny Arcade fan, and he was thrilled that the creators of the web comic decided to make a video game.

<span style="font-style: italic;">Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness: Episode One</span> was released in late May.  While I have recently been enjoying Penny Arcade, I am still new to the comics and don't seem to connect with them as well as my friend.  I appreciate the humor, but there have been a few comics that I find a little gratuitously violent or confusing.  This influenced the way I saw the game, since the style of the game, from the art to the humor, was a near-perfect translation of the web comic.  I appreciated most of the humor, but, like the comic, there were a few moments where I felt that it wasn't quite my taste.

My main issue with the game's style stemmed from what I felt was unnecessary vulgarity.  Working in the video game industry, I am often the only woman around, and I'm no stranger to games and jokes tailored to a male audience.  I'm not opposed to sexuality or innuendo in games, but having a common enemy in the game constantly making sexual motions, having sexual attacks, and peeing on me is not exactly my cup of tea.  This was a slight annoyance to me, and I was willing to put up with it because of the game's other redeeming qualities.  However, it's worth noting that the M-rating was put to good use at certain moments, such as when NPCs swore profusely after a shocking event happened.  Instead of skirting around the issue with stilted dialogue, the NPCs reacted in a very natural way, which was quite refreshing.

From the comic-book art to the clever writing, I really enjoyed the other aspects of the game's style.  The game did a wonderful translating the 2-D art into 3-D.  Cutscenes were in 2-D, but the game took place in a 3-D world.  There was a fantastic attention to detail as well.  The transitions between sub-areas of a level looked like shifts between comic book cells.  My custom character was integrated into the 2-D cutscenes, which was a nice surprise.  The level of detail extended to the writing, as every clickable object had clever and often varied captions.  Instead of just "So-and-So's Mailbox," I found one mailbox labeled "It's another god%$#@ed mailbox!"  This type of humor was fantastic, verbalizing the thoughts I'd often have from other tedious RPGs.  This game rewards you for taking the time to look around the world with humor at every click.

I had initially seen this game on the 360, but I played through the demo myself on the PC.  The controls seemed similar, but with the 360 you move around with an analog stick and with the PC it's more of a point-and-click adventure.  Button-presses for special attacks seem to have all been moved to the spacebar.  The PC controls felt natural to me.  On dialogue screens, dialgue chioces were presented similar to the style of <span style="font-style: italic;">Mass Effect</span>, where the feeling of the line was conveyed through the dialogue choice but the actual line said something different.  Unlike <span style="font-style: italic;">Mass Effect</span>, however, the choices and the actual statements were equally ridiculous and amusing.  The combat system was simple but fairly efffiencient.  Combat felt very similar to a Japanese RPG due to the turn-based system.  However, it was not overly complicated.

This <span style="font-style: italic;">Penny Arcade</span> episode is certainly a promising start.  While there are certain stlyistic aspects that I don't enjoy, the developers had a very good understanding of the scope of an episodic game.  The game doesn't attempt to be a AAA console title, but it is fantastically clever and entertaining.  I hope to enjoy more of it in the future, when I can make some time to play the whole game through.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/06/a_comical_adaptation.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/06/a_comical_adaptation.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Mass Effect</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">NPC</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Penny Arcade</category>
        
         <pubDate>Mon, 02 Jun 2008 18:46:37 -0800</pubDate>
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         <title>Orcs and Elves and...Hobbits?</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_x4dIg4qHwOc/SF2Gxpk2SeI/AAAAAAAAASY/3zlo96MO6bE/s1600-h/LotrOnline1.JPG"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp3.blogger.com/_x4dIg4qHwOc/SF2Gxpk2SeI/AAAAAAAAASY/3zlo96MO6bE/s320/LotrOnline1.JPG" alt="" id="BLOGGER_PHOTO_ID_5214472131097020898" border="2" /></a>I have a good friend who lives far away, and we've been trying to find a good MMO to play together.  After <a href="http://venusplaysgames.blogspot.com/2008/05/i-want-to-be-care-bear.html" target="blank">a frustrating ordeal with <span style="font-style: italic;">WoW</span></a>, we decided to try <span style="font-style: italic;">Lord of the Rings: Online</span> (<span style="font-style: italic;">LotRO</span>).  There was a free two-week trial, so we felt as if we had little to lose.

When we began <span style="font-style: italic;">LotRO</span>, we had to choose a race and a class.  <span style="font-style: italic;">LotRO</span> has a few different races, from humans to elves to hobbits.  You can play as evil races, like orcs, but that takes place in a separate "Monster" mode of play.  I was a blood elf in <span style="font-style: italic;">WoW</span>, and I wanted to be an elf in <span style="font-style: italic;">LotRO</span> because I've always thought that elves were cool.  They are often the most beautiful of the races as well, especially the females, which is what I wanted to play.  I then had to choose a class.  I had grown very attached to my animal companion in <span style="font-style: italic;">WoW</span>, likely due to my fondness for animal companionship in real life.  There was only one class that could have "pets," so I chose to be a Lore-Master.

The game begins with an instance, and I had to defend a town.  There were enough hints so I wasn't completely lost, but I also felt like I was moving forward quickly.  The beginning was exciting, and I enjoyed the instance.  After that, I quickly found my friend, who was also an elf, but of the Guardian class.  His class is much better at melee attacks, and mine has the pet for melee and uses ranged attacks.  Our classes work well together.

What struck me most about <span style="font-style: italic;">LotRO</span> was the beauty of the world.  The character models  were refined and realistic, and the elves around me were lovely.  Unlike the glowing eyes of <span style="font-style: italic;">WoW's</span> blood elves, the elves here had inviting, interesting faces.  Also, the world around us was stunning.  Mountainous forested areas reminded me of the mountains in the Pacific Northwest.  Rolling hills looked like fields in the midwest.  The fantasy world was so similar to some of the places that I've been that it felt believable.  From the bird migrations in the sky to the clouds of breath in chilled mountain air, the level of realism in this game makes it a wonderfully immersive escape.

However, art alone cannot carry an MMO.  Quests are also a very important, and <span style="font-style: italic;">LotRO</span> is full of them.  The writing is interesting and believable - for Tolkien's characters.  Hobbits have the silly accents and phrases you would expect, and the dialogue is written with enough of a dialect to add character but not create confusion.  I take the time to read all the quests because they're actually interesting, unlike in <span style="font-style: italic;">WoW</span>.

I haven't spent a lot of time with <span style="font-style: italic;">LotRO</span> yet, but I am definitely looking forward to playing again soon.  The world is a fun place to visit, and I hope that it continues to impress me.  I would really like to find an MMO that is as satisfying as my favorite single-player games.  <span style="font-style: italic;">LotRO</span> is certainly off to a great start.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/05/orcs_and_elves_andhobbits.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/05/orcs_and_elves_andhobbits.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Lord of the Rings: Online</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">MMORPG</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">World of Warcraft</category>
        
         <pubDate>Sun, 25 May 2008 15:53:23 -0800</pubDate>
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         <title>I Want to be a Care Bear</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_x4dIg4qHwOc/SF1_IdawWnI/AAAAAAAAASI/-6gV5Hci_oE/s1600-h/carebear.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp0.blogger.com/_x4dIg4qHwOc/SF1_IdawWnI/AAAAAAAAASI/-6gV5Hci_oE/s320/carebear.jpg" alt="" id="BLOGGER_PHOTO_ID_5214463726877432434" border="0" /></a>My first night diving back into <span style="font-style: italic;">World of Warcraft,</span> I had such a frustrating experience that I canceled my subscription just hours after its creation. I have tried <a href="http://venusplaysgames.blogspot.com/search/label/World%20of%20Warcraft?max-results=20" target="blank">time and again</a> with this game, but I just couldn't seem to get into it.  I understand that there is more to the game than what I've seen getting to level 22, but I have been disappointed over and over.

I bought <span style="font-style: italic;">WoW</span> <a href="http://venusplaysgames.blogspot.com/2008/01/leaving-wow.html" target="blank">a few months ago</a> on the suggestion of a friend.  He thought that I'd enjoy it more if we played it together.  I seemed to be enjoying it more than he did, as I was leveling up a lot faster than him.  I waited for a few months for him to catch up to me, and when he finally did, I thought that I would be able to get the satisfying MMO experience that had been eluding me.

When we began <span style="font-style: italic;">WoW</span> that day, we journeyed into an undercity of the undead.  It was a stark contrast to the lovely elven world.  The dark elf city was grand and beautiful, but this undercity was disgusting, from the dank sewer environment to hulking obese guards stationed everywhere.  It was also a maze, structured in a circular fashion, and very difficult to navigate.  I hated being in there and wanted out as soon as possible.

We finally got our quests and emerged from that filthy city.  I was glad to be out among virtual nature again.  Everything seemed fine for about an hour as we began some quests.  Then, it started getting frustrating.  Characters 40 levels or more above us started chasing us down on common roads, trying to kill us.  We were shocked, as we thought that we had a choice in PvP engagments.  Unfortunately, we did not, and we soon found ourselves frequently running in the wrong direction to avoid fights.

Later, we were almost done with a quest, and our team of three had just two more of a certain enemy to kill.  Suddenly, all three of us were brutally slaughtered by a higher-level player.  My friend had valiantly tried to buy me some time, but it was hopeless.  We revived and tried to move on, only to get murdered again by the same high-level player.  The next time I ran back to revive, I noticed that same high-level player hanging around our corpses, just waiting to kill us again.  My friend informed me that this was "corpse-camping," where some jerk just sits around and kills helpless players like us.  I understand that signing up for a PvP player means dealing with the consequences, but I had no idea that people could take pleasure in something has no sportsmanship or honor.

The next time we revived, we snuck off very carefully and ran back to a nearby village.  We were discussing our frustrations with the game over voice chat at an inn.  And then, out of nowhere, some high-level rouge came in and wiped out the entire village.  Yes, players and NPCs alike.  I can understand the need to do that once to feed an ego, but this particular player kept coming back every few minutes.  As soon as the entire town respawned, it would be wiped out again.

At this point, I was so frustrated that I quit out of <span style="font-style: italic;">WoW</span>.  I talked with my friend some more, and we considered transferring our characters to a PvE (player versus environment) server.  There was  a steep $25 fee, so we decided against it.  Outside the elven city we started in, the game just seemed to have little draw for either of us.  While I would love to have an MMO to connect to friends, <span style="font-style: italic;">WoW</span> was clearly not what we wanted.

In a more general sense, my experience with <span style="font-style: italic;">WoW</span> taught me that I hate PvP servers.  I had avoided MMOs for a long time due to my fear that one person would ruin the fun for everyone else.  After having that fear realized, I saw how it ruins the fun and also prevents me from appreciating the strengths of the game.  I have decided that I would rather be a "care bear," or someone who plays on a PvE server.  I want to enjoy the game without the distraction of cold-blooded murder.  However, my inability to truly feel immersed in <span style="font-style: italic;">WoW</span> has extended beyond my problems with the PvP realms, as I've noticed in <a href="http://venusplaysgames.blogspot.com/search/label/World%20of%20Warcraft?max-results=20" target="blank">my previous experiences</a>.  I want to be a care bear, just not in <span style="font-style: italic;">WoW</span>.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/05/i_want_to_be_a_care_bear.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/05/i_want_to_be_a_care_bear.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">MMORPG</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">NPC</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">World of Warcraft</category>
        
         <pubDate>Sat, 10 May 2008 15:23:07 -0800</pubDate>
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         <title>Audio Surfing</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_x4dIg4qHwOc/SFWTPX5p4YI/AAAAAAAAASA/u_8ChKNwUNs/s1600-h/audiosurf2.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp1.blogger.com/_x4dIg4qHwOc/SFWTPX5p4YI/AAAAAAAAASA/u_8ChKNwUNs/s320/audiosurf2.jpg" alt="" id="BLOGGER_PHOTO_ID_5212234036074373506" border="2" /></a>At the Game Developer's Choice Awards at GDC, I heard about a little game called <span style="font-style: italic;">Audiosurf</span>.  In the craziness that was GDC, I found myself too busy to play the demo.  Recently, I read on a game blog about how <span style="font-style: italic;">Audiosurf</span> was available via Steam.  Now that there was a demo, and I had no more excuses.  It was time to give this  award-winning independent game a try.

<span style="font-style: italic;">Audiosurf</span> may be a rhythm game, but it's quite different from <span style="font-style: italic;">Guitar Hero</span> or <span style="font-style: italic;">Rock Band</span>.   The layout does look similar to <span style="font-style: italic;">Guitar Hero</span> from the screenshots; however, the gameplay itself is quite different.  Songs you choose (from music files on your computer) are mapped into something resembling a racetrack.  Blocks are places across the lanes, and they can vary in color (depending on the mode).  There were a few different modes to play, including dodging certain color blocks and collecting other color blocks.

I found the game to be slightly difficult at first.  I didn't quite understand how I was supposed to stack matching color blocks into columns that moved with me, and how to strategize to get maximum points.  Sometimes, the columns would fill too quickly on the fast parts or they wouldn't clear matching colors out fast enough, so I would lose points.  However, there were some nice touches in the mechanics, such as having the gray blocks (which don't match with anything) clear out automatically, reducing the punishment.  Also, there were power-ups and other details that made the game more complex.

The mechanics encouraged skilled play, and I could tell just from the short demo that the game had a nicely scaled degree of complexity.  I tried to choose a wide variety of songs during my demo.  I absolutely loved the idea of using music I know and love (avoiding difficulties that arise from unfamiliarity with some songs in games such as <span style="font-style: italic;">Guitar Hero</span>).  However, this freedom also means that the level of difficulty can vary greatly between songs.  Even if I'm familiar with a song, it may have portions that are just too fast for me to handle.

<span style="font-style: italic;">Audiosurf</span> requires different skills than many mainstream rhythm games on the market.  It's mainly a matter of timing.  I really enjoyed being able to pick my own songs, meaning I never had to play one that I didn't like.  <span style="font-style: italic;">Audiosurf</span> may not have had the budget of games like <span style="font-style: italic;">Guitar Hero</span>, but it is certainly a fun rhythm game and a neat way to appreciate your favorite music.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/05/audio_surfing.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/05/audio_surfing.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Audiosurf</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">GDC</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Guitar Hero</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Rhythm</category>
        
         <pubDate>Fri, 02 May 2008 10:10:57 -0800</pubDate>
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         <title>Unpleasant NiGHTS</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_x4dIg4qHwOc/SBKII9ghfUI/AAAAAAAAAR4/WwJ44br27Y0/s1600-h/nights-3.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp0.blogger.com/_x4dIg4qHwOc/SBKII9ghfUI/AAAAAAAAAR4/WwJ44br27Y0/s320/nights-3.jpg" alt="" id="BLOGGER_PHOTO_ID_5193363007842909506" border="2" /></a>Great graphics in a game always leave me in awe.  I will often decide that I want to play a game based on a pretty screenshot.  I’ll usually check the reviews first, but the aesthetics of a game are really important to me.  If it’s not a beautiful world for me to escape to, I generally don’t want to be there.

I became intrigued with the Wii sequel to <span style="font-style: italic;">NiGHTS</span> after seeing some pretty publicity screenshots.  It was released last December and got mediocre reviews, so I hesitated before buying it.  I recently had the opportunity to play it at a friend’s house, so I made sure to check it out.

<span style="font-style: italic;">NiGHTS</span> was definitely pretty, but I had some serious issues with it.  From the beginning, it felt very childish.  The little boy had a ridiculous voice, and the children tended to talk in long, drawn-out dialog.  I felt that the inclusion of children seemed somewhat forced.  Although I realize that it was an essential part of the plot, the idea of putting real children in a fantasy world reminded me of movies I used to watch as a child where they put live actors in cartoons.  Very few movies seem to use that concept with any degree of success.<span style="font-style: italic;"></span>

The odd plot already left me skeptical, and I kept finding more to criticize.  The children soon met up with Nights, a jester-like nightmaren.  My friend had to repeatedly insist that Nights was a guy, as I was convinced by his slender body and high voice that he was a girl.  I understand that this may be more acceptable in Japan, but I was left feeling as if I had to repeatedly suspend my disbelief for this game.  <span style="font-style: italic;">NiGHTS</span> was in an odd place between fantasy and reality, and I had a hard time accepting this strange genre.

When got past the intro to the actual gameplay, I was shocked by the difficulty of this lovely game that was seemingly geared towards children.  While the original Sega Saturn version had used a joystick with full 360-degree control, the Wiimote nunchuck and other Wii-compatible controllers do not allow for unrestricted movement in a circle.  The joystick is set into the plastic beneath a mold that restricts movement within an octagon.  However, the levels require circular movements and frequent looping.  This creates a great deal of frustration on the player’s part, when the circles are coming out choppy and uneven. Catching avian enemies and collecting orbs also became much more difficult due to the poor controls.

There was a bonus feature in this game that didn't make any sense to me: the My Dream area. You could collect odd-looking babies called Nightopians in the levels and they would appear in this open area. The Nightopians were generally annoying to me due to their tendency to cry frequently and the fact that I found their appearance disturbing.  In order to survive in the My Dream area, they also had to be fed.  I had heard that one of the coolest features of this area was the fact that it had weather integration with the Wii weather channel, but there really wasn't much to do there (other than feeding Nightopians).  I found this feature about as useless as the scrapbook in <span style="font-style: italic;">Super Smash Bros. Brawl. </span>Maybe it's a Japanese thing.

Despite the confusion and frustration I felt while playing <span style="font-style: italic;">NiGHTS</span>, it did have a few merits. Aside from the Nightopians, much of the game was quite lovely. Some of the music was pretty good.  However, the controls and confusing aspects gave me the feeling that I was missing out on the best parts of most of the levels. I only wish I had a Saturn, so I could go back to the original <span style="font-style: italic;">NiGHTS</span> and see what it was supposed to be.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/04/unpleasant_nights.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/04/unpleasant_nights.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">NiGHTS</category>
        
         <pubDate>Fri, 25 Apr 2008 18:55:34 -0800</pubDate>
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            <item>
         <title>An Effective Ending</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_x4dIg4qHwOc/SAqKFtfgO1I/AAAAAAAAARw/AD--ISishVg/s1600-h/MassEffectSaren2.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp2.blogger.com/_x4dIg4qHwOc/SAqKFtfgO1I/AAAAAAAAARw/AD--ISishVg/s320/MassEffectSaren2.jpg" alt="" id="BLOGGER_PHOTO_ID_5191113351213628242" border="2" /></a>In just over 35 hours, I completed <span style="font-style: italic;">Mass Effect</span>.  That might seem like a long time, but it was well worth it to me.  I finished every sidequest I could, explored every planet in the galaxy, and played through the Bring Down the Sky expansion.  I was very thorough, talking to all the NPCs and opening every storage locker or crate I could find.  Now that it’s over, I’m satisfied but a little sad that the awesome ride had to come to an end.

I have already <a href="http://venusplaysgames.blogspot.com/search/label/Mass%20Effect?max-results=20" target="blank">written extensively on <span style="font-style: italic;">Mass Effect</span></a>, but with a game this vast, I find there is still more to discuss.  I may have complained about some of my frustrations, but I have found a lot of value in this game.  The story was absolutely fantastic, especially from Ilos to the end.  Those last few hours were some of the best paced in the game, and when it was over, I felt a real rush.  I got to make important choices up until the very end, and I felt that I was as much a part of the action as the characters in the brief cutscenes.

The story was facilitated only marginally by cutscenes.  The main elements of the narrative were conveyed through the fantastic dialog.  <span style="font-style: italic;">Mass Effect</span> has been praised for its innovative dialog system.  Choices are displayed around a circle, and the dialog shown represents the general idea of the line, but not what is actually said.  It felt like what I selected was the thought and what my character said was a more tactful way of expressing that idea (at least for the paragon choices).  This system allowed me to better identify with the character, as I felt that she was expressing my thoughts and feelings in the best way possible.

I really enjoyed the addition of so many sidequests.  The main path of the game could probably be beaten in ten to fifteen hours, but I chose to play the extra twenty or so to really explore and immerse myself in the <span style="font-style: italic;">Mass Effect</span> universe.  I loved the feeling of stumbling across an uncharted resource or coming to the rescue of some helpless people.  Some of the sidequests included really tough decisions, which enriched the game and gave me a sense of responsibility.  I liked having the freedom to control of the ship and choose the sidequests that I wanted to pursue. The introductions to the quests were vague so I was often surprised by what I found.  Even though some of the areas were very similar in structure (likely due to limited art resources) the diversity in the quests was still there and kept it interesting.

Aside from the flaws that I have already discussed, <span style="font-style: italic;">Mass Effect</span> had only a couple other drawbacks: a lack of tutorials and a poor inventory system.  I had no idea that I could jump with the mako until halfway through the game, and I never figured out that I could zoom in on enemies in the mako until after I beat it.  If I didn’t have a friend to talk me through the beginning of the game, I doubt that I would’ve become as skilled in combat.

Also, the inventory system was cumbersome for someone like me who likes to collect all the items from the game.  Given the number of sidequests, I continued collecting hundreds of weapons, armor, and upgrades.  I was continually struggling to keep my inventory down so I wouldn’t have to leave anything behind (or convert it to omni-gel).  The limit of 150 items was way too low.  Due to the abundance of items in the field, I never had to buy anything at the stores.  (I did buy the spectre weapons on the Normandy at the end of the game, but some of the later weapons that I found were comparable.)  Hours from the end of the game, I maxed out the money.  This meant that I had to spend a ridiculous amount of time re-equipping my team to make sure I wouldn’t destroy something that I needed.  It took a long time to scroll through items, and I wished the inventory could be sorted.

While <span style="font-style: italic;">Mass Effect </span>did have a few flaws, it was still a fantastic RPG experience.  I highly recommend it to people who love immersing themselves in a rich sci-fi world with engaging characters and plenty of content to keep them busy.  It is probably the best game experience I’ve had since <span style="font-style: italic;">Okami</span>, and possibly one of the best games I’ve ever played in terms of the emotional impact.  I really identified with my character because I was the one who was molding her into the person that I would like to be.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/04/an_effective_ending.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/04/an_effective_ending.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Mass Effect</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Okami</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">RPG</category>
        
         <pubDate>Sat, 19 Apr 2008 15:27:20 -0800</pubDate>
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         <title>Engaging Professor</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_x4dIg4qHwOc/SAp3D9fgO0I/AAAAAAAAARo/CzYw-fQKGWs/s1600-h/layton_cutout.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp3.blogger.com/_x4dIg4qHwOc/SAp3D9fgO0I/AAAAAAAAARo/CzYw-fQKGWs/s320/layton_cutout.jpg" alt="" id="BLOGGER_PHOTO_ID_5191092430427929410" border="0" /></a>I feel that I’ve been living a bit of a dual life lately – <span style="font-style: italic;">Professor Layton and the Curious Village</span> is my faithful companion that I bring with me, and <span style="font-style: italic;">Mass Effect</span> is my passionate affair in the evening.  I tend to play<span style="font-style: italic;"> Professor Layton</span> before class and <span style="font-style: italic;">Mass Effect</span> when I have some time to really sit down and enjoy it.
	
I recently finished <span style="font-style: italic;">Professor Layton</span> after two months of frequent puzzle-solving.  I spent nearly 12 hours on it, solving every puzzle (including bonus and downloadable weekly puzzles).  I admit to looking up help and using hints on rare occasions, but, for the most part, I solved the 144 puzzles on my own.

<span style="font-style: italic;">Professor Layton</span> is a perfect match of game and platform.  The DS is perfect for its point-and-click interface.  I had suggested how well this interface would work for a portable game after my experience with <a href="http://venusplaysgames.blogspot.com/2008/01/condescending-wiki.html" target="blank"><span style="font-style: italic;">Zack and Wiki</span></a>, and it was fun to see it realized.

The gameplay was flexible enough to allow me to feel satisfied with a play session of three minutes or three hours.  I found that most puzzles were relatively short, but for those that required more thought, I could continue thinking about them after I turned off the DS.  I would never lose my progress because the game allows you to quit out of any puzzle very easily and to save at almost any point in the game.  This made <span style="font-style: italic;">Professor Layton</span> the perfect game to travel with, since I would never get stuck in the middle of something.  This also encouraged me to play it more than other DS games because I never had to worry about losing my work.

The game was packed with content that made it really fun for me.  There were collectible items that often unlocked more puzzles, such as the inn and painting scraps.  The puzzles gave out picarats as a score (and sometimes the collectible pieces as well).  The picarats seemed to have little significance other than indicating the difficulty of a puzzle.  However, some puzzles with a higher picarat value were easy for me (such as spatial slide puzzles), while others were harder for me (such as some geometry-based puzzles).  I found that, if a puzzle was harder for me, an indication of its difficulty would be how many hint coins I had to spend to solve it.  Hint coins were another fun collectible item that rewarded me for clicking in many random locations on the screen.  I loved the collectible items that encouraged me to fully explore the game.

Aside from the optional collectibles and the short puzzle structure, I found that this game also catered to the portable platform with its audio.  The game didn’t require sound to be enjoyed and had subtitles over all the movies.  While I am a firm believer in sound enhancing a game experience, a portable game should be designed to be enjoyed with or without sound.  When I could have sound, I really enjoyed the music and sound effects, even if some of the characters’ voices were cheesy and had silly accents.

The story of this game was well-paced.  Important plot elements were revealed in evenly spaced chapters.  The game would give a brief summary of the current events when you loaded a save to get you up to speed.  The story was light but engaging because of the many mysteries.  I could tell when I was getting close to the end because mysteries kept getting solved.  One of the methods of storytelling was short animated movies.  They were done in a 2-D animation style that suited the game and its aesthetic quite well.  All the movies were short and to the point, so I never felt like I was taken out of the action.

I found very few flaws with this game.  I could claim that certain picarat values seemed too high or too low, but a puzzle’s difficulty can be very subjective depending on a person’s intellectual strengths.  Another subjective issue I noticed with this game was my dislike of certain character drawings.  The character designs looked a little strange to me, but it was all very stylized.  After playing more of the game, I got used to it and minded it less.  Also, toward the end of the game, the story helps explain some of the characters’ odd appearances.

I was excited to finish <span style="font-style: italic;">Professor Layton</span>, but now I think that I will miss it.  I have had some great experiences on the DS, including <a href="http://venusplaysgames.blogspot.com/2007/03/elite-beat-diva.html" target="blank"><span style="font-style: italic;">Elite Beat Agents</span></a> and <a href="http://venusplaysgames.blogspot.com/2007/10/portable-zeda.html" target="blank"> <span style="font-style: italic;">The Legend of Zelda: Phantom Hourglass</span></a>.  Now I guess I will be searching for the next great DS game, at least until the next <span style="font-style: italic;">Professor Layton</span> game is released.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/04/engaging_professor.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/04/engaging_professor.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Elite Beat Agents</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Nintendo DS</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Phantom Hourglass</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Professor Layton</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Puzzle</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Zack and Wiki</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Zelda</category>
        
         <pubDate>Sat, 12 Apr 2008 15:46:55 -0800</pubDate>
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         <title>&amp;@#! Maws and Rockets</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_x4dIg4qHwOc/SApsitfgOzI/AAAAAAAAARg/JFeqRbvYbCo/s1600-h/MassEffectGeth.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp2.blogger.com/_x4dIg4qHwOc/SApsitfgOzI/AAAAAAAAARg/JFeqRbvYbCo/s320/MassEffectGeth.jpg" alt="" id="BLOGGER_PHOTO_ID_5191080864081001266" border="2" /></a>There are few moments in a game where I get so frustrated that I just want to quit.  Most of the time, I’ll get annoyed with a flaw in the design, but I try to stick to my guns and get through it.  In <span style="font-style: italic;">Mass Effect</span>, there were a few moments where I got so frustrated that I would swear profusely.  However, I knew that I would avoid the game if I had a seemingly insurmountable obstacle waiting for me, so I stubbornly persevered.

The first major source of frustration that I ran into were battles with alien creatures called thresher maws.  Like overgrown sand worms, these creatures would appear with no warning from random places in the ground and attack.  One of the main sources of frustration in these battles stemmed from the fact that thresher maws appeared while exploring in the mako.  Due to <a href="http://venusplaysgames.blogspot.com/2008/04/flawed-mako.html" target="blank">the unwieldy controls of the mako and its offensive weapons</a>, this became quite the issue.  Not only did the thresher maws appear in random places, but they would kill you instantly if you happened to be on top of it when it shot up through the ground.  Then, the thresher maws would shoot toxins that went straight through the mako’s shields.  They were tough creatures that gave me only a few seconds to shoot in one tiny area.

I found that there was little strategy involved in fighting a thresher maw.  I fought two and ran from another two because I felt that it is simply not worth the effort.  The vague strategy I developed consisted of continually moving and shooting as much as possible in the general direction of the maw.  If you’re careful, you can also try to jump over the toxins.  This will keep your mako in good repair.  The main issue here is just trying to survive long enough to outlast the thresher maw.

The second source of frustration was fighting rocket drones on Earth’s moon.  There were three stations to explore in this particular sidequest, and each station’s defenses were stronger than the last.  In the final station, there were geth rocket drones.  The rockets would destroy my shields and kill me instantly.  I grew incredibly frustrated because there got to be five to ten geth enemies stuck in a little hallway, and I couldn’t shoot at them unless I was exposed.  Once exposed, I would get shot with a rocket and die.  I started adapting my strategy, using techniques such as running back and forth in front of the enemies while shooting, throwing bombs, and sending my companions in to get shot in my place.  (I could revive my companions, but if I died, it was game over).  Eventually, my strategies paid off and I got past the rocket drones.

I have enjoyed most of the gameplay so far in Mass Effect.  However, the few design flaws can lead to a lot of frustration for a player less experienced with shooting games like me.  I have found the difficulty to be well-balanced for the most part, and most enemies provided a reasonable challenge.  I’ll continue playing Mass Effect, but I hope that I don’t run into too many thresher maws or rockets drones.  If I do, I’ll probably just run.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/04/_maws_and_rockets.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/04/_maws_and_rockets.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Mass Effect</category>
        
         <pubDate>Sat, 05 Apr 2008 14:20:58 -0800</pubDate>
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         <title>Massive Affect</title>
         <description><![CDATA[<div style="text-align: center;">*SPOILER WARNING*
</div>
Please do not read on if you intend to play <span style="font-style: italic;">Mass Effect</span>.  I will do my best not to reveal unnecessary information, but it is impossible to discuss the impact of a certain portion of the game without giving away a few details. <a href="http://venusplaysgames.blogspot.com/2008/03/rock-fad.html" target="blank"> Click here to skip to the previous post</a>.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/03/massive_affect.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/03/massive_affect.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Mass Effect</category>
        
         <pubDate>Mon, 31 Mar 2008 14:08:43 -0800</pubDate>
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         <title>Rock Fad</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_x4dIg4qHwOc/SApJTtfgOxI/AAAAAAAAARM/dpttqMIqppY/s1600-h/rockband2.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp2.blogger.com/_x4dIg4qHwOc/SApJTtfgOxI/AAAAAAAAARM/dpttqMIqppY/s320/rockband2.jpg" alt="" id="BLOGGER_PHOTO_ID_5191042123475991314" border="0" /></a><span style="font-style: italic;">Rock Band</span> seemed like a neat idea ever since I heard about it, and I enjoyed <a href="http://venusplaysgames.blogspot.com/2007/11/rocking-out.html" target="blank">my first brief experience with it</a>.  I liked the concept of being able to assemble your own band.  Whether you play alone or with others, you can gain a new appreciation for music by focusing on an instrument you don’t normally listen to, especially bass and drums.

I don’t own <span style="font-style: italic;">Rock Band</span> (and probably won’t for a while due to limited space), but I do enjoy playing it.  I have found that it’s fun to play with one other person, but the more people, the better.  I like being able to cheer my friends on and work together as a team of four.  It’s unique to have a game these days that allows for up to four players in a co-op mode.

When I was playing in a group of three, I often ended up singing vocals.  The vocal part is really strange because all you have to do is match the tone.  It doesn’t make a difference what words you sing.  Songs can be really hard if you’ve never heard them before, but the lax policy (just tone-matching) makes it easier.  For drums, it seemed that many songs had similar patterns that would repeat.  Even if there were a few tricky parts involving the pedal, the pattern would greatly reduce the difficulty.  The guitar part was fun, but my other friends often played it since they were better at it from playing <span style="font-style: italic;">Guitar Hero.</span>  It tended to hurt my hand (likely due to inefficient techniques) and tended to be finicky.  The guitar controller looks cooler than that for <span style="font-style: italic;">Guitar Hero</span>, but the well-known fact that they break easily greatly detracts from the aesthetic improvements.

The game itself it structured in a fun way, especially with the customizable characters.  I enjoyed creating an avatar that looks like an improved version of myself.  However, the game doesn’t allow you to switch your character to a different instrument.  This was annoying because the people I played with often rotated instruments, so I felt silly playing as an avatar that looked like my friend while the “me” avatar was busy on another part.

I have enjoyed playing <span style="font-style: italic;">Rock Band</span>, and I’d like to play it more.  It seems best played with a group of people, so the best gameplay sessions take a little coordination.  No matter how much fun I have though, I don’t think I’ll ever forget the silliness of the concept.  <span style="font-style: italic;">Rock Band</span> is a game that takes the “be a rock star” fad that began with <span style="font-style: italic;">Guitar Hero</span> even further, but it’s ok to enjoy it as long as you remember that it’s just a game.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/03/rock_fad.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/03/rock_fad.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Guitar Hero</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Rock Band</category>
        
         <pubDate>Sun, 23 Mar 2008 11:53:37 -0800</pubDate>
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         <title>Super Popular Brawl</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_x4dIg4qHwOc/SAo7ONfgOwI/AAAAAAAAARE/cvlXr9VhcdU/s1600-h/ssbb4.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp0.blogger.com/_x4dIg4qHwOc/SAo7ONfgOwI/AAAAAAAAARE/cvlXr9VhcdU/s320/ssbb4.jpg" alt="" id="BLOGGER_PHOTO_ID_5191026635823921922" border="2" /></a>Prior to playing <span style="font-style: italic;">Super Smash Bros. Brawl</span>, I had no experience with the series.  I had often heard of <span style="font-style: italic;">Brawl</span> tournaments, but I was intimidated by the frenzy and skills of the dedicated fans.

However, there was one tournament that I chose to attend.  At GDC, one of <a href="http://venusplaysgames.blogspot.com/2008/02/game-developers-community.html" target="blank">my fellow volunteers</a> (CAs) had brought a Japanese Wii with a copy of <span style="font-style: italic;">Brawl</span>.  This was before the game’s release, and I thought it would be worth checking out the game, even if it was just for educational purposes. <a href="http://www.joystiq.com/2008/02/22/gdc08-super-smash-bros-brawl-after-hours-tournament" target="blank">Soon we had a tournament</a>, with rounds scheduled in the evenings.  I signed up to play a round, even though I knew that I had no shot at winning.

During the few minutes that I played, I felt that I was given a crash course in crowd dynamics and the real spirit of <span style="font-style: italic;">Smash Bros</span>.  While there was some skill involved, a lot of the game seemed to be based on chance and being in the right place at the right time.  The controls aren’t very refined, but there are a few things you can do to gain an advantage, such as getting power-ups.  The crowd added a whole new dimension to play, as they would cheer when someone did major damage.  The crowd also helped me when I got a smash ball by shouting “Press B!”  I was playing as Samus, and it was great fun to unleash the Zero Suit version from the bulky armor.

I never bought <span style="font-style: italic;">Brawl</span>, but I have had the chance to play the localized version with my friends.  I tried out the co-op mode with one friend, which turned out to be more frustrating than fun.  When playing in co-op mode, you only get the number of lives as you would on single player mode.  This seems fair until playing through the levels, where enemies are all over the screen and it actually becomes easier to die with a partner taking up prime strategic locations on the screen.  It’s much harder to avoid certain ranged attacks, so lives seem to disappear faster.

I played group melee mode with a few different friends.  It’s tough to be a beginner because I had little chance of winning, but I felt that I could improve my chances by sticking with certain dependable characters like Pikachu.  The skill gap still makes it a bit difficult to have fun (for a sustained period of time), but there is the option of teaming up in melee.  I found that it was a lot more fun when I was helping a friend instead of fighting against them.

I didn’t play much of the other modes, but I did watch other friends play. One friend complained about the single-player mode, claiming that the levels were poorly designed so many features were frustrating.  When I observed the levels, I began to see how some tricky areas of the levels depended more on chance than skill to get through, such as an area where enemies would continually freeze you because of the way they were lined up.

There were a few elements of this game that really bothered me.  First, the sounds were incredibly annoying when you weren’t watching or playing the game.  The sound effects were  short and repetitive.  Characters such as Pikachu with odd voices got on my nerves fast if I wasn’t involved in the game.  The pace of the game itself is hyper like the sounds, with changing environments and fast moves.  However, the controls can seem slow to respond due to set animation loops, so it leads to impatience on the part of the player.  Also, there seemed to be a lot of useless features, such as being able to arrange and photograph trophies or make a virtual scrapbook with stickers.  While these features may have appealed more to a Japanese market, it seems a ridiculous waste of time and resources to me when the single-player levels could’ve used more refinement.

While <span style="font-style: italic;">Super Smash Bros. Brawl</span> does come with a few neat features, such as building your own levels, it seems to have a lot of frustrating elements in single-player mode and other areas of the game.  It is certainly strongest in the group melee modes, but that comes as no surprise, given the proportion of time players will spend on that mode.  It seems that this game could’ve benefited from a better allocation of resources by cutting a few single-player levels or additional features that seem to detract from an otherwise decent fighting game.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/03/super_popular_brawl.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/03/super_popular_brawl.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">GDC</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Smash Bros.</category>
        
         <pubDate>Sun, 16 Mar 2008 11:32:55 -0800</pubDate>
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         <title>One Effective Game</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_x4dIg4qHwOc/SAmhUNfgOvI/AAAAAAAAAQ8/0CN5NwRKgTU/s1600-h/MassEffectAshley.png"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 157px; height: 380px;" src="http://bp3.blogger.com/_x4dIg4qHwOc/SAmhUNfgOvI/AAAAAAAAAQ8/0CN5NwRKgTU/s320/MassEffectAshley.png" alt="" id="BLOGGER_PHOTO_ID_5190857414112459506" border="0" /></a>It’s easy to complain about a game.  When something goes wrong, I can often pinpoint the problem and propose a solution.  However, when something goes right, it’s often harder to explain why.  If someone asked me why I like chocolate milkshakes, for example, I would have a very hard time explaining it.  Fortunately, with a game like <span style="font-style: italic;">Mass Effect</span>, it’s a little bit easier to find the positives.  Even though I have complained about <a href="http://venusplaysgames.blogspot.com/2008/02/amassing-achievements.html" target="blank">achievement difficulties</a> and <a href="http://venusplaysgames.blogspot.com/2008/04/flawed-mako.html" target="blank">the mako</a>, but this game is becoming my new addiction.

It’s no secret that RPGs are my favorite genre.  I have some trusted favorites from the past, but it seems that few RPGs can compare these days.  Then I found <span style="font-style: italic;">Mass Effect</span>.  This game has been able to pull me in and immerse me in a new universe.  The HD graphics look fantastic, from the environments such as presidium in the citadel to the futuristic clothes.  I love being immersed in these fantastic environments, even if texture popping prevents me from seeing all the great details immediately.  The outfits are a lot of fun, especially since the characters’ appearance changes with new armor.  Most of the time, my female Commander Shepherd looked pretty cool in her armor.  I once had a good laugh when I realized that the best armor for my krogan companion was a pink and white getup very similar to Ashley’s from the beginning of the game.

My main motivation for playing most RPGs is an epic story.  I love watching a complicated plot unravel slowly and sinking my teeth into some rewarding side quests.  <span style="font-style: italic;">Mass Effect </span>is clearly focused on the story.  I really wanted to explore the cities and talk to everyone, because I felt I could learn a little something from each NPC.  The main worlds felt alive and interesting.  I’m not sure how the story will play out, but at this point the missions feel very well paced and have great story arcs.

While I have not been very good at shooting games in the past, <span style="font-style: italic;">Mass Effect</span> requires a lot of shooting.  I like to think that I’m getting better at it, but the game is structured so that it is accessible for people like me that aren’t as familiar shooters.  I could’ve chosen to be a biotic (giving me talents that can do damage without aiming) or could I rely more on my AI-controlled companions.  I found that the game was never too difficult for me on normal mode.

I’ve really enjoyed <span style="font-style: italic;">Mass Effect</span> so far.  Despite my <a href="http://venusplaysgames.blogspot.com/2008/04/flawed-mako.html" target="blank">frustrations with the mako</a>, the fantastic story and effective gameplay are keeping me addicted.  I’m looking forward to playing it again soon and getting lost in <span style="font-style: italic;">Mass Effect’</span>s universe.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/03/one_effective_game.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/03/one_effective_game.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Mass Effect</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">RPG</category>
        
         <pubDate>Tue, 11 Mar 2008 23:57:11 -0800</pubDate>
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         <title>Module Maker</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_x4dIg4qHwOc/SAmVRtfgOuI/AAAAAAAAAQ0/o950D70Ml08/s1600-h/speedwell1.JPG"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp1.blogger.com/_x4dIg4qHwOc/SAmVRtfgOuI/AAAAAAAAAQ0/o950D70Ml08/s320/speedwell1.JPG" alt="" id="BLOGGER_PHOTO_ID_5190844177023253218" border="2" /></a>Full of inspiration <a href="http://venusplaysgames.blogspot.com/2008/02/game-developers-community.html" target="blank">from GDC</a>, I was suffering from a severe lack of creative expression once I returned to my liberal arts classes.  Many people I had talked to suggested creating a module, so I decided to work with BioWare’s Aurora toolset.  It is included with <span style="font-style: italic;">Neverwinter Nights</span>, and it has many features that make the writing process very easy.  Since I want to learn more about game writing, I figured a module focused on storytelling through dialog would be a place to start.

My first writing module was a matchmaking module inspired by Jane Austen’s <span style="font-style: italic;">Emma</span>.  I knew that a romance plot would require very little difficult scripting, so I could complete it entirely on my own.  I wrote over just over 5,000 words and had a great time. Soon, I asked my friends to play it and critique it.  Since I wanted to write games with more powerful choices, one friend suggested that I make another module that dealt with matters of life and death.

My next module was about a shipwreck.  I made sure to give the player opportunities to kill several people, and had other characters react accordingly.  I spent many hours refining this module and I listened carefully to the advice of trusted friends.  I wrote and rewrote in order to make my dialog better.  This module had around 5,000 words of dialog as well, but it was drastically different from my first module.

After completing the second module, I went back to play the first.  It was shocking to see how simple the dialog looked.  Every line seemed to be a glaring example of something I had worked so hard to fix in the newer mod.  I was so glad to see that I had made an improvement.  I haven't decided if it’s worth the time to rewrite that module at this point, but it did teach me a lot.  No matter how long you spend on a module, it takes focus and dedication to write good dialog.  Not only do you have to write something that sounds natural, but you have to write it so it flows well in response response to each of the many dialog choice the player can select.  It is essential to own your characters and think how each situation affects them.  Like a good actor, a skilled writer knows their characters’ priorities, motivations, and personalities.

When I began making these modules, I had no idea that game writing was so complicated.  However, the challenges that game writing presents are incredibly stimulating for me.  I have always loved honing my writing until I find the best way to say something.  I enjoy setting high standards for myself and becoming immersed in a fictional world.  For the first time in a long time, I found myself forgetting about eating and time flew by.  I love this type of writing, and I plan to work had to improve so that I can become a game writer in the future.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/03/module_maker.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/03/module_maker.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Module</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Neverwinter Nights</category>
        
         <pubDate>Wed, 05 Mar 2008 23:14:59 -0800</pubDate>
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            <item>
         <title>Game Developer’s Community</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_x4dIg4qHwOc/SAmNAtfgOtI/AAAAAAAAAQs/LcefmCXqZe0/s1600-h/gdc08_black.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp1.blogger.com/_x4dIg4qHwOc/SAmNAtfgOtI/AAAAAAAAAQs/LcefmCXqZe0/s320/gdc08_black.jpg" alt="" id="BLOGGER_PHOTO_ID_5190835088872454866" border="2" /></a>I had heard that the Game Devevloper's Conference (GDC) was one of the biggest game conferences, but the idea of going was a vague idea for me when <a href="http://venusplaysgames.blogspot.com/2007/02/elite-beat-intern.html" target="blank">I went to the D.I.C.E. Summit last year</a>.  However, by the end of the year, I was convinced that I needed to go.  Aside from my general interest in learning about specialized career topics, GDC took became something more for me when a group project from school (<a href="http://www.winterbottomgame.com/" target="blank">The Misadventures of P.B. Winterbottom</a>) was selected for the IGF student showcase at GDC.

Even if your game is nominated for an award at GDC, that doesn’t mean that the whole team can get in for free.  Before I knew that my game was selected, I had applied to be a volunteer (a Conference Associate or CA).  I wanted to go to GDC whether or not my game got in, and I was quite surprised when I found out that we did make it.  Regardless, I had no idea that volunteering would be such a fantastic experience.

As a GDC CA, I was given an all-access pass to the conference.  This meant that, when I was not on duty, I had access to any session, tutorial or workshop.  The CA program is incredibly well-organized, and each of us got to request three time slots to have off (to attend a specific session).  I had the opportunity to go to a full-day tutorial on game writing (Learn Better Game Writing in a Day), which was quite helpful as an aspiring game writer.

The game industry is small enough right now to have a sense of community.  While there were thousands of attendees at the conference, I kept running into people that I knew.  Guest speakers, contacts from internships, and friends of friends somehow seemed to find me if I couldn’t find them.  Also, many of the speakers were very approachable.  I met Mac Walters, one of the senior writers on <span style="font-style: italic;">Mass Effect</span>, after he spoke in a session.  He is a real inspiration for me, and I appreciated the opportunity to meet him in person and ask for his advice.

Aside from the community of developers attending and speaking at GDC, I found a fantastic community in my fellow CAs. Everyone had a genuine passion for games, so it was very easy to make new friends.  It was a lot of fun to be part of a group of such hardworking, dedicated people.  I found some great people to spend time with and I was never lonely.

GDC was a fantastic experience.  When people back at school asked me how it was, my eyes would glaze over and all I could say was “awesome.”  It was very inspiring for me to meet the people I admire and to see so many gamers together in one place.  I came back more motivated than I’ve ever been.  I highly recommend this conference for students.  It’s a fantastic way to learn more about the people and the companies that create the best games on the market.  GDC also provides opportunities to learn about specialized topics in the video game field.  I found it to be very rewarding and I hope to go back again next year.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/02/game_developers_community.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/02/game_developers_community.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">GDC</category>
                  <category domain="http://www.sixapart.com/ns/types#tag">Mass Effect</category>
        
         <pubDate>Thu, 28 Feb 2008 14:40:30 -0800</pubDate>
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         <title>Flawed Mako</title>
         <description><![CDATA[<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_x4dIg4qHwOc/SAkgL3VoXXI/AAAAAAAAAQc/7Yko_FywADM/s1600-h/MAKO.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp2.blogger.com/_x4dIg4qHwOc/SAkgL3VoXXI/AAAAAAAAAQc/7Yko_FywADM/s320/MAKO.jpg" alt="" id="BLOGGER_PHOTO_ID_5190715433726532978" border="2" /></a>I’ve been playing a lot of <span style="font-style: italic;">Mass Effect</span> lately, and I love it.  I look forward to playing each moment, except areas that require use of the Mako, a futuristic planetary-exploration vehicle.  The game encourages the player to use this vehicle first on a planet called Feros.  There is no tutorial for this vehicle, so the player must learn the controls through experimentation. This would be an acceptable design choice if the road didn’t quickly turn into a narrow skyway.  I’ve talked to several people, who, like me, found the controls to be counterintuitive and proceeded to fall off the skyway to their death multiple times.

The movement of the vehicle is controlled by the left thumb stick; the camera and reticle for the gun turret are controlled by the right thumb stick.  Steering is relative to the camera, so the Mako will move in the direction relative to what the player sees.  I found this to be counterintuitive, and I would frequently move in the wrong direction during combat and take extensive damage.

There were also flaws in the design of the reticle movement, especially when zooming in.  When rapidly rotating the camera view, the gun turret can’t keep up with the reticle, especially if the turret is firing.  Also, the reticle can be aimed higher and lower than the actual turret range.  If the reticle is focused on an area out of the turret’s range, the turret will fire somewhere within its range but not where the reticule is aimed.

There are a few simple solutions to these frustrating flaws.  First, the game should point the player to an easier mission for a better introduction to the Mako.  <span style="font-style: italic;">Mass Effect </span>allows players to choose between several missions at that point, and there is no reason why the Feros skyway should be a training ground.  A planet such as Novaria is more suitable to players new to the Mako.  This change could be easily made by changing the dialog in the conversation that encouraged players to go to Feros first.

Second, a formal tutorial or a change in the control structure would be beneficial.  If the control structure was received well during testing, then a tutorial that briefly explained movement, aiming and camera rotation would help those who found the player-centered motion counterintuitive.  If players seemed to be struggling with movement, then the controls could be shifted so movement is relative to the vehicle itself.  This is would be similar to vehicles in real life and automotive games, which would make it familiar for many players.

Finally, I would limit the motion of the reticule, at least in the zoomed-in mode.  If the players need to look around at their environments, the game allows players to exit the vehicle at any time.  It simply does not make sense to allow players to aim for targets they cannot hit.

If those few changes were made, areas with the Mako would be more fun.  Players could concentrate on the gameplay instead of fighting the controls.  Hopefully, players of <span style="font-style: italic;">Mass Effect</span> sequels will be able to avoid the frustrations many have felt due to the current design flaws.]]></description>
         <link>http://interactive.usc.edu/members/katrinaj/2008/02/flawed_mako.html</link>
         <guid>http://interactive.usc.edu/members/katrinaj/2008/02/flawed_mako.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Mass Effect</category>
        
         <pubDate>Fri, 22 Feb 2008 15:29:14 -0800</pubDate>
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