Game Scale

 

An often ignored feature of the videogame medium is the idea of scale and how we perceive and relate to the virtual environments in our games.  For the most part, game developers have tended to create worlds where the scale is similar to our real world conceptions of space.  Whether you’re fighting alien invaders in Space Marine Shooter 2009 or battling fanciful beasts in an RPG, most of our interactions in videogames are through a human-scaled avatar and world.

 

Imagine a shootout in a game with a member of team blue loading his weapon to engage you.  Whether we’re talking about Halo 3, GTA4, or Gears of War, it’s usually the case that you’ll be able to judge the virtual distance of your adversary in feet or meters.  Most virtual worlds are crafted around distances and scales easily perceived by real world measures.  For me at least, this has resulted in a dulling and homogenization of the game experience.  As much as Unreal 3 has killed the color palate for games, so too are most modern games creating an implicit set of norms that is limiting the formula for success regarding scale in games.  Even games outside of the first/third person camera perspectives such as RTSs still adhere to real world scales, namely due to the use of familiar assets (space marines, cars, buildings, etc.). 

 

What I would love to see is developers being more creative with scale.  There are modern examples of this such as Katamari Damacy, Shadow of the Colossus, and Pikmin.  Gone are the creative days of 2-D where a screen filling boss would instill fear in us based on its size alone.  Perhaps allowing us to play with the monsters instead of the human-scaled characters would help.  A focus on smaller/bigger scaled environments would also be a welcome change, where the most immediately relevant asset to a game is neither human nor any object typical of gaming (i.e. cars, robots, etc.).  Videogames is the medium best equipped to provide visceral simulations of non-human scaled worlds and the industry should do more to explore this artistic option.   

chaosblack

African women's blog upset over Resident Evil 5

Via EvAv, Joystiq, GamePolitics, etc.

An African women's blog has registered their displeasure with Resident Evil 5, a game which puts players in the shoes of a Caucasian American (who we all know and love as Chris Redfield) shooting and killing African people (more accurately, they are no longer really human, although it's been stated they are neither zombies nor Ganados) in an African nation. Here's what they had to say:

The new Resident Evil video game depicts a white man in what appears to be Africa killing Black people. The Black people are supposed to be zombies and the white man's job is to destroy them and save humanity. "I have a job to do and I’m gonna see it through."

This is problematic on so many levels, including the depiction of Black people as inhuman savages, the killing of Black people by a white man in military clothing, and the fact that this video game is marketed to children and young adults. Start them young… fearing, hating, and destroying Black people.


I could comment for hours on the layers of wrongness in this statement, but the truth is that Gorvi from EvAv did a flawless job in only 3 sentences:

Of course, she's completely ignoring the fact that the majority of the zombies in the series have been white. Or that in RE4, they were mostly hispanic because of that game's setting. This is the worst kind of knee jerk reaction, being completely ignorant of the subject matter and jumping to try to find racism where there is none.

Would it be less racist if you killed only the white people in Africa? Also, side-note, I am intrigued by the fact that they capitalize "Black" but not "white".


So, what's your take on this, dear readers?
chaosblack

360 Warranty Extension (Part II) and PS3 Price Cut

Two great pieces of news for next-gen fans today.

First, in another great example of how not to act like Sony, Microsoft again extended their warranty for the red ring of death issue to three years. I've already expressed my thoughts on this kind of move in December, so read that and then... I guess multiply by 3.

Second, and only slightly less shocking, the PS3 60GB unit will see a $100 price cut next week. We all knew it was coming, but I'll admit this is a hell of a lot sooner than I expected. I may just have to buy one now, albeit partly for the free movie offer.
anonymous

Guest Entry: The Problem with 2D Fighters

Well, here's a nice change of pace. A friend of mine asked to contribute a piece, which I immediately agreed to. Seeing the results, I'm quite glad I did. Here's the article, in its original form (well, except some formatting). Enjoy.

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"The Problem with 2D Fighters" by rexdart

The way I see it, there are two problems in the 2D fighting community that prevents it from growing beyond its current niche market. All I have to support this is anecdotal evidence, so I'd be happy to hear counter-examples.

1. Fans of 2D fighters are disinclined to try new things.

The 2D fighting genre in itself rewards those who stick to the status quo. I went into a pretty popular arcade recently, and what did I see people playing? Unsurprisingly, the overwhelming majority were playing Third Strike. A smaller number were playing MvC2 and CvS2. A Guilty Gear Slash and Melty Blood game saw a bit of action, but nothing major. A Capcom Fighting Evolution machine in the corner was turned off.

It's no surprise that fans tend to stick to what they know. In a way, it makes a great deal of sense. In order to become good at a fighting game, you need to invest a great deal of time in learning the mechanics of the game and your character of choice. The problem is that this creates a disincentive to switch to a new game. You have to re-learn your character, re-learn the system, and just hope that you're as good at it as you were at the first game. Why should they invest all that time and effort, when they're winning at the current game they're playing? I certainly can't come up with a logical reason.

You may have encountered people who used to play Street Fighter 2 or Mortal Kombat 2 back in the day. I've met people who were actually surprised to learn that they still made 2D fighters. They also feel that SF2 or MK2 was, unquestionably, the best 2D fighter ever made. I think this is because the earliest 2D fighter fans saw little reason to continue to follow the genre when it only meant they'd lose more often.

Often times, people who continually play as Ryu, Ken, Kyo or Iori are called scrubs. Really, though, why shouldn't they stick to what they know? Learning new characters only means they'll lose more often, and there is no fun in losing, especially when fighting strangers. This leads into the second problem of 2D games. Namely, that learning to play requires a lot commitment.

2. New-comers to the genre face obstacles, and are generally unwelcome.

I suck at first-person shooters. Nonetheless, I've had friends devote a lot of time to trying to teach me how not to suck at Halo. Their efforts were largely unsuccessful, but they had a good reason for attempting this. I was going to be on their team at a Halo party later that day, and they wanted to make sure I didn't suck so they'd have a better chance at winning.

People who suck at 2D fighters have no such benefits. With the exception of some tag-team games, most 2D fighters are one on one. Even when I've tried to teach my friends to get better at them, they often accuse me of just using them as a body to beat up. Otherwise, they just grow frustrated and give up. Those without friends to help them just get told they suck.

A part of this problem is that much of the learning process in fighting games is pure memorization. It's nothing intuitive about a ninety-degree motion forward on the joystick in combination with a punch button producing a fireball. Fans have simply memorized it to the point that it seems intuitive. But for different characters in different games, the same motion can produce any number of actions. Not only that, but new-comers must learn an entirely new lingo just to begin to memorize these actions. Consider this exchange between a friend and me when playing Third Strike:

Friend: "What's his super move!?"

Me: "It's double quarter-circle forward punch."

Friend: "That means nothing to me!"

In an FPS, if someone tells you to shoot your enemy in the head, it's the same basic action no matter what game you're playing. In a turn-based RPG, if you want to use a healing item, it's essentially the same action. Sure the interface or button-mapping might be different, but it takes a short time to get around them. However, trying to do a super move involves actual research.

None of this is helped by the fact that fans will either not want to play with them or tell them that they suck while they try to learn the mechanics of the game.

Another issue at work here is that an increasing amount of gamers (casual gamers, if you will) are not action gamers. Fast reflexes and hand-eye coordination (what fighting games most require) are two things this new breed of gamer does not have. Gamasutra posted an excellent article by Ernest Adams on the problems faced by the action genre. It's a good read if you have the time.

My prognosis?

2D fighters are teh DOOOOOOOOOMED!!

No, but seriously. They face some incredible challenges if they ever want to expand beyond the niche genre they've become. As is, there are good reasons why game companies would be wise to abandon the genre and why newcomers would be inclined to ignore it.

I would love to see more tag-team games to try to reduce some of the alienation involved in getting into a fighter. More importantly, I feel that fans need to realize that 2D fighters are not just unpopular because of "graphic whores" or "those damn kids with their GTA." As hard as it may be, I think fans should try to be more sensitive to n00bs.

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ATMA NOTE: I will point out that a lot of people in the arcade that night were practicing for a tournament, so the results were a bit skewed, but the trend is definitely real regardless. I don't have too much else to add or detract, as I mostly agree, I just wonder whether most 2D fighting fans are really all that eager to expand the demographic.
chaosblack

Two New Halo 2 Maps

Two new maps, both available on April 17th through the Halo 2 downloader in the game itself, and it's just $4 for the pair.The maps are Tombstone and Desolation - remakes of Hang 'Em High and Derelict, respectively.

Wow. Surprising (and cool) to see map support this close to the Halo 3 beta. Personally, Hang 'Em High was always my favorite Halo 1 map, so I will most definitely be buying these.


Via bungie.net
chaosblack

Yet another reason to buy a Wii.

Suda 51 (creator of Killer7) gave a very interesting interview about his upcoming Wii title, No More Heroes. Being a huge Killer7 fan, I am extremely excited about NMH and was very interested in what he had to say about it. Check out some excerpts:

Suda: Yes, it is true. My former job was as an undertaker.


Suda: In my opinion, the highest form of art is the existence ofvideogames.


Suda: No More Heroes is not an "on-rails"-style adventure game. It is a free running/roaming style action game... No More Heroes is a genuine action... but it hardly uses the wireless remote controller... The basic tactic is to attack with A button. The finishing move/attack is made by using the motion of the Wii controller. It is totally a different type of game from Killer 7.


IGN Wii: Who is your favorite videogame designer?

Suda: Erick Chahi. I am also a fan of Kojima-san and Mikami-san, and at the same time I respect them very much


IGN Wii: There is word that you're planning to work with Hideo Kojima on a game for Wii known only as 'Project S.' Is this true?

Suda: I am sorry, but I can't make any comments on this.

IGN Wii: Is Project S a sequel to the classic franchise Snatcher?

Suda: I am sorry, but I can't make any comments on this either.


Suda: I'll also try my best to make No More Heroes as violent, or even more violent than Manhunt 2!


Check out the full interview here.
chaosblack

360 Warranty Extension

Via EvilAvatar, Engadget, etc.

In what is a shockingly generous gesture by a normally heartless corporation, today Microsoft announced the immediate, permanent, and retroactive extension of the Xbox 360's warranty. The new warranty covers ALL 360s purchased (including ones already rejected due to out of warranty) to one year after the purchase date. Supposedly they will even be issuing cash refunds to many of the people who paid for repairs. This is excellent news for everyone experiencing the red ring of death after the latest update, as well as the rest of us who are just plain unlucky.

As for me, I'm just glad I can finally check out Gears of War.