House of Leaves, and Passion

House of Leaves is one of the scariest, most unique books I have ever read. I won’t repeat the reams that have been written on it. Suffice to say that it’s very much worth reading if you find yourself getting bored with most fiction.

I’d also like to reprint a quotation from the book. It has nothing to do with most of the book, but I found myself reading it over and over and thinking of how right it was. I never quite thought of passions this way before.

Passion has little to do with euphoria and everything to do with patience. It is not about feeling good. It is about endurance. Like patience, passion comes from the same Latin root: pati. It does not mean to flow with exuberance. It means to suffer.

Posted in General | Leave a comment

Guinan’s New Brew

So I decided to practice my video editing a bit. The horrifying result:

Posted in General | 1 Comment

When the Bomb Goes Off

I’ll let this one speak for itself.

When the Bomb Goes Off.

Posted in General | 1 Comment

A New Word for Game

The word “game” is starting to get outdated. It doesn’t fit us any more, to the point where it is holding us back.

When people started calling them games, that’s what they were. Simple sets of action-reaction rules and mechanics. You’d take your action and the system would apply the rules and respond. There were defined goals and boundaries. Pong, Galaga, Space Invaders - All resembled board games and pinball more than novels or films.

We’ve moved on. Games aren’t packages of action-reaction rules any more. Often there is no defined goal, or at least not one as clearly defined as before. Success is no longer measured in abstract points.

Doesn’t it seem strange we’re still using the same word to describe the Hungry Hungry Hippos, and Fallout 3?

No, not the same thing

Modern games are virtual worlds. Packaged experiences. Artifical realities, pre-designed and tuned to produce meaningful, interesting experiences, which we can enter and experience at will. It’s like stepping into someone else’s life at the start of the most important day of their lives. Sometimes the limitations of the universe railroad it towards a single predetermined outcome. Other times, it can go one of many ways, or never ends at all.

If we had a word for games that combined the connotations of a “novel”, “film”, “story”, and “interactive”, we’d be free of a lot of wrong connotations among mainstream culture as well. I don’t like lugging around the cultural legacy of Space Invaders whenever I try to explain to laypeople exactly what I’ve chosen to spend my life creating.  We create interesting lives you can step into at will, not games. None of this is to say there is anything wrong with true games. They’re just not the same thing as Fallout 3 or Pathologic or Fahrenheit or even Flight Simulator.

So what should we call them?

“Role Playing Games” might make sense, but it has acquired an association with collection-based gameplay and numerical character growth.

“Adventure Game” seems to have developed a connection to puzzle solving and third-person control.

“Interactive Fiction” implies a text interface.

“Interactive Movie” implies the use of full motion video and long noninteractive scenes.

We need something totally new. Alistair Reynolds called packaged experiences “experientials” in his Revelation Space series. Or, we could use Greek roots - Mnemograph would be a “written memory”, for example. But that’s kind of a mouthful.

It’s tricky to find new words for something. I’m not going to try to coin one today, but I’m hoping one will appear soon. And perhaps one of you can think of a name that doesn’t sound goofy.

Edit: This post was crossposted on my Gamasutra blog and has many more comments, in case you’re interested in reading more views on this subject.

Edit Again: Michael Samyn has a better-written post on this topic already up. And he wrote it two years ago.

Posted in General | 10 Comments

Best Game Ever

It’s even better than Close Range. It is The Daibjin.

All you need to know: it’s about a giant bikini-clad woman attacking a city.

In other news, sorry I haven’t been posting much recently. I’m sure both my readers have been disappointed. I’ve been pouring my writing efforts into a project larger in scope, so it will probably be pretty quiet around here for a while.

Posted in General | 3 Comments

Achron: Meta-Time Strategy Game

Achron is a new meta-time strategy game. Watch the videos.

Wow. My brain hurts so nicely watching this stuff. I really want to try this game. I haven’t seen something this mechanically original in a long time. And it looks like it might actually work. Their solutions to the classic time paradoxes are beautiful.

From the FAQ:

Q. Dude, paradoxes?! You know, grandfather paradox, units fighting side by side?
A. Paradoxes can exist, but since the window of time is limited (e.g., an 8 minute window) all events eventually fall off. A paradox will oscillate between its different states until one of the states reaches the edge of the time window, leaving the players locked into one of the two states. Example: in the case of the grandfather paradox (where you use a factory to build a tank, have the tank time travel to before it was built, and then use it to destroy the factory) you will play with the paradox until it ‘falls off’ the time window, at which point there is a 50/50 chance of either the tank lives and the factory is destroyed (because the tank destroyed the factory), or the factory remains and the tank goes back in time and is lost. All paradoxes are nicely resolved with time.

Posted in General | Leave a comment

Mario’s Weirdest Fan Tributes

Cracked has an awesome video about Mario’s weirdest fan tributes. Watch it.

Posted in General | 1 Comment

Game Word of the Week

Quicktime Event (n)

A gameplay mechanic in which players are instructed to push buttons exactly as they are displayed on the screen. Frequently accompanies a cinematic-like sequence of the player character doing something cool but outside the game’s control schemes. QTE heavy games include God of War, Fahrenheit/Indigo Prophecy, Star Wars: The Force Unleashed, and Heavy Rain.

Usage: I can play the rest of the game well, but the quicktime events always get me.

Comment: To be honest, I hate quicktime events. I feel like if I should be watching a movie, just let me watch the movie. Otherwise, have some design discipline and don’t depend on the player character doing things completely outside of your standard verb set.

Posted in Game Word of the Week | 4 Comments

Starcraft School

Starcraft is now a college course.

This course will go in-depth in the theory of how war is conducted within the confines of the game Starcraft. There will be lecture on various aspects of the game, from the viewpoint of pure theory to the more computational aspects of how exactly battles are conducted. Calculus and Differential Equations are highly recommended for full understanding of the course. Furthermore, the class will take the theoretical into the practical world by analyzing games and replays to reinforce decision-making skills and advanced Starcraft theory.

Starcraft is one of the most educational games I’ve ever played. Not in the sense of learning facts, as a historical game might teach you, but in learning ways of thinking, planning, adapting, and anticipating.

I went through an eight-month Starcraft phase back in the 90’s. I can say with confidence that that experience has tangibly affected my thought processes since then, and is part of who I am today. And that’s for the better.

These are a few of the biggest lessons I learned from Starcraft. You won’t “learn” them by reading this, but if you’ve played the game a lot you may recognize the feeling behind these concepts.

  • Think fluidly and adapt constantly. Don’t make rigid long-term plans. Don’t try to predict too far ahead. Starcraft punishes rigid long-term strategies viciously. The only way to play is to have very vague long-term plans, and be extremely fluid in responding to challenges. I learned this by spending months trying to build indestructible super-armies so I could securely vanquish my opponents. It never worked, I was forced to learn to be like water. This concept applies to almost anything you can do in life - social, business, war.
  • Maintain initiative. Don’t just react to the world around you, act without provocation and get others reacting to you. This lesson definitely helped me with getting girls.
  • Anticipate unknown unknowns. Seek out information even if you’re not going to like what it indicates (e.g. your opponent is massing an army near your base’s weak point). The pain of learning it early is much less than the pain of learning it too late.

This kind of lesson is laden with indescribable emotional “calibration” knowledge. The ability to look into a situation and judge whether to take initiative can only be learned by experience. Experience is exactly what you get by playing many high-level Starcraft games.

This college course isn’t a joke at all. If taught properly, it could be one of the most influential courses of some of these students’ academic careers. I hope we’ll see more of this, and more games that support this level of thought.

Posted in General | 4 Comments

Game Word of the Week

Verb (n)

An action the player can use to interact with the game or game world. Verbs include shooting, running, jumping, pushing buttons, insulting people, and eating food.

Usage: We never properly trained the chicken-kicking verb, so how can we count on players using it to solve this puzzle?

Comment: Understanding verbs is important in creating a game that will smoothly and transparently teach players how to play it. Verbs need to be added one at a time, at a steady pace, each being given time to sink in via repetitive exposure before the next is introduced. Puzzles should arise naturally from the verb set already established. This is something that old adventure games do horribly - they often boil down to “guess the verb” games. How am I supposed to know I can use the staple gun on the camel? I’ve never done it before.

This is also why modern puzzle games like Portal are so much better. The verbs are established, the puzzle is in working out the logical implications of those verbs.

Posted in Game Word of the Week | Leave a comment