Showing posts with label Left 4 Dead. Show all posts
Showing posts with label Left 4 Dead. Show all posts

Thursday, September 2, 2010

The "It's Just Fun" Principle

Teenage Mutant Ninja Turtles IV: Turtles in Time for the SNES was my favorite multiplayer game during the “before liking fighting games” part of my childhood. A couple of my neighbors would come over and I would insist on picking Leonardo because he represented my desire to lead my not-as-skilled neighbors in battle against the Foot; they would either agree to this stipulation, or they would have to face me kicking them out of my house, followed immediately by me sobbing uncontrollably as I would no longer have friends.

Since there was no multitap function for the game, everyone had to switch off in rotation every time someone had lost a life. Eventually we beat the game on Normal, then Hard, and even tried tried to beat the game without continuing. Hours and hours were poured into such a simple arcade game. It was a game where you could talk trash about how much the other person sucked or lagged behind. It was a game with a linear goal, yet it successfully drew you in and got you to play it multiple times. It was game that was just stupid fun.

"This guy is a jerk!" - me, age 7
"This guy is a DICK." - me, age 23


The video game industry has evolved and grown quite a bit since Turtles in Time, and there doesn't seem to be any sign of deflating complexity in games. With growth comes more needs in what gamers want. I see the modern video gaming enthusiast as looking for most, sometimes all, of the following criteria met in order for a game to be considered “good:"

Graphics/art direction: How appealing does the game look? Does it look vivacious/realistic/unique, or is it Brown Next Gen Shooter #45 with PS1-esque blocky polygons?

Characters and Narrative: Will I get an enriched narrative and multi-dimensional characters, or will I get a Buff/Bald Space/Future Marine/Soldier/squirrel saving the ____ from an army of ____?

Longevity/Replayability: Sometimes this means a game is short, but encourages multiple playthroughs. Sometimes this means the game is fairly long (typically found in RPGs), but has many optional things to do to increase the game’s length. Sometimes the game is only 2 hours long with no multiplayer and no redeeming replayability but you already paid $60 for it and you feel like a piece of sh!t for that Gamestop employee convincing you to partake in such a terrible investment (you horrible person). More on single-player length can be found here.

Optimization: Did the game go through Quality Assurance with the utmost care, resulting in minimal bugs and performance issues, or is it Sonic the Hedgehog 2006?

Sound/Music: Does the game feature a riveting soundtrack, with musical pieces that blend well with the scenes/situations you come across, or was it done by some community college stoner that the producers paid $50 bucks to do on Garage Band? Bonus if they paid the Crazy Bus guy to do it.

Multiplayer Component: Is the multiplayer component well implemented? Or was it poorly tacked on because someone exec told the lead developers of a turned-based RPG that the game “totally needs online co-op, dudes”?

Value: Do all of the factors above (and below) merge together to get a worthy package in relation to its price, or wow damn I just paid $199 for Action 52.

Other factors: Does it live up to the franchise? Is the difficulty fair? Does the gameplay remain “fresh” or is it repetitive? Will it let me order pizza in-game? What level(s) of Maslow's Hierarchy of Needs will I achieve (or neglect) by beating the game? How “anime” is the game? How artsy/intellectual is the game? (i.e. will I achieve existential enlightenment from beating it? Like, for example,"Braid?” Haven't heard of it? Well, heh, let me tell you thatjd.sgam,vdlkvjalsdkjta)


Will the game allow me to imagine "Babyz??" Perhaps at a party???



"Now, what the hell does all of this have to do with the title of the article, Jason? What kind of unorganized, incoherent-” Well, lets go back to Turtles in Time. When you were a kid, you didn't care about any of the above nitpicks. All you cared about was whether or not a game was fun to play with either by yourself or with other people (and maybe graphics). As your little gamer nerd-self grew up, these factors mentioned above started to take over, and a lot of people start to rate games based on criteria such as this and miss the fun. I've been a victim of this, and I've criticized many a game for a deficiency or absence of many of these aspects, and the concept of “fun” gets shoveled away with shoddy scores in these attributes.

The industry is aware of this sentiment, and have definitely been making games with the sole intention of making them as “fun” as possible. For example – Left 4 Dead is a game where you and three other buds kill zombies over and over in order to survive segments of a campaign. On the surface, it's a blast to blast zombies, the character personalities are memorable, and it has an arcadey feel that's good for those initial co-op good times with your bros or your girlfriend(s) or your grandparents or whoever you like to shoot stuff with.

However, in my eyes, the game falls flat in terms of it being “good” as described by the criteria above. Lets not lie to ourselves – it's a Source engine mod that cost $50-$60 dollars on launch. It's a game in which a big company such as Valve could tack on 4 maps (with promised free DLC, i.e. only one new map), with no other goal in the game other than going from checkpoint A to checkpoint B and sell it to your FPS-craving ass for full premium. There's virtually no storyline, and the whole campaign can be beaten with your friends (depending on how good they are) on Hard in under 3 hours. Repeating the campaigns with my roommates got stale, and I felt like I've already seen and done everything the game has to offer besides the Versus mode (which is cool in itself but I would have rather seen it more fleshed out). On top of that, Valve controversially released Left 4 Dead 2 a year later as a standalone game (once again, $50-$60) rather than promised DLC, and it was, for all intents and purposes, the same thing but with wacky weapons and 3 more zombie types. Oh, and daytime stages too, I guess. Yippee.


How do you make a fun-ass game even more fun??? Chainsaws!!! Ahahahahaha!!!!!!


Remember, this is all viewed under whether or not it fits the validity of a what makes a “good” game. You can argue that it's supposed to be arcadey and that “it's just fun, dude,” and then the stark realization that my article finally came full circle thematically will manifest itself in your brain and will finally make you and I content with this entire blog post.

We shouldn't simply denounce the “it's just fun” argument. Nor am I advocating a game should only be "good." I just think that the industry has partitioned these two aspects of gaming as separate but not equal, and that the true gems out there are a good combination of what one thinks a game is both good AND fun. Remember, this dichotomy is completely subjective, and whatever I think is fun and good could be an exercise in boredom/frustration to another (for example: me enjoying 2D style fighting games).

But what if a “good” game isn't fun? What's the point in playing a well put-together game if you aren't having fun with it, right? I've honestly read and/or talked to people who have played “good” games like Uncharted 2: Among Thieves or Super Mario Galaxy 2 and seriously cannot have fun with them. It's just not their thing. And that's okay, because the concepts of “good” and “fun” in video games look simple but are very perplexing and there's nothing we can do about it.


Video games. Definitely much less stressful when I mashed the "Y" button as an anthropomorphic turtle.

Monday, August 9, 2010

Flower

There are few things in this world that are worse than going to bed frustrated over a video game, such as cancerAIDS. I’m sure many of you know what I am talking about. That one impossibly difficult boss who smites you one second after you spawn. That door that requires a key you searched everywhere for but still cannot find it for the life of you. Or maybe just getting humiliatingly reamed without mercy in a versus match of Left 4 Dead, Brawl, Counterstrike, Mario Kart, or what have you.

YOU'RE TEARING ME APART, BLUE SHELL!
You begin to obsess over these obstacles and how much of your precious time you have dedicated to everything that it just seems to be a complete waste. You’re a failure. You suck at life. You suck at taking care of your dog that just starved to death because you forgot to feed it. Well, hopefully not that last one. If you don’t understand what I’m talking about, you’re just too damn proud to admit it. Jerk.

These trials and tribulations are also what make a majority of video games so enjoyable. It can provide that feeling of relief like after finishing a ridiculously hard final exam; once it’s done you never have to deal with it ever again.

Knowing this, imagine a game developer talking to a big gaming executive as he tries to pitch a game that has little to no migraine inducing hardships, and which is not specifically geared towards kids. And it’s centered around botany:

Exec: “Lemme get this straight. You’re a flower petal…”

Guy: “Yes.”

Exec: “Okay. And your goal is to float around collecting other flower petals…”

Guy: “Right.”

Exec: “Is there a time limit or anything?”

Guy: “No, you go at your own pace.”

Exec: “Any characters? Story arcs? Boss fights?”

Guy: “Not really, kinda, and no. You just kind of float around collecting petals.”

Exec: “Float around collecting petals…”

Guy: “Yes.”

*Stony silence. Exec stares straight through guy.*

Guy: “You’re a flower petal.”

Exec: “No, I get it. Would you like some coffee?”

*Executive stands up and grabs coffee pot.*

Guy: “I’m actually not much of a coffee—“

*Exec unloads pot of boiling hot coffee on guy’s head. Guy’s face starts melting off.”

Guy: “OH MY GOD WHYYYYYYYY?????”

*Exec takes out cigar from his jacket’s inside pocket and starts smoking.*

Exec: “You people make me sick.”

That might be a somewhat exaggerated account of what happened, but the premise of the game discussed actually exists. It’s on PS3 from the indie game developers at thatgamecompany and it is named Flower and it deals with flowers! None of the traditional structure from typical challenge based games is to be found here. Exposition through dialogue or text is also nowhere to be seen. Instead, the game relies completely on telling its simple nature appreciation story through its serene images and soothing music. The result is one of the most relaxing, stress relieving, and simplest games ever made.

The game starts in the room of a decrepit city apartment where a wilted flower sits on a windowsill.

Once the flower is selected, it takes you to a valley that is riddled with various dead spots of grass. The goal is for the player to control the wind (all by tilting the controller) to blow the single flower petal through the environment to collect as many petals as possible. When the special flowers are collected, the dead patches in the valley come to life. This is the goal in every level, the main feature that changes being the environments explored. The levels lead the player eventually into a bleak, colorless industrial city overgrown with broken power lines and jagged metal clusters. After the six levels are complete, your apartment is now in filled with glorious color with a view of industry and nature living in perfect harmony. Yay!

The real world is a stressful place, so I found myself playing Flower for a good period of time, just letting it wash over me as I would decompress from another fruitless day of applying for jobs, even when my parents would glare at the television confused and worried about what I was doing (their expression pretty much asked “When are you going to kill something?”). The graphics look amazing, especially on a high definition television when every color on the spectrum is splashed on the screen. The soundtrack, which is synchronized with the pace the player plays the level, is also impressive and just full of that positive energy. In many ways this game is just like throwing in a tape of nature sounds, or better yet, being thrown into a roomful of puppies (or kittens, your choice)! I even felt compelled to complete all the PS3 trophy challenges, shamelessly giving myself another excuse to play the game.

If you are looking for a game that will not cause you any grief (because we are all such fragile beings *sniff*) and would like a wholly original gameplay experience then I could not recommend Flower more. If you want to blow $#%* up, decapitate zombies, or beat someone into a pulp, this game might offend you.

4/5 A Beautiful, Relaxing Game. Pretty Dope!