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Video games

Sometimes gaming is too much like hard work

I’d be lying if I said there aren’t days where I detest video games. Days where the idea of playing something seems like too much like hard work. Lots of gamers like to pretend this feeling doesn’t happen, that gaming encourages overwhelming positive emotions and feelings every single day in a completely unending wave.

The days where this normally happens now are on days where I’m tired, swamped with commitments, and sometimes (just sometimes) an interactive medium seems too much like hard work. On days like this video games becomes another mountain to climb rather than an avenue to let me unwind.

It is very much a symptom of adulthood, not only finding the time to play games, but sometimes it goes as far as finding the energy to be inspired by them.

Days where I lack focus

I can’t dabble with games in the way I used to when I was a child. I’m simply unable to indulge in wiling away hours playing and experimenting in excited calm (like I used to). Often my gaming sessions now are very short and very focused, towards the end of the day when I am most tired and have the least patience.

As such the limited time I have to play games has a greater chance to frustrate me in some small way. The time limit renders me unable to make a great deal of progress with a game that needs more care, attention and time that I can perhaps provide that day.

I almost always turn the corner on feelings like this, but it’s important to talk about those days where no game seems to sate me. I’ve used Tombi as an example to illustrate this update. Not because it’s a bad game (it’s actually a favourite of mine). Although this month of gaming indifference has morphed it from a source of total joy and into one of frustration. As such it sums up the dangerous result of my temporary exhaustion with gaming nicely.

Tombi is a game I was highly excited to finally own a proper copy of, a games whose arrival I anticipated for years, whose genius has been partially ruined by my temporary (and perhaps) seasonal disinterest in games.

This feeling will pass and I’ll find a reason to get excited about gaming again (in a few weeks or less) but in the meantime I am pushing onwards through the game hoping the spark will leap back soon. I am certain it will because it is a game I have had the pleasure of playing at least once before.

Getting beaten up in the jungle.Attempting to bag a pig boss.

A tired frustration

It seems almost too easy to blame the games we play on days like this for our lack of focus and commitment. However we are equally responsible for the discontent, and the lack of focus. It’s also really easy for others to dismiss such feelings away by encouraging ourselves to try another game.

I personally find when I feel like this that I carry this feeling into every game I attempt to play. Turning even the most precious and appreciated game against me like some sort of horrible mirror.

So a vicious circle builds where I can’t progress past these feelings. I’m fearful to leave games on a bad moment as this makes it harder to return and try again. During these “push on through” moments, my precious gaming time instead becomes a frustrating exercise in time lost and lack of progression.

While I often have a reason to be frustrated about an aspect of my time with video games, I’m frequently reminded of how beguiling gaming is, how quickly it can change my mood, swing me back and forth between adoration and scorn. I take my (rare) moments of disinterest in gaming as one of the few negatives I identify with the pastime.

Part of this is down to the wealth of games we have now, a lack of time and patience from the pressures of adult life, but also how spoilt we can be as gamers. Demanding a good experience as if it were a right rather than a privilege.

I’ve talked about how chronic illness has forced me to use video games as a coping mechanism, now it seems apt to talk how it’s building a sense of resentment on the days where I am sick and video games provide no respite. There are days I resent games for not helping me to escape from illness. However I do feel guilty for expecting them to do this, as I start to use them to cover up my own poor health and inadequacies.

More often than not though these feelings are an indication that I need to take a break from gaming for a couple of weeks and come back to it bright-faced, because games will always excite me and this temporary loss of how they do, just serves to remind me.

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Video games

Revisiting old places – the art of location nostalgia

I recently completed my first playthrough of Borderlands 2. I steeped high praise on the first game and greatly anticipated its second outing. The moments I enjoyed the most from Borderlands 2 though were it’s knowing nods to the first title.

Both Borderlands 1 and 2 succeed in creating a very well-realised sense of place. Borderlands 2 builds on this idea, by creating memorable and heartfelt links back to the first games setting, allowing the player to go back and explore how the game world has changed.

I call the feeling this provokes, location nostalgia.

A memorable example

There’s something really special about returning to locations from previous games. Particularly where a significant amount of in-game time has passed. The times where this is most effective is when a number of real life years have passed also. Say the difference in time between the original game and its successor. The most memorable experience I have of this revolutionary location nostalgia is inadvertently discovering the ruins of Nupraptor’s Retreat in Soul Reaver.

Nupraptor's Retreat as featured in Blood Omen.The large, fallen skull in Soul Reaver.

The retreat itself is a very memorable building. Unmistakable to any old fans of the Legacy of Kain series. In Blood Omen Nupraptor resides in a huge skull resting at the top of a waterfall. It’s an awe-inspiring moment in the game, as you reach the jawbone of this massive skull (while playing as the vampire Kain) peering out of the enormous glass windows that are its eyes. You go there to seek revenge for Kain from one of the Guardians of the pillars who requested the murder that led to Kain’s damnation.

What makes this location even more impressive is finding the fallen ruins of this skull many hundreds of years later in the sequel – Soul Reaver. The skull has fallen from the resplendent perch it once sat at, and is the perfect metaphor for the decline of the world of Nosgoth under Kain’s rule. The malevolent rule that you perhaps encouraged through your playthrough of the first title.

Including Nupraptor’s retreat in Soul Reaver was a master stroke. A simple location device which had a broader and massive significance to those lucky enough to experience Blood Omen’s remarkable story at the time. It was just as impressive playing the game in reverse order – with Soul Reaver being the first Legacy of Kain game that many of us played. I remember the beautiful epiphany I had upon reaching Nupraptor’s Retreat in Blood Omen and realising what it would become. I had seen the future of this game world, seen the devastation my decisions in Blood Omen would reap upon the world, and upon the character of Raziel.

The view looking out towards the gate to Fyrestone.A closed up shop.

Examples in Borderlands 2

The location reuse in Borderlands 2 was far more subtle, but just as effective. Five years have passed in the game world, and three years since we had played the series for the first time. We’re reminded of what came before partly through interacting with the cast of the last game, but also from the settings of the games last quarter, where you return to the places where your original adventure began.

Borderlands 2 rewards those lucky to have experienced the first game fully by easing them back into the starting areas of the first game – including the Arid Badlands and Fyrestone. Veterans of the series can see how these areas have deteriorated or changed under Hyperion rule.

You see Piss Wash Gully where you first grabbed a vehicle, and did your first vehicle jump (now surrounded by a purple slag lake). You return to the site of the Fyrestone shops (now closed and abandoned). You return to T.K Baha’s house to find out more about his background (and find some secrets). You find the original town sign and gate where you defended the original Claptrap from your very first wave of enemies.

The jump at Piss Wash Gully.The entrance gate to Fyrestone.

It’s a wonderful, nostalgic moment in gaming for anyone who appreciated the first game hugely, and crucially it’s reverence is not completely lost on new audiences. You’re informed of the events of the previous games, by playful nods to 2.0 versions of the bosses that were fought there, or echo transmissions which explain the context of the location.

It’s a perfectly pitched moment, and a fitting conclusion to the narrative ties of the first game. It’s a swan song to both the adventure you’re having now (by its inclusion late in the game) and the adventure you had before. These are the hallmarks of really successful location design, they lodge in the memory and inspire a particular feeling. This feeling is improved by the future and successive nods to those past, great locations.

I’m always impressed by game designers that decide to use this technique, its a nice treat to your existing fanbase, and an encouragement to those new to the series to go back and better understand the references for themselves.

Categories
Gaming and gender

When I play online everyone assumes I’m male

Continuing on from my analysis of the gender norms inherent in the first person perspective. Like many I picked up Borderlands 2 recently. While it is a game that does have up to two playable female characters, I’m reminded of another reason with I’m disheartened with the gender norms in female character models.

When I’m playing or talking about games online, almost everyone assumes I’m male.

Interesting gender issues

I touched on the possible reasons for this in my Metroid Prime post:

Some male gamers play as female characters when given the opportunity to experience something outside of their normal experience of the world. Confusingly many women gamers like myself play for the opposite reason. To experience our games in an body more akin to our identity, as the “different experience” is often the norm.

So by playing in my preferred body, many gamers still expect me to be male. While this is a liberating choice for male gamers to be able to make, it does enable a certain amount of prejudice against women who genuinely identify as women.

Conversely, some male gamers do not believe me when I state that I am a woman. These moments sway uncomfortably into hints of prejudice.

Some gamers will urge me to shake such slights off. These are normally the same people who don’t have to concern themselves with reality of the wrong pronoun being used to describe them, or the wrong greeting, or even verbal abuse when playing a game. This is all because of me being a “she” instead of “he”. Unfortunately (and sadly so) my presence in games does still (even in this allegedly liberal decade) set a small minority of gamers off into a prepubescent rage*.
Tannis, (insane)ly smart."A view of my character, Maya, labelled as me.

Uncomfortable territory

This is despite the fact that online I do everything possible to flag up the fact that I am female. I use feminine sounding names for usernames, I always use female avatars on forums and other applications that require them. I mark myself as female on my profile. I’m certainly not ashamed of my gender, but I certainly know of many women (that because of the reasons above) use the lack of clarity surrounding their gender to decide when (or indeed if) to reveal that last detail of their identity online.

Such is the ultimate irony of this situation. Because many men play as female characters, and because their isn’t any real benefit to revealing your gender online in the context of online gaming, or gaming discussion. All of us – male or female – are damned either way, usually by the lack of character choice. Somehow we’re encouraging these sorts of assumptions about who chooses to play games.

I can certainly understand this. As choosing to speak up and correct someone on their assumption either leads to regret or discomfort for the person that has made the assumption, or a far worse reaction – an escalation into anger or violence.

I choose to speak out (and constantly correct people) because otherwise how else is this community going to know that a very real, and growing percentage of the people they play with or against are women. It should provoke nothing other than understanding and tolerance, not shock or rage.

Moxxi stands at her bar.Lilith stands on a balcony.

More issues with female character choice

I suspect some of the reasons for this, is the genuine for men to play using a female character – to tap into that different experience of play. I totally understand and respect their decision to do so, but I wonder if they realise how that decision (inadvertently) makes the playing field that much harder for women.

We need to take the root causes about why these odd assumptions about gender online still happen. Games should have more female characters – but crucially, I’d have to argue against the Borderlands method for separating classes by gender and ask instead that all classes have male and female options. It would make things much easier for everyone, and take a little pressure off women who identify as women, and men who want to play as classes like the siren.

I hope this post vocalises a constructive observation of what I (and many other women who play games) go through on a daily basis. I write only to inform and speak more openly on this topic. As promised in my recent post on prejudice in the gaming community.

* I note with interest, that I have being playing video games longer than the vast majority of people who consider my presence in “their game” to be a problem.

Categories
Video games

A recent history of cross platform play

The latest version of a western Monster Hunter Game was announced recently to almost universal excitement. Monster Hunter fans have been waiting for a new game to get excited about for the best part of two years.

One of the concepts for Monster Hunter 3 Ultimate that’s getting people most excited though is the cross-compatiblity between the Wii U and 3DS versions of the game. While this isn’t a new premise, it’s something we’re seeing more and more of for multiplayer led games.

Cross compatibility and a strong Monster Hunter History

Two other games in the last two years have announced similar handheld gaming support for the console or PC based game. Tellingly the first to do this was Monster Hunter 3 Ultimate’s predecessor Monster Hunter Portable 3rd. It did so for many of the same reasons. To enable simple multiplayer access through the PS3 version of the game and to provide an HD mode to make the original game look and sound better.

For many it’s become the de-facto way to experience that game. While I love Monster Hunter I’m finding it harder to play it single player for long stretches with a handheld. Compatibility between a console and handheld version of the game allows you to experience the best of both worlds. Relaxing with the game at home for the bulk of your journey, and moving the savefile for your handheld version to so you can play the game on the go or experience local multiplayer easily.

While Monster Hunter Portable 3rd (and it’s HD equivalent) didn’t start this idea it provides gamers lucky enough to experience it, with probably the most seamless and easy-to-use online multiplayer experiences since in a Monster Hunter game so far. Crucially it may give some clues for how Monster Hunter 3 Ultimate’s implementation may work too.

Moving my Monster Hunter save file from my PSP to the PS3.Choosing between playing Monster Hunter Portable 3rd or starting up ad-hoc party.

Phantasy Star Online versus Monster Hunter

Sega announced that Phantasy Star Online 2 would have cross platform support between the PC and Vita versions. Phantasy Star Online is in many ways the predecessor to Monster Hunter, highlighting an audience of gamers that enjoy a real-time RPG multiplayer experience with cooperation at its core. This is evidenced by the fact that many PSO players took up Monster Hunter as a replacement to PSO and the concepts it pioneered.

PSO later found its stride again through it’s portable versions. However by then Monster Hunter had already exceeded it on handhelds through its strong emphasis on local, cooperative gaming. In essence Monster Hunter took up the mantle that PSO started. In a compelling chapter in the great multiplayer RPG story, it was the Phantasy Star Online series that announced cross-platform play for the masses through its Vita version of PSO 2, despite Monster Hunter implementing it first with Monster Hunter Portable 3rd.

It’s not too surprising that these two series are promoting a similar idea, since they share many of the same audiences. What is interesting is that both developers are using cross platform play as a marketing tool – another reason to buy a 3DS or Vita to support play on the go. This is beneficial to the developer as it also promotes the old mantra of console loyalty.

Because surprisingly, despite a rich history of cross-platform play, historically the idea hasn’t done very well outside of Japan, or is largely associated with niche or unsuccessful titles.

The title screen for MHP3s version of ad-hoc party.The lobby list for ad hoc party.

Other cross platform implementations

Monster Hunter 3 Ultimate isn’t the first cross-platform implementation that Nintendo have supported. They tried their own version of it using the Gamecube and Gameboy Advance. This ranged from the odd game (such as Metroid Prime or Animal Crossing) having areas of the game that couldn’t be accessed without a GBA being connected to the Gamecube as another controller, it was also used successfully for map treatments and the display of secret information in games like Wind Waker.

The most extensive support for this system was saved for Zelda: Four Swords Adventures and Final Fantasy: Crystal Chronicles, where four player multiplayer for these games required each player to have a Gameboy advance plugged into the Gamecube using a special connector. The GBA then served as the controller for the game, showing the players inventory, map or gameplay screens related to them on their own personal screen. It was a neat way to sidestep the issues of local multiplayer RPGs, that often require a lot of information to be shown on one screen, or the other problem of two or more players being tied to the time it takes for another player to organise their equipment.

It was a rare and interesting way to experience these two titles for those that not only had the money and equipment to support this premise, but also the time and investment needed to encourage other friends to experience the game with them. For many though the barriers to entry were too high, and many people didn’t get to play these Gamecube titles as intended, and the technology itself became not much more than an old gaming curio.

This wasn’t the first foray into these sorts of console and handheld connectivity though. Famously both Sony and Sega dabbled with the idea of a memory card (or other peripheral) serving as a mini-game station that was related to the game you were playing. Many Dreamcast games supported this feature through the VMU, better implementations of this include on the original Sonic Adventure game which allowed you to manage and train your Chao outside of the game, then update your game data with the progress made by booting up the game again. Tellingly Sony’s Pocketstation for the original Playstation used a similar idea much earlier on, but never made it outside of Japan.

Different platforms playing together

So cross play has a long, and interesting history. Despite that the examples of its usages are rare, the various implementations were great to experience for those lucky enough to play the games during their limited life cycle.

Recently cross play has had a bit of a revolution. It was briefly left to games like Shadowrun and Final Fantasy: Crystal Chronicles: Echoes of Time to continue the idea. However Portal 2 has also famously used this model with more notable success, allowing PC and PS3 gamers to play cooperatively with their friends through Steam access.

So Monster Hunter 3 Ultimate will be the most ambitious chapter in the cross compatible platform legacy. Many Monster Hunters look forward to seeing not only this implementation, but how it may determine the cross play future of this series and others.

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Currently playing

Animal Crossing: How a niche became a norm

It’s almost impossible to imagine now, but there was a time when there was genuine uncertainty about Animal Crossings future outside of Japan. There were many other British gamers like me facing an arduous wait for the Gamecube version of the game to reach these shores.

So certain was my belief that it was never going to make it to Europe that I imported a copy from America and started the process of cultivating my very first town. It did finally make it here, but over two years after the American release. That’s actually the normal sort of time for a localisation of a game here, but Animal Crossing was still a complete unknown to a Western audience, a silly but sincere sim game that utterly captivated gamers and non-gamers alike.

How it all started

Such is the power Animal Crossing’s methodical madness that I still have people with far less interest in video games than I recommending it to me, or sharing their accomplishments in game as if it somehow remains gamings best kept secret.

Part of the games success is the now commonplace concepts it popularised. It was many gamers introduction to concepts completely new to a simulation game. Concepts like the real-time clock to positively change and adapter in-game environments or characters. An idea started with games like Seaman and NiGHTS into Dreams, but something that Animal Crossing improved on and used as the core concept for its world.

This is part of the reason that any version of Animal Crossing is a suitable game to return to, something that many of us like to indulge in from time to time. It’s a great example of a game that encourages peaceful responsibility for in-game characters and environments, which in turn captures the imagination of the player. Animal Crossing encourages players to invest their personality, time and care into a carefully-cultivated town of their choosing.

The inside of my house - decorated as a plaza, with plants and decorations.Talking to Tom Nook about some potential purchases.

It’s also a great case study of how games can be utterly silly, but crammed full of merit. Animal Crossing is a fine example of humour being used as a narrative tool. Patience is a huge gaming virtue and Animal Crossing’s day-by-day rhetoric sits with this principle nicely.

Crucially Animal Crossing pushes eccentricity as a positive attribute rather than a pejorative. It was sold to us as a gamers game – kooky as they come – straight from Japan, with a sprinkling of Western humour bundled into the localisation. In gaming circles it was chatted about as something people outside of a gaming audience couldn’t and wouldn’t understand.

Instead, it became a beautiful metaphor for how inclusive our pastime is.

On becoming too scripted

Animal Crossing is filled to the brim with whimsy. Its odd (yet relatively) unique method of welcoming, inclusive gameplay became a mainstay. As such the concepts that remarked Animal Crossing as such as intriguing daily play all those years ago, has led to it losing its way a little bit. Its insightful gameplay concepts such as land management, mortgage payments and fossil collections have moved from being dynamic ideas to well-travelled tropes. This have become the concepts we use to describe Animal Crossing now. As if the game has become more about box ticking rather than the revolutionary ideas we fell in love with.

Many of the same elements that made Animal Crossing enjoyable are now making it stale. This is evidenced by core concepts like the tutorial with Tom Nook remaining relatively unchanged since it’s inception here in the West with the Gamecube edition.

There’s a groundswell of ideas that the franchise could have tapped into by now, without defiling the essential ideas that make it so joyfully weird. The key elements such as the bright, stylised art style, the random village with hand-picked inhabitants or the consumerism focused element of decorating and redecorating homes don’t need to be changed, but something does.

Chatting with Kappn on the bus.Wondering about with my villagers.

Perhaps instead there could be renewed focus on multiplayer. The “city” element in the Wii version of the game was woefully underused. Instead it became a sad hub area for the animals who didn’t live in your town, denying you the ability to recruit animals that you thought suited your town. The last of the unfixed elements of the game (like the characters who visited your village random) are now relegated to the city taking all the mystery out of their appearances.

Instead the city could have been a player-focused area filled with player run shops or activities. Building on this idea, players could also create their own animals, complete with their own defined personalities to share out to others to use and rate. Both of these ideas could build on the ideas of character and world development by simply mixing the boundaries a little more. A lack of new ideas, does sadly sum up what Animal Crossing has become – a tired repetition of what it has done before, rather than the imaginative and inspiring novelty that was truly exciting to experience for the first time.

Learning from what’s gone before

In fairness the formulaic nature of Animal Crossing has always been there. In any addition of the game you start to spot the patterns of its development everywhere. From the way that animals appear and disappear on the same days, or the events that happen on the first saturday of every month. Animals are grouped into broad personality types, which you start to recognise and identify. You start to know exactly how an animal will behave within two pages of their chatter.

The series has become less about an gradual process of evolution and more of a series of well-used and knowing Animal Crossing cliches. Yes every day is still different in Animal Crossing, but repeated play makes it far easier to unravel the mystery behind how the game is put together, not unreasonably this is about the point the core audience can begin to lose interest.

Animal Crossing has lost its way a little, and yet I still return to it for a dose of whimsy every year or so, each time reminds me of what was so remarkable about it that very first time, when I found no patterns in its strange, but very welcome niche.