Jan 14, 2011

Multiplayer: Losing a friend and winning the world


I was fascinated with the option of multiplayer game for the PlayStation 3 Uncharted 2. Have you ever played? If not, learn more at http://www.naughtydog.com/. Simply perfect. The gameplay can not be compared to any other gender. I am not a declared fan of FPS or any hybrid that has guns and bullets in the middle, but Uncharted 2 can be so a great game that it catchs up even with players with other preferences. Even RPG players like me do not escape from this masterpiece, winning, no less than 25 review scores. All perfect. In multiplayer mode, you choose your character, and may fall between villains or heroes. Every opponent that you complete a kill, you earn medals that give you points and money. And your level goes up as that. There are many modalities. The classic deathmatch, elimination and other recreational basis. I draw attention to the plunder, which looks more like a mixture of the flag game with firefight. Very funny.
Now I'm going to another game that has bullets in the middle. Resident Evil 5, Playsation 3. You may be wondering: Are you not going to talk about RPGs? And what does that Uncharted 2 have do to with it? Calm down, I'll get to it. Resident in his style has attracted thousands of fans and being an established brand is not afraid to add to the single player the option of cooperation with a second player. Both simultaneously playing the same story and cooperative mode, fully offline. The idea seemed good. I saw people playing in pairs at video stores and it reminded me of the time with my cousins when we played shooting games. And they always detonated me. It was the Nintendo 64 game Goldeneye James Bond. During this time, the screen could be divided up to 4 parts. It Was quite small, but all the cousins were playing and shooting each other. No need to talk of  the popcorn or soda, do I? Good times.
Now lets get to my point. Playing with friends and cousins is seeming to lose its space for the massive multiplayer mode in which I play with strangers. If there is cooperation or not, the online becomes a lonely land where the pleasure of playing with family or friends seems to be fading. We should get it all from representative avatars and virtual friendships. Many have no problem with that. I personally don´t have. I even prefer to stay alone in the world of imagination. The problem is that there is not just you and me in the world. When a Game designer thinks the Project of a Game, he should be prepared to have his game reaching for his target audience. If your audience also has the desire to play a game with two or more players at home, he must design to fit this profile as well.
I believe in RPGs is no different. The MMORPGS are there to prove it. I have my guild, knows the ups and downs, I am a PK badass but if there was the possibility of integrating a game mode in which the family or friends could CASUALLY play, I call the attention for the casually because the output for that many players find is simply call a friend to play a MMORPG and this will have to have dedication to follow the level of the group and even become addicted to it.
My opinion is that just as the cooperation of Resident Evil 5 was thought as well as the player two, as it use to be called, this should be added to the multiplayer in general. If in Uncharted 2 I had the option of playing with my cousin without needing that he also bought the game and the PS3, if I only had to handle the control so He could become the second player, it would be at least interesting. We could play with family and cousins in the same video games and online.

Nov 30, 2010

A creative way to think about score


You may be wondering what the hell is this picture? Well, this is a very good score from Asteriods, game developed by Atari at the time of Arcade´s Golden Age. And if you know the game you also may be surprised to learn that it is far away from the world record of 41,338,740 points which is won by John McAllister on April 6, 2010 after spending over 58 hours without stopping playing.
This is the arcade:

Right, just found that people really nerdy like you and me can accomplish about destroying many asteroids without letting the little aircraft explodes. So what? Well, at this time in the dawn of Atari, the games were so hard that the only objective were not see the end.  Even the programmers did not make the ending. This is it. Shoot until the aircraft explodes, counting with the human mistakes and tired body. The objective was simple to see who got the highest score and that was fun. On Snes we can also see games very hard, altough we can see the endings and be able to reach it (sometimes). Below, a classic score game: 



We can see so many FPS titles that the score is abouting teams. Score is really fun and estimulate the competitiveness. The problem about Score is that one way or another you reach your maximum point or your aircraft explodes or your Mario loses the last life. And those points may only be useful in the end and for comparison with others players or just to yourself pride. The game is over.


A creative way to think about Score being still useful during the game is the possibilty to convert it on benefits to the player. Example, lets take our genre RPG. If during a battle against monsters, the warrior survives and therefore acumulate points, those points could be used to convert on an important item to his survival in the dangerous world of adventure. Or itens that make the story move.


Proportionally, more points means best items and best benefits to the player. That way he will be estimulate to gather a higher score and he will see that his points has a funcion and they are not an ornament that most nowadays players ignore.


The Score Generation has passed, but the games still report points and remain counting. Even being an ornament with none revelance to the story the points are still there. Play, look and see. They are making their presence and reminding us that yesterday the Games were pure mathematics.


The challenge today is to give meaning and context to that mathematics.


 

Nov 24, 2010

An example of Simplicity


I'll start with a nostalgic game: Phantasy Star I. Around the year 1993, my cousin presented me a game that I had no idea that would change forever the way I see the games. And how fascinating they can be when you engage in a fictional reality where everything you want to do is just to participate more and more of it. See what end the adventure of Alis, Odin, Myau and Noah will come.

Putting the story as a strong point, we arrive at the most important that is its simplicity in gameplay. The combination of the player's motivation to see what happens next, with few commands / actions possible in the game universe such as: Do Alis walking on the map, when in combat Choose an option from the menu : Attack, Magic, Item, Talking, Running. That's it. This is enough to create an RPG so memorable and beloved by those who have played and know what I'm talking about. The player does not care if the options are few. He did not even watch it.

The fun is produced. The art even for a Sega Master System is beautiful is it not? Distinct. And who does not remember the tune of the mazes more difficult? Just below will drink a toast to you.


   



I brought up Phantasy Star I, my friends, to warn us of something. Surely you already have noted the games nowadays. Today, the RPG games are disposable. Increasingly empty, repetitive and long. What do you think happened, for example, with Final Fantasy after the edition X? There is even a reflection in sales. Search on google there will not be hard to find.

I bring to the discussion: Why do RPG games from the past like Final Fantasy VII, VI, Chrono Trigger, Phantasy Star I are so good, call us so much attention and has a replay so appealing? While today's technologies as promising as the future PCI Express 3.0, bring us pleasure in the eyes only? (There are always exceptions).

Of course, I'm not saying to go back to 8-bits. It is not just a technology issue. It is a question of game design. What should the RPG today learn from these good old classics? What should be thrown away?

I believe that there is no final answer to this, friends. And without much thought and research we can not reach a consensus. Anyway, here is a thought. An idea called Simplicity. And maybe she can be a kick-off for the RPG today.

Since this does not happen, You Can Play the oldies you like.
Recall here the intro of Phantasy Star.



Cya soon.