Games As Work

One thing that’s not so much changed in the last ten years but has certainly been amplified is the popularity of games that, for lack of a better phrase, “feel like work.” Games that focus on things like:

  • Getting loot
  • Playing through the same content to get said loot
  • Being at the mercy of some random number generator
  • Aren’t really about skill, strategy, creative thinking, teamwork, etc. and but rather repetition and memorization
  • Require the player to spend lots of time (on the order of hours or days) doing these repetitive tasks in order to get a reward of questionable utility (due to the RNG)

There used to be a time where this kind of style was almost exclusively the realm of Blizzard games like World of Warcraft. But with the rise of Live Service games, this approach to design is everywhere. Even a strictly single player game like Control couldn’t get away from having item farming, crafting, and procedurally generated quests (which is part of the reason I dropped it like a bad habit). →  Now with fewer vowels.

Review – SaGa Frontier Remastered

The SaGa series has been on a remaster/remake/rerelease kick lately – in part because the series seems to have strong advocacy within Square Enix because of a successful mobile game (Romancing SaGa Re;Universe, which pains me to type) which helps cross-promotion, and likely in part because it makes money. While the cynic in me would say these are probably low-effort cash grabs, so far these games have been more accessible and better than the originals. So this is at least a medium-effort cash grab. Not bad!

Just like the good old days.

I’ve mostly been a “SaGa-adjacent” RPG player, primarily because many of these games didn’t make it over.  The ones I did play either didn’t have the SaGa label (Final Fantasy Legend), or were among the few that made it over during the golden age of RPGs – which is, of course, when I was mature enough to enjoy them and had the time to play them.  Watching remasters come out or get localized for the first time has been a treat, since it’s like getting a new classic RPG series, with most of the original sensibilities intact (in contrast to e.g. →  Is that an article in your pants, or are you just happy to read me?

Are Old Games Killing New Games – Parallels Between Gaming and Music

I recently came across this piece from musician/writer/historian Ted Gioia. The last time I read something by Gioia was his 2017 essay Music Criticism has Degenerated into Lifestyle Reporting, which I found to be both entertaining and painfully accurate (and which set off an entertaining firestorm of backlash from all the poptimist critics whom the piece targeted).

But this new post is a lot less inflammatory, and is arguably much more useful. The title says it all – “Old Music is Killing New Music.” The author makes several key points about the music industry, and what I find interesting is how every single one of them can also be applied to gaming.

Here’s the TL:DR for those who don’t want to read the original piece:

  • Metrics suggest that people are listening to old music more than new music (at least among the metrics that “matter”).
    • This includes younger generations who were never alive in the 60’s, 70’s, and 80’s (or maybe even the 90’s).
 →  Shadow of the Article

Rare Loot: The Games We Treasure – Jay Edition

Despite much of modern gaming firmly being digitally entrenched, there’s a large chunk of gaming still very much locked in the physical world. From companies specialising in limited physical runs of digital-only games to statuettes and steelbooks, from luxury vinyl soundtracks to custom arcade sticks it looks like physical gaming stuff (A.K.A. pile of plastic tat) will be with us for years to come. In this column I interview gamers about a much loved, maligned, or sought after item from their collection. Welcome to Rare Loot!

This week’s looter(?) is videolamer’s own Jay. He asked me to write for the website a while ago. He likes video games. He’s sort of the Leonardo to the mutated reptile videolamer crew except he doesn’t lead, or have swords. He can be found dreaming of deeply obscure 90s Japan-only releases whilst secretly playing Souls games again like a proper Chad with painfully mainstream gaming tastes.

Cunzy: Before we look at your chosen item, what kind of collector are you? →  The post still burns.

2022 Gaming Resolutions part B

Continued from part 1 of our 2022 gaming resolutions, which are completely a real thing.

Cunzy

I took a long hard look at my Backloggery progress from last year and was once again upset (-34, 14 games beaten) despite firmly deluding myself into believing that I stick to ye olde rule of “I only get a new game once I ‘beat’ a game I already own.” ‘Beat’ here, meaning hitting the credits for the first time. This year, and perhaps a pseudo-public declaration might help me stick to these resolutions, I want to, have to, must to beat these three games.

Ghost of Tsushima: A beautiful game and one I was trying to play in the spirit of an old samurai movie. Taking the time to pose against sunsets, stare wistfully over sea sprayed cliffs, and gently mosey along roads on my horse. But I’ve just started Act 3 and there’s another fuck off huge great map to explore. Time to wrap this one up and possibly dip into the new game + and Legends mode stuff to really nudge that trophy bar up. →  Think outside the post.

From did not consider what I want from a game when creating Elden Ring

There is something to be said that the best part by far in my over 30 hours of Elden Ring has been rummaging through a large castle. Why the area is significantly more fun is plainly apparent – level design. Reminiscent of the amazing Boletarian Palace from Demon’s Souls, this demigod’s castle is quasi-linear. Complex webs of horizontal and vertical paths cross, interlock, and overlap in one of From’s most satisfying stages. This area also highlights what I think is wrong with Elden Ring (or maybe all open world games).

The nature of an open world is to be large and expansive. Core strengths of the Souls games are level design and atmosphere. This style of game is at odds with From’s compelling design tenets. Wandering around to find points of interest (the damning-with-faint-praise term people use to discuss open world games) like the giant archer from Dark Souls, the fire breathing dragon from all Souls games, the mining guys from Demon’s Souls, the poison swamp from all Souls, the rot swamp that’s entirely distinct from the poison swamp, the giants pulling some treasure, the resurrecting skeletons from Dark Souls, five giants hanging out on a plateau, another dragon, etc. →  WELCOMETOTHENEXTARTICLE

2022 Gaming Resolutions

Every year, people lie to themselves about what they will accomplish. Society has enshrined these lies in the tradition called New Year’s resolutions. In this vein, some staff have compiled a belated list of games we claim we will play this year (2022 for people reading in the future and time travelers).

Jay

Choosing three games to definitely certainly probably maybe play this year was tough. With age comes wisdom and a lack of time; I am wise enough to know I missed 14 thousand important games, and have time for maybe one of them (at least if I keep playing crap like Saga Scarlet Grace). Should I catch up on SNES RPGs like Lufia 2 and Terranigma? Maybe PS1 RPGs like Chrono Cross and Xenogears? Or every Metal Gear Solid game after the first? Learn why vaccines are bad and racists should be given time to speak at universities with The Witness? As with most things in life, I allowed guilt to be my guide. →  Professor Layton and the Diabolical Post

Competitive Mentalities in Gaming

It’s been about ten years since I last wrote something for this site. A lot has changed in that time.

For instance, it seems to me that the entire gaming landscape has become a lot more competitive.

Gamer Unsupervised: Ideas and Lessons Your Gamer May be Learning While  Nobody's Watching | PT 1: Rage — Ukatsu

I’m not just talking about eSports. In fact, the rise of professional competitive gaming is one thing that doesn’t surprise me. It was already a thing back in 2012, albeit much smaller, and even then I had a feeling it would grow.

I’m also not talking about the popularity of traditional, non-professional competitive gaming. That’s been consistently popular for about as long as gaming has existed. I’m more interested in the other, subtle-but-not-always-subtle ways in which a competitive mindset has permeated the hobby.

Take speedrunning for example. It’s not new, but it has become explosively popular over the last decade. Naturally this has led to more and more people competing for the best times, and thus going to increasingly great lengths to find ways to break games to shave off precious (milli)seconds. →  Readalations: Persona

Desirable Games of 2022

2022 may already be three months old, but videolamer just relaunched and we have calendar based feelings to express. Here are some of the staffs’ least undesirable games coming out this year. [Because of the enormous lead time of this site’s print version, some of these games may already be available.]

Cunzy

In the (n)ever year that was 2020-202X with most of the normal markers of the year suspended, canceled, or otherwise prevented by the pandemic, it really was only the next game release on the horizon that helped to stay shotgun from mouth. 

Top of my list, and pleasingly scheduled for the end of January (which is now the past) is (was) Pokémon Legends: Arceus. Part of the appeal of this game at the moment is it’s hard to work out the shape of the game from the handful of teasers and trailers that we’ve got. Best case scenario is that it’s the best of Monster Hunter with Pokémon trappings. →  Read me now, believe me later.

How Not to Remake: Langrisser Edition

I’ve been a fan of the Langrisser series for a long time. The series’ debut entry, Warsong, is the only one that received an official localization until recently. Unfortunately, the Langrisser 1&2 remake available on most platforms is not only missing much of what makes Warsong special, it’s not even a particularly good game in its own right.

There are several things included in the remake that are actually good changes. It includes a fully viewable class change chart, with “secret” final classes spelled out (much of this was hidden in the original games). The skill system is actually a great addition as well. It gives more customization options and incentivizes exploring the tree a little more. It also gives a little more flavor to characters that are otherwise very similar, like Thorne and Hawking. Likewise, route branching is more clear – for example, you can see that things can change later on if you leave certain enemies alive in scenarios. →  It’s time to read and chew bubblegum… and I’m all outta gum.