Cloud Gaming Paranoia!!!

Call me paranoid but I have never been a fan of “cloud” computing. I like having all of my files stored on my computer. I like having my games on discs. I like knowing that if something goes haywire, I am the one responsible and I am the one that can fix it. It seems like the general trend for computing has been to have massive servers out there in the wilds of Oregon and Washington take care of all of the heavy lifting and maintenance of data while the computers we are using keep getting smaller and more portable. Gaming has followed these trends and I find it troubling for handful of reasons. I have always written off these worries as the product of my overactive imagination but recent events have given me reason to suspect I might be right to worry. →  The Lord of the Rings: The Fellowship of the Read

Retrospective – Killer 7

Killer 7 was one of, if not the most polarizing game of its generation.  I have seen debates in which people are asked to “step on one side of the line” in regards to what they think of a game, but only after Killer 7 popularized the idea.  You must either love or hate this one, with no chance of finding a middle ground.

What could cause such divisive opinions in the first place?  We can start by blaming ourselves.  Killer 7 was announced early in the Gamecube’s life, when users were scrambling for another violent, mature game that could legitimize Nintendo’s place in the console war.  Nintendo’s family first attitude was costing them users and goodwill, so fans of the company felt compelled to defend them, as well as their purchase. →  An article approaches.
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Looking Back at BioShock

The release date for BioShock 2 is around the corner; the game is already available for preorder in some places. So I’m going to take this moment to look back at the first game. BioShock one was kind of a big deal when it came out, and it still is; not a lot of games make it to the high 90s on Metacritic. Michael Abbot of brainygamer.com calls it “one of the defining games of its generation.” Calling three years ago a different generation is odd, but given the speed that the videogame culture moves, it’s not unreasonable. For better or for worse the statement is hard to dispute. BioShock left a lasting impression. Journalists for non-game oriented publishers even cite it as an example of how games can be an expressive art form. →  God of War: Readnarok

Changing Game Cases

When the Playstation 2 was released, gaming saw an unexpected, but seemingly logical shift in packaging.  CD jewel cases were replaced with the taller, sturdier cases used for DVD videos.  Considering the PS2 used DVDs, this made a lot of sense, and everyone appreciated having a case that wouldn’t break apart so easily.  It also helped video games look like a much more legitimate entertainment option.  A Playstation 1 game would sit indiscriminately amongst your CDs.  A PS2 game, on the other hand, would stand nicely on your movie shelf.  This line of thought was somewhat damaged by the tacky green colors of Xbox cases, but you get the point.  Not since the days of the Genesis had games been so easy to keep and collect without resorting to extraordinary means of preservation. →  U R Not lamE.

“Screw you America” – Nintendo

Why doesn’t Nintendo release every game they create in every market? The traditional glib answer is some variant of “Nintendo is a business and not a charity.” This may be true, but some companies have found a way to both make money and pay tribute to their medium. For example, HBO is known for keeping shows afloat despite poor ratings. These “prestige shows” are too good to simply cancel and for the sake of television as an art, HBO keeps them on the air.

Nintendo has made billions of dollars selling video games and has some of the most dedicated fans in the industry; it seems like they should not only be a producer of games but also part of the video game vanguard by protecting and honoring interactive entertainment. →  Postgaea 2: Cursed Memories

Numbers Are Fun – Back by Popular Demand

After a long hiatus I have once again been induced to write an update on the financial state of the video game industry. My plan is to divide this write up into two main “chapters.” This first one will cover the “hard” numbers: hardware unit sales and earnings reports. The second will cover the “soft” topic of average player profiles, including online connectivity, hours per day, tie ratio, etc. This section promises to be densely packed with numbers, but it should not require an MBA or a degree in statistics (at least it shouldn’t, since I have neither). Please note, I will cover software sales with the “soft” numbers, since it is not easy (possible?) to get reliable software numbers.

Most people who follow games closely, whether or not they specifically check sales numbers, probably have a rough idea of how each of the three consoles has sold so far this generation, but putting some actual numbers next to these impressions should be helpful. →  Readout 3: Takedown

Houston, Wii Have a Problem

When the Wii was first heralded as the “next big thing” in video games, I was watching from the sidelines (or possibly the frontlines) in Japan. I admit that like everyone else, I got caught up in the hype and wanted…nay…needed a Wii. That was a couple of years ago. Since then, I have decided a didn’t need a Wii and then ended up getting one for practically free off of Craigslist about five months ago. I haven’t played the damned thing in almost three months, confirming my suspicions that the Wii was not a console for me. However, this is not a blurb of why I dislike the Wii; it is an article explaining why I think the Wii was a bad idea for Nintendo. →  Prince of Postia: Article Within

Third party publishers as RPG archetypes

Imagine if you will some kind of strange alternate meta-world, where major third party games publishers form a rag-tag party and embark upon a quest to… make an awful lot of money? I suppose they’re going to steal some Dragon’s gold, that can be the story. Although in reality, in our universe, they’re just corporate entities raking in the cash for their shareholders and higher echelon types. But in this otherworld, they’re taking on a Dragon, and I think we can all get behind that.

Valve – The hero

Emerging from obscurity, our hero plots an unlikely meteoric rise to widespread acclaim and influence. It also emerges that he is the only one who can wield the arcane STEAM, a mystical source of great power which makes him all but unstoppable. →  Readius III and IV

Leveling up the Experience System

Over the past twenty-five years of the “modern” RPG era in gaming, we’ve seen the genre advance tremendously. Rendered graphics, advanced skill systems, voice acting and ever more colors of chocobos are in the vanguard of innovation. But one thing we have not seen advance in any particularly cogent fashion is the experience system.

On the surface, the experience system is relatively straight forward. You kill monsters, you get stronger. This can take a variety of formats: from the basic experience system that leads to levels which grant automatic stat and ability increases, to systems where experience or a similar credit system are spent on customizable skills, to hybrid systems which do both. Gaining levels serves to complement the plot at a tactical level: as the story progresses, inevitably the farmer-turned-hero, imaginary-underwater-volleyball-player-turned-hero, or emo-sixteen-year-old-turned-hero will grow more powerful from a plot context. →  In all ages, hypocrites, called producers, have put crowns upon the heads of thieves, called publishers.

Game Concepts – Great ideas of Genius

There are those among us who feel games are becoming increasingly predictable – a marketing dominated creative process where developers simply take elements from other successful games, try to throw in some token new thing and call it a day. So I thought I’d just throw out some slightly different ideas, just for the hell of it. If a butterfly flapping its wings can truly destroy the universe (as my people believe) then maybe this article can, uh, take down some butterflies.

Ashes of Destiny: The Cricket Saga

Okay, so you take a sport that everybody loves (Cricket) and you combine it was a genre that everybody really ought to love (RPGs) and this is what you get. I may also be liberally borrowing from the film Lagaan: Once Upon a Time in India, but I can make it different enough to stop the lawyers from getting involved. →  An article approaches.
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