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. →  Zero Escape: Nine Hours, Nine Authors, Nine Articles

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. →  Professor Layton and the Diabolical Post

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. →  Read me now, believe me later.

The Six Hour Rule

Great game, great graphics, good story, co-op mode, online play but only 10 hours long. Or words to that effect. I’ve seen a number of reviews that say something about the relatively short length of a game being negative despite the fact that the game, considered too short by the reviewer, would probably take me months if not years to actually play through.

How long is too long? What do we mean by length? How much weight should reviewers put on the price-point/length-of-game ratio in deciding whether or not a game should be recommended? The Ram Raider has a nice article about price point considerations which is what prompted me to think about how long a game takes and about getting old. →  You do not simply walk into reading more.

A Farewell to (Wild) Arms

One of the first RPGs to land on the Playstation in 1997 was an unassuming, Old West-inspired game by the name of Wild Arms. Though it never managed to compete with more mainstream series, it has a greatness all its own; with a solid difficulty balance, a variety of puzzles, and a plot that dwells more on loneliness and a decaying world than on long-haired villains or a large but irrelevant main cast, I consider it one of the best RPGs on the system.

In the past couple weeks, the news got out that Akifumi Kaneko, the lead designer and scenario writer for the entire Wild Arms series, left Media.Vision in 2008. This came a couple years after Michiko Naruke, who had been the primary composer for the first four games, had stopped working on the series due to illness. →  You do not simply walk into reading more.

Review – Sony Go Media Software

Slowly but surely, Sony has finally gotten their act together with downloadable content on the PSP.  Aside from their recent ramp up of releases, they have given PSP users a variety of ways in which to acquire games and content.  My favorite option has always been to download to the PS3.  While Sony has rarely been explicit about it, PSP games need double their storage space in order to install.  Downloading to the PS3 negates this requirement, as the install files remain there, while the game itself is copied to the PSP.  Plus, this method allows you to play any PS1 Classics you buy on both consoles.  Of course, if you can’t fire up the TV for a download, one can buy and install games directly to the PSP via a wireless connection, or transferr them from a PC.  →  They’re reading her… and then they’re going to read me!

Best Game Ever – Dungeon Keeper 2

One of the critical problems of the gaming industry today is that nearly every game is an adaption of a successfully proven concept. This is probably why there is a lot of hullabaloo (scrabble bonus points) whenever an interesting new concept game comes out, even if the concept and execution are flawed. But at the end of the day 95% of the time we’ve done it all before: whether we’re shooting aliens with force shields that are oddly susceptible to melee attacks (Halo), humans who have developed chainsaws with invulnerability shields (Gears of War), any civilization game, etc–despite minor variations, games are typically incremental improvements of a proven formula.

That is why I gave an exclamation of glee when I recently re-dug up Dungeon Keeper 2 (now classified as Abandonware, woohoo), a game with a refreshing concept that seems so simple yet has never been followed up on. →  Frankly my dear, I don’t read a damn.

N00b Diaries: Bioshock Chapter Three – The Wide Road to Hell

Day Eight:

By this point, I thought the game had etched the peripheral line past which other games fear to tread; etched that line and stepped boldly over it. Then I got to the theater level, and found that Bioshock had actually power-vaulted over said line. About the time that I hear Sander Cohen’s reading of “The Wild Bunny” while transfixed by the mask on the wall perched in front of the statued man, I really understood that all bets were off.

But this isn’t profanity for the sake of mere shock value, or the macabre as seen by the sane. This is gorgeous and unmitigated insanity! For example: I had to stop in the flooded men’s room for the purpose of admiring the shadow play of the three arranged figures. →  Now you’re reading with power.

N00b Diaries: Bioshock Chapter Two – Splicers Beware

Day Four:

I have ammo. Lots of ammo. I am having a great time finding all the little crawl spaces, hacking every safe I can find and robbing every corpse rotting up my path. I already have the three photographs of the Spidey Splicers, have had them for quite some time. Got a really cool action shot of one, on a hunch; just turned a corner and clicked. Yeah, I’m a regular Mama Weegee over here. But despite the urgings of my rather vocal spectator to “follow the damn arrow, that’s what it’s there for”, I decide to go on a treasure hunt and take in the scenery.

I am still dumbfounded by the simultaneous beauty and sheer creepiness of this world. →  Gotta get down on Friday.

N00b Diaries: Bioshock Chapter One – Getting Comfortable

Day One:

Dear Diary,
I want to become a more knowledgeable video game player. I have expressed this, and have found that I have an excellent source of tutelage in my long-time gamer boyfriend. He has compiled a list of games that he considers the “must-play” list, and today I begin my journey, starting with: Bioshock!!! (Da-da-duuuum!!!) I begin by treading water for longer than I could possibly manage in real life. I spend as much time as possible taking in the flames, and then the desperately black horizon in every direction but one. I like it already. Entering the lonely lit monument, I try to grasp what the hell could possibly be going on and if the entire game is supposed to take place on this island. →  All I want for Christmas is my PSP.