Showing posts with label dream game. Show all posts
Showing posts with label dream game. Show all posts

Friday, 22 June 2012

The strange emotions caused by Minecraft multiplayer

Last night got very weird.

After experiencing some problems getting along with fellow gamers on a Minecraft server, me and my house mate (the same man from the Mass Effect 3 Multiplayer post) decided to find a quiet area away from everyone else to start a project.

'Waterfall Farm'
The little waterfall in question. Apart from the crafting table, this was entirely map-generated. (Bonus points for spotting the Creeper who wants to spoil the fun)
With some grass facing this little lagoon, we started building up a little farmstead. The plan was simple: small house, few animals and some crops so that we could have something to do and a steady production of food and crafting materials.

The strange thing was that it didn't take much for this incredibly simple project to become something altogether more personal. Being survival mode, construction was plagued by creepers and other mobs. Gathering animals for stock became not only a vital part of the project but personal tales of over-coming adversity as evil beset us. It was all starting to get a bit biblical.

Look at them, milling around. I don't think they even realise how many times they were nearly blown up!
Then there was the farm house. It started off small, no need for a mansion, and it only ever needed to be practical. However it didn't take long for a few personal touches to creep in and turn it into something a bit odd.

Admittedly, it looks more like a strange prison but...
...it's very nice inside!
Very quickly, this was the place where two farmers were to hold out against the odds. We'd take a floor each as we built it up: sharing design ideas and keeping watch for each other and the creatures of the night. There was one time I watched from the just-installed bedroom window as my partner brought home a cow, only for a creeper to assail them. I nearly smashed the glass with my bow and arrow, but felt a real sense of relief as I saw the creeper outwitted and the cow unharmed. That doesn't happen in real life. It was like being in the old American frontier. We needed the cow, we had to survive. The thought that we might not be able to make a cake was truly worrying, much like the growing recognition of how stupefyingly involved I was becoming.

Pushing the beds together would have probably crossed a line that even the Zelda-themed texture pack would not protect against.
As night finally settled, once the cow had been put in the paddock, we instinctively hurried up the stairs to the bedroom. We laughed at the fact we were so giddy and pleased about having somewhere to 'rest'. Even through we had full knowledge of the absolute ridiculous levels of faux-immersion we were subjecting ourselves to, as we went to our beds and the screen dimmed I couldn't help but look across to the other bed and be glad that my co-worker was ok: that he hadn't respawned back in his original home and lost the livestock.

This had got very silly.

Eventually, after realising that Minecraft-sleep was not the same as real sleep, we called an end to our gaming session. The farm still stands, a testimony to our trials and achievements, and sure enough we will be back to create efficient wheat farms and orchards and pathways to lead us back to civilisation for trade.

Even though this is undoubtedly a foolish waste of time, the beauty of Minecraft is that you can make your own genuine experiences within it. Though it makes me sound like I am being employed by Mojang to say it, you do indeed craft your own entertainment by creating your own little world.

On the downside, I don't see me getting a girlfriend any time soon :/
Can't be put better than that really.

Additional: If you were wondering about the texture pack, it's called 'Xaiwalker' and can be found for download here.

Monday, 7 May 2012

Why more games need to have playable goblins in them

There is a massive spectrum of video game types out there, in the figurative expanse of genres. What's more just about any of them can be complimentary together, merged with one another, or give rise to an entire new genre. What FPS doesn't have some kind of puzzling element these days? What adventure doesn't contain a bit of stat-crunching or ability trees? Why is there a dating simulation in Grand Theft Auto? (Answer to the last one is 'because Rockstar Games forgot what grand theft auto means, presumable')

Seriously, this is a shooter game!
So, what does this have to do with goblins? Well the fact is that, what ties almost all games together is the need for character. Even disembodied games, ones that don't have a perceivable protagonist to identify with, will strive to have a certain look and feel to better engage the player. After all games are basically graphic interfaces on top of not very interesting coding, and even computer hacking games tend to have some minimal graphic design! You need the player to give a damn, and that requires design.

I propose that goblins are a grossly under utilised 'player-identifier'.

Based on my favourite representations of them across different media, goblins are small, mischievous, ever-so-slightly magical idiots who break rules but have entirely emotionally-driven motives. Goblin wants something? They take it. Goblin doesn't like something? They smash it! Goblin is curious but a bit unsure about something? They get all their mates to pile in and see what happens! A goblin is the morally-unbound inner-child of an adult given just enough power and sparkle to achieve things but flawed by not being very big.

This childish characteristic, combined with a pro-active disregard to restraint, is pretty much what gaming is about. We don't play games because they're things we do in our usual lives! We play them because they let us engage with things we are otherwise unable to do, much like the imaginary play almost all kids engage in! Even simulations put you in a seat of control you might not always have, and less likely to have at your beck and call. Goblins are the perfect compliment to this, as they could be a vehicle for all those desires, with all that added charm of being a recognisable figure (every culture seems to have some form of goblin in their folklore) and they can engage with the other side of games: the challenge of playing and winning, exemplified by the fact that goblins are not meant to be the most powerful creatures in the world!

That's right little fella! Be my vehicle of destructive impulses!
(picture from Nolan's Sketches)
Just for example here are some games which I think would be vastly improved if you played as a goblin instead of the original character:

  • Grand Theft Auto (Want to go bowling? How about I just kick you in the bum and run away?)
  • Mass Effect (Save the universe? Let me call up my 500 pointy-eared mates first!)
  • Call of Duty/any pseudo-realistic shooter game (Never stop running, never let go of the trigger, and never stop cackling as you mow down anyone and everyone!)
  • Batman Arkham City (Nothing would be better than sneaking up behind some goons, tying the shoelaces together of all of them, then announcing your presence by swinging a bag of rocks! Also, leaping from buildings whilst screaming.)
  • Left 4 Dead (Pretty sure I could get to Mercy Hospital if I hide in bins, never stop balling along whilst yelping, and knife the back of the legs of every zombie I see.)
  • Mario (Not much would actually change, except when you finally get to the princess you nick her crown and carry on running whilst laughing.)

Convinced? Not convinced? Have any semblance of an opinion? Comment below!

Friday, 16 March 2012

'Kingdom of Amalur: Reckoning' Demo

For a good few many years, I've had a concept of what my best game would be.

It would be a combat-orientated (read: hack & slash) role-play game, with lots and lots of customisation. The end result that you could pour your attention into your own character, rather than the game maker's world, and then enjoy tearing your way through in satisfying and epic battles.

Kingdom of Amalur: Reckoning might just be along those lines, and with more besides. The presentation is glossy, with something sparkling or glowing or exploding every couple of minutes. The combat, a player-pandering array of flashy moves and screen-filling spectacle, also has just what you need for challenging game play. Blocking, dodging, combination moves and weakness exploits are all in there to task the player with utilising them to their benefit. There's a reasonable amount of customisation when you first make your character, but a truly expansive potential when you start making choices over equipment and skills.

Some dog trainers are harsher than others. Lovely day for it though?
For your weapons you have a primary and secondary weapon slot. However the only real difference between the two slots is which button they use (X and Y on the Xbox360, respectively) as you inevitable use them together in combat to create combos. A simple example being, you knock an opponent backwards or skywards with a sword and then plug them with arrows from your bow. The types of weapons available are massive hammers, swords both one and two handed, pairs of daggers, pairs of 'faeblades' (think double bladed curved swords), bows, spell casting sceptres and staves, chakrams (bladed rings that are thrown like boomerangs) and finally shields both physical and sorcerous . It's a healthy list, and importantly each weapon is used differently. That means individual animations, move lists, and tactics.


Yes, even this concussive-force artiste has his place in the world of tactics.

Further more there is a massive selection of unlockable abilities, based on three classes of might, finesse and sorcery, which asides from new spells and combos include other weapons like harpoons and magic-based landmines. The end result is that by perusing a play style you like, you further unlock more ways to experiment with it. There's only so far you can get in the demo but one imagines it allows for new elements to enter gameplay throughout.

The demo itself is very pleasing, with an introductory level giving back-story and basics of game play, then 45 minutes of game time in a very large slice of the game map.  It's well worth a look, and will probably be sat on my Xbox 360's hard drive for a long time to come! More information can be found on the game's very informative website.