Fusion Cuisine
Dwindling on the subject of Player-VS.-Player forms for MMO’s with a colleague last week, we took a look at some of the currently available forms.
One of the forms that stuck into my mind, was that of Chrome Hounds, a mecha game by From Software, that let players gain control of certain areas by scoring points during missions situated there as a freelancer. Being able to gain resources and shift alignment across a persistent three-way conflict proved very good, though the main game mechanics could not entice the common public.
Yet, the idea fitted perfectly for the PvP purpose in my opinion. But as my colleague pointed out, that’s because it somewhat resembled the German-style board game (I always sneeringly called them ‘board games 2.0’). It got me thinking about if it is possible to incorporate such simplified designs to perform complex situations. Like, using the basic rules behind Set to quietly put in a deeper mechanic to a combat system for instance.
Imagine my surprise then, when Two Tribes and The Games Factory announced at almost the same time to be doing the same thing, yet the other way around. Rubik’s Cube World seems to be using the complexities of a video game to liven up that of an analogue one. Though, that’s partially because translating analogue games into a digital environment can be as problematic as trying to create a good game based on a film-license.
Do both forms work sufficiently, though? Can you inject simple analogue games as a deeper mechanic, to such an extent that it will feel natural? And can you use a complex concept to liven up a rather simplistic model? The Rubik’s Cube World example leaves little in terms of ‘hiding’ one element within the other. Yet, I wonder if you could mix those two elements together to create something which does not feel… forced (by lack of a better world).
The same applies to Chrome Hounds; as it uses those board game elements, they do feel out of sync with the rest of the game. It is rather clearly a vehicle instead of a body part, despite being a rather good and fun vehicle. But can it be used in-game? Not only as a part of the game, but also a part of the world? Can it add to the density of the IP instead of being there to facilitate?
The concept I am getting at sounds and feels a bit like fusion cuisine; blending tastes to create a new one, instead of having two separate tastes consumed at once. And in that light, I’m quite looking forward to Rubik’s Cube World.
Grand Theft Reality
One of the things that could always be used in defence of Rockstar’s Grand Theft Auto series, was it was not taking anyone or anything seriously. The almost-cartoon world, the sneering at the American establishment, the downright frivolous attitude of it all. It started to change a bit as the III-branch got older, and though San Andreas was still very much tongue-in-cheek it was already ‘growing up’.
With Grand Theft Auto IV that is no longer the case. It has grown up. While the parody and humour is still there, it is more separated from the in-game world.
Taken at face value that sounds like a bad thing. But it is not. It only emphasizes the gap between fantasy and reality in a self-referential way. For instance, GTA has always hammered upon the fake society created by commercialism. In the previous ones that fake attitude also build the world you played in. The fake-comparison you had to draw was with your own life.
Fast forward to GTA IV and Rockstar is far less subtle. Now the in-game world is gritty, full of its own problems. Sure there are still bits to laugh about, but the gravity of the situation has set in and it is noticeable. And yet, the in-game media are still as cheery as they have ever been. Instead of making the player realise on their own strength how fake and hollow the world is, it is now pushing it on its own terms and leaving no mistake about it.
It is emphasized by Niko’s stance. During the first ten hours Niko usually refrains from indulging in any of the offered wares like alcohol and drugs. The only thing Niko actually does accept is a cup of tea.
Combined with the real-fake split of the world and the character’s overall hesitation to creep closer to crime unless forced, it seems the seriousness makes everything more sane. Less rampaging, more thought.
The first kill I made in GTA IV shocked me. It a far more brutal act than I expected. To me it said that if we want games to be taken serious by all parties, we might need to start being serious about the content as well. We do not need to cover up what’s happening, but we should not glorify it as well. We should treat it like it is in reality.
With that in mind, the defence of a ‘parody on real life’ has actually been GTA‘s weak spot all along.
An interview with Yoshitaka Amano
Sorry to all Nomura fans out there, but to me Final Fantasy died a little when Amano’s influences dwindled. PingMag had an interview with Amano and laced it with some of his beautiful artwork.
You may also want to check out his own website at Amano’s World.
I really like how the differences in imagery, still gives away his general style without pinning it down too much.
And Tekkaman is, of course, just plain awesome.
Some Housekeeping
After discussing it over with my deputy editor-in-chief, we mutually agreed to stop the collaboration. In other words: I will no longer be writing articles of a freelance basis for HUB Uitgevers’ multi platform games magazine GMR. I will still be writing some articles for the same publisher’s (Dutch) title NGamer, but to be honest, I am even in doubt about about freelancing for that magazine.
Ever since HUB Uitgevers’ games division acquired their largest competitor, the drive seems to be gone and I’m finding it very hard to get enthusiastic about writing articles for them. The lack of focus and refraining to target and cater for specific audiences seems to suck the titles dry.
I have the most hope left for NGamer, as the Nintendo audience it tries to reach is self-defining and it is just a matter of following them wherever they go. But even then, I am not quite sure if the people involved are following Nintendo’s new “Touch! Generations” audience.
It sounds overly negative, but after reading this article on JurrieBlogt.com, I’m starting to think the entire Dutch games magazine ‘scene’ is in desperate need of a kick in the behind. Newcomers like the translated-in-Dutch games™ and the twice-a-year (!) Gamez.nl Magazine just seem to attack the establishment from within the margins. Though the latter has at least tried to break away from the standard Benelux games magazine layout. In a good way.
Because in my opinion, most of the people in charge of layout (hello, Chief graphic designers!) seem to think anything on paper should be dull by default.
With that off my chest, I can tell you I will be focussing my efforts on Bashers for now.
Next to my full-time game design job at Spellborn Works, of course.
Disposable Media Issue 10
A new issue with some nice words about Battlestar Galactica and Super Mario Galaxy amongst other things.

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