Scenic World

The very idea of something being made just for us is more than enough to send the ego sprawled so deep within its leather-bound chair that it would take the force of a thousand suns to do as much as extract a single one of its narcissistic tentacles. It’s simple, people really like themselves, so why not make games like this? Well, they do and have been for a really long time, but with considerably less conscious devotion toward mindlessly pleasing the ego, and more toward making a polished, marketable experience. In this instance I’m talking about levels, worlds and universes because we couldn’t live without them.

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Posted in Game Design | Tagged , , , , , , | 9 Comments

The Australian Dollar is now above the US

Whoever the lady on our currency is, she's ashamed of you, game retailers.

As of today, 1 Australian dollar = 1.0144 U.S. dollars.

So, any chance everyone could stop charging us over twice as much for games now?

…No?

P-Pretty please?

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If these walls could talk


I’d have to say that my favourite narrative, if not favourite game of all time is Half Life 2. There I said it. I named, irrevocably, my favourite game of all time without so much as an act of prosaic protraction or poetic lunacy. Above all, my measure of a favourite game comes from the game in which I think about revisiting most often. I am sure that the mere fact it isn’t STALKER has you trembling in your boots as a post without the name STALKER festooned across it is a post written by Jack. However, despite my tendency to wax lyrical, poetic et al about STALKER, Half Life 2 has always seized me within the grips of nostalgia as my mind wanders forth into its dystopian autocracy and refuses to leave. Continue reading

Posted in Film, Game Design | Tagged , , , , , , | 16 Comments

Smut ain’t so bad

Tom Jubert may or may not approve this message Tom Jubert copyright frictional games likeness used without permission.

A Dating Sim, for those of you who never typed “Boobs” into google, is a game where you laboriously complete a series of simple tasks over and over again in order to impress one of a small selection of virtual women. Once your ability to pump virtual weights and so on has sufficiently aroused one of them, you get to have jerky, virtual sex. Hooray.

It’s a ridiculous simulation of love, the gameplay usually involves little more than clicking various buttons to make your various studly stats go up, and it sets women up as some kind of strange hive-queen creatures who sit around ignoring you until you can buy the prized opportunity to do it to them. Like most attempts at showing romance in games, it sucks any semblance of humanity out of the lovers involved by reducing passion down to a set of meters and bars.

It’s also kind of brilliant. Hold on to me here; These crude sex-sims contain, within their sweaty little folds, a brilliant, brilliant idea.To a man, Dating Sims are nothing but meaningless grind-houses or ridiculous quiz shows- boring, time-wasting, laughable- yet people play them in droves. Huge dark throngs of these things grow across the underbelly of the internet, like countless sweaty mushrooms. Why so popular? Hit the jump to find out.

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Posted in Uncategorized | 15 Comments

Hard, for lack of a better word, is good.


No mortal is immune to the brief, blinding moment where our seemingly invincible character topples to its knees and all you want to do is see how well your computer can fly. A mighty bronze colossus that once gracefully strode amongst the sea of trembling pixels; the symbol of adversity; the paradigm of all hope for this world’s existential crisis. No matter what the game may be, it has always engineered a way of making you lose all faith in humanity as it snatches life from between your fingers and tosses you back in time to make a vague point on your own futility.
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Posted in Game Design, Indignant paradigm shifts, Ramblings | Tagged , , , , | 18 Comments

A bit of a think about Interaction, Themes, and Bioshock.

In my last post, so many aeons ago, I had a bit of a whine about how little genuine human interaction we see in games. I made that post because I was honestly frustrated with the how limited the vocabulary of even the most non-linear of games seems to be. If Gaming is a language, then it’s only vowel is attack, and it’s only consonant is jump. Rare, so precious and rare, is the game that doesn’t revolve around shooting, hitting, or jumping on something or other, and that just seems deeply wrong somehow. Games are about interacting with Systems: Why are we so obsessed with intricately modelling the systems of Kill and Die, to the exclusion of every other kind of interaction in the world?

Recently, though, I discovered an amazing thing:

Boardgames.

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The Need For Connection

Your barrel is so shiny tonight, Gordon!

I want to hug her, but there’s a shotgun in the way.

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Posted in Analogy Hour, Ramblings | Tagged , , , | 28 Comments

When should plot justify gameplay?


A little advertisement in a PC Powerplay magazine roused my attention. An outstretched arm donning an exotic device; a grand sea liner at the mercy of this contraption as it is forced through a chronological blender as a mysterious figure, bent on revenge CHRONO-FUCKS a mind bending swath across a godforesaken Russian enclave, charmingly dubbed Katorga-9; wielding nothing but the power of PURE TIME. Singularity had my attention to a tee.
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Posted in Game Design | Tagged , , , , , , , | 8 Comments

IMMERSION: Dissolving the screen.

Immersion, immersion, immersion. Ever since Half Life it’s been one of the biggest buzzwords the industry can muster- bigger than even “User Created Content”, or “Casual Audience”. It’s what all the kids were raving about, back in the day, and it still hasn’t lost it’s punch: It’s one of the biggest reasons people are complaining about certain perspective-related decisions in the newly-announced Deus Ex 3 right now.

Half Life and it’s sequel are generally held up as the pinacles of immersion, but lately I’ve begun to wonder. Is Immersion really all-important – and does the Half-Life series really deliver the best in the biz?

Well, here’s what I think, anyway.

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Posted in Games, Ramblings | 13 Comments

NPC’s I have loved: Miguel.


I've got you covered.

Today’s the start of a brand new feature: NPC’s I HAVE LOVED, featuring those loveable oafs that are too often thrust out of the limelight. Today, in honour of Deus Ex week, I’m beginning with an NPC very close to my heart: Miguel, the captured spanish terrorist of my dreams. A man who had me covered.

Warning: The following post may contain spoilers for a ten-year-old game. Just to let you know.

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Posted in NPC's I have loved, Ramblings | Tagged , , , , , | 14 Comments