Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Thursday, 11 December 2008

Now see hear...

Hearing impairmentImage via WikipediaBeing forced to play Quake 4 in silence wasn't too bad, till I discovered the subtitles that weren't there. I could have left it there, I could have walked a few yards and fetched my headphones. But I am a real obstinate bastard. And I hate walking.

A bit of googling revealed, to my absolute shock, that many games now do not include subtitles or closed captions, despite many gamers', hard of hearing or otherwise, pleas for them. This seems like a terrible omission to me, and should probably be illegal or something. In this rapidly (and it really is rapidly, according to a recent survey as many as 50% of American adults now play games) growing industry, that is becoming more and more mainstream by the minute, I find it shocking that a publisher as big as id could show such disregard for its hearing impaired customers.

I should qualify this by saying that the game is by no means unplayable without subtitles, the objectives are clearly displayed on the screen and the dialogue is consistently terrible anyway. But the simple fact is, in the 'exposition' sections where the story traps you in a room and forces itself upon you like a clumsy bear, it's really rather tedious. There is nothing to do but watch their mouths, which sadly you cannot lipread, and wait till someone decides to open a door and let you get back to shooting stuff.

Luckily, Games[CC] have decided to take matters into their own hands, creating their own closed captions for games (including Quake 4) and releasing them as mods. Ubisoft have also committed to including subtitles in future games. It should also be noted that many games, including the Half-Life series, include closed captions as a standard option. If gaming really is to grow up, it's issues like these that need to be addressed and quickly.

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Monday, 1 December 2008

Black Mesa

I don't think I've ever been as excited about anything in my life as I am about this:



For anyone who doesn't know, Black Mesa (formerly Black Mesa: Source - the Source was removed at the request of Valve), is a remake of the original Half-Life, using the Source engine. It is being created by a frighteningly organised crew of modders who, while taking their own sweet time, have been churning out incredible screenshots of reimagined Black Mesa environments and models so detailed they almost put the mighty Valve to shame.

Nothing released from this mod so far hasn't reeked of professionalism, from the graphics to the voice acting to the original music by Joel Nielsen, and this trailer is no exception. Watch it and dribble.

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Friday, 12 September 2008

Superstruct: 10 days to go

Jane McGonigal's new project (in league with the Institute for the Future), Superstruct, is set to launch on the 22nd Sept and I'm getting pretty excited.

For those who don't know, Jane McGonigal masterminded World Without Oil, a project which asked participants to place themselves in an oilshock scenario and tell their story. The result was a massive, and I mean incomprehensibly gigantic, body of blogs, vlogs and podcasts, revealing an incredibly deep, detailed and vivid developing scenario. The quality of work submitted is astonishing, creating an alternate reality that is far more realistic and encompassing than any one person could imagine. Check out the concept and archive of work at worldwithoutoil.org. The game received a significant amount of praise in the media and awards for raising awareness on an important issue, and doing so in a uniquely engaging way. The accuracy of the predictions made in the game have also been noted. More information can be found on the game's Wikipedia page.

Superstruct looks set to build on this format. Set 11 years in the future, a supercomputer has just predicted the human race's demise in 23 years time. The game is going to ask people to think about potential causes and how we might avoid them. The list of 'honorary gamemasters' that has been anounced is impressive:
  • Tim Kring, creator of the NBC TV series HEROES
  • Warren Ellis, superhero comic book author and novelist
  • Tara Hunt, social network expert and author of The Whuffie Factor
  • Bruce Sterling, science fiction writer and essayist
  • Jimmy Wales, founder of Wikipedia and Wikia
  • Ze Frank, funniest person on the Internet
  • Chris DiBona, Open Source program manager for Google
  • Tim O'Reilly, founder and CEO of O'Reilly Media
There is currently an introductory mission going ahead here, inviting people to begin their story in the future, which is already looking pretty interesting, and somebody has even gone so far as to set up an in-game website: The Weather Project 2019 (read about Jane's amusing encounter with this site on her blog)

Anyways, more information at the Superstruct site, Jane's Avant Game blog, the Institute for the Future site and of course, ARGnet.
UPDATE: There's also a Facebook group, here!

I'm pretty interested to see how they're going to be running this, whether specific global in-game events will occur to guide the game, or more specific missions in a more ARG vein. Either way, it's going to be awesome.
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Wednesday, 10 September 2008

Anger Management

MCV and CVG brought my attention to this charming little blog this morning.

I wish that I was one of those people who could read things like this, and calmly detach themselves from it, think this is just one of those nutters that will shout and scream in impotent rage until they are blue in the face, and the only person that will suffer is them. I wish I was like that.


Don't get me wrong, I'm not going to go straight to the comments and write YOU R A FUKIN A**HOLE AND YOU IS WRONG, but I can't help but...seeth with rage as I read it.

I think the reason is that I can't stand the smug self-righteousness that is impossible to have any meaningful kind of argument with. The kind of argument that, not satisfied with berating a game for disagreeing with your values, it goes on to casually decry it's creators as evil promotors of homosexuality. The kind of argument that responds to comments by calmly stating that people 'often get defensive when they know they are wrong'.

Seriously, how can somebody be that annoying and then complain when they receive death threats? And when are the moralists who regularly decry computer games as the greatest evil of the 21st century going to realise that they are the best marketeers in the whole anarchic industry?

That said, some of you venomous commentators should really chill out! As a result of the massive flame war that is the anti-spore blog, the opinions of that idiot are going to be far wider read than this blog will ever be, which is a shame because I would like to think that mine is a little more entertaining.
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Tuesday, 2 September 2008

Games Rant #1

Here is a ridiculously belated response to Alec Meer's Story Must Die! article on CVG.

Story must not die!

Story has not yet lived! True, at present stories in games remain a travesty; an irritating interruption akin to the insurance adverts in the middle of Hollyoaks, but why should this be the case? I’m confused.com!

The main issues that have gamers reaching for the ‘skip cutscene’ key faster than they can crowbar a headcrab lie with the implementation and content of the stories that clunk awkwardly through our games. Who wants to temporarily pause their game in order to watch a section of a poorly-acted sci-fi B-movie? Not me! But for some reason, many developers seem to think we do. It seems odd that in this lucrative era of ‘blockbuster’ games, many productions still seem prepared to settle for such an appalling lack of quality in terms of writing and acting.

More often than not, the story feels like a feeble attempt to justify the course of the game. Too often the player is reduced to acting as a mere chauffeur for the player-character, ensuring they are present and correct at the required moment in the plot. It’s a contrived and rudimentary solution to delivering narrative and it really needs to go: It’s one thing to include a clichéd, shallow and frightfully unengaging narrative in a game, but to regularly thrust it in the player’s face by forcing them to perform mundane tasks as a poorly disguised plot mechanic, or wrestle control from them to display yet another tedious cutscene, is quite another.

In order for story to succeed in a game it needs to engage the player, not artificially by locking their character into the plot, but by intriguing them, emotionally involving them and bestowing them with the power to advance it themselves (or not!). Imagine a braver BioShock: The player, thrust into the aftermath of the fall of Rapture, is left to assemble the plot from the fragments left behind. The true narrative of the game is in the hands of the player: the detective, archaeologist, explorer and survivor. The story of Rapture becomes an interesting sub-narrative that deepens the game experience.

Even Half-Life, although in story terms about as interactive as Desperate Housewives, is still capable of offering a level of depth to the proceedings. In Alyx, Valve have not only created the first sidekick who’s face you don’t want to empty your clip into, they have created a point of emotional impact. Even though the player has no control over the outcome, the story is compelling enough that it becomes a legitimate part of the game experience. It’s amazing what a small amount of characterisation and one iota of originality can do.

After all the immense technical developments of recent years, it’s about time games began exploring what is truly possible when you translate story into an interactive environment. Imagine the intrigue of Lost, the mythology of Heroes, the pacing of 24 and the drama of...Harry Potter or something, combined into one tasty interactive gaming package. I’m salivating at the prospect.

Further Reading:

Daniel Haggard's excellent analysis of narrative in the Half-Life universe

Alec Meer's original article
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