User-generated Content as Sustainability
July 24th, 2010

From Adventure Construction Set to WADs, mods, community tools and those RPG maker games, user-generated content has been a long-running staple of video game continuity. Nowadays, with the infrastructure of the internet and possible global networking, games like LittleBigPlanet, Wario Ware DIY, Flipnote and Mod Nation Racers are overtly orientating their systems around a model of community tools and user-generated content. In a sense, games of this nature have formed a pseudo genre of networked user-generated-orientated games.
Currently in the games industry, when a game developer creates a worthwhile gameplay system which proves to be successful (Guitar Hero, Madden, for instance), publishers often capitalize on the success and sequalize the gameplay out of existence. User-generated content, I think, offers a fantastic opportunity for developers of these tried and true gameplay systems to establish a self-sustaining environment for content and community, effectively consolidating a franchise in the one place as opposed to killing interest by burning out sequels to an annual business model.
To prove my case, I’ll use the Tony Hawk series as an example. We’re all pretty down on Mr Hawk after each yearly iteration of the Pro Skater series added new mechanics to the point where the franchise became unrecognizable to the mainstream and alienated everyone else. Let’s not even begin on Tony Hawk Ride.
Despite the disdain we may carry for Activision and the Hawkster, Tony Hawk’s Proskater 2 is still awesome, is it not? That game and the systems contained within it will always remain good, regardless of how Activision drive the later games into the ground. Theoretically speaking, if Neversoft reclaimed the mantle, streamlined all of the needless complexity of the later releases, packed in a meaty ‘best of’ selection of levels from THPS-THP8 and centered the experience around accessible construction tools and a networked community of level creators, I figure that the Tony Hawk games of yesteryear would have a respectful place to roost and the brand would gain some credibility back. I enjoyed playing and making levels for Tony Hawk’s Pro Skater 2, as did millions of other players, and there’s no reason why we wouldn’t want to revisit this franchise if it were given the proper treatment and allowed to grow. Appeasing fans by recognizing the significance of prior titles is a good idea at this point for Activision. Reworking these games in a HD format and creating an environment which will keep this type of game alive, is a step beyond that.
As we’ve discovered through downloadable services like Xbox Live Arcade, Playstation Network and Steam, old gameplay systems don’t have to fade into obscurity, particularly when they’re still fun. This generation has taught us that well designed games like Mega Man can live forever while those which are a little archaic, like Bionic Commando Rearmed, can adopt modern design sensibilities and start anew. Self-sustaining systems of content like user-generated content – if viable – are an even better means of not only preserving the past, but keeping it fresh and relevant for a contemporary audience.
The Value Proposition of the Point and Click
July 22nd, 2010

I started playing the classic point and click adventure game, Lure of the Temptress, today and after an hour of play subsequently decided to end my session and probably never load the game up ever again. As I said in my Eternal Darkness post:
The inherent nature of the [old school adventure] genre (fetch questing and rubbing items against random pieces of the environment) relies on the solid construction of puzzles and contextual bits in between to make itself enjoyable.
The reason why the point and click adventure game died out is because the puzzles were so arcane and, as the stories in games from other genres improved, the context (the writing, graphics and characters) was insufficient enough to keep players interested in what is ultimately tedious gameplay. Fortunately this isn’t the case with most modern point and click adventure games such as the ever-continuing Monkey Island and Sam and Max series. Both of these franchises have remained contextually interesting, streamlining interface contrivances and being careful with the way puzzles are structured. The point and click adventure still a bit of an acquired taste—and of largely little interest to younger players—but one sustainable enough to keep itself commercially afloat, and that’s all that matters, really.
In thinking about the old-school adventure games that I’m currently willing to invest in, I’ve been running through this entire thought process of whether my interest in the contextual outweighs the possible staleness of the puzzles and clunkiness of the interface in the mechanical. Revisiting the old Monkey Island games (NOT in HD) is worthwhile, since they’re nostalgic. Beneath a Steal Sky is on my Windows partition, because of my interest in artist Dave Gibbons, the interpretation of a dystopian, overpopulated Australian society and because the interface is stupidly excellent and easy to use. The Resident Evil games are still on my list because I have a fondness for PS-one era pre-rendered backdrops and get a kick out of the story. Grim Fandango interests me because its so damn funny that its worth the torment of non-sensical puzzle design.
In a way, it’s kinda sad that I weigh up the value proposition of games of this genre in such a manner. But there is no denying that the elements which previously illuminated point and click adventure titles (beautifully illustrated graphics, clever dialogue, solid length) have been eclipsed by other genres and that the brick and mortar premise requires fundamental updating and reinvention.
PS. If you are interested in sussing out more of this genre, Kurt Kuluta over at Hardcore Gaming 101 has been covering the genre extensively over the past few months. Maybe you’ll find something you like, even though I’m a bit adverse to the genre, I wouldn’t dissuade you from taking a look see.
PSS. My opinions here are a bit skewed by fact that I haven’t taken the liberty of actively trying some of the great adventure games from the indie scene, many of which excite me and perhaps also evidence the recent growth in the genre. This article is the start of something on-going, I hope.
Tutorials: Do You Understand? (Y/N)
July 13th, 2010
[I will start to post my material from Kombo here on DanielPrimed as well. Please enjoy it as it's basically business as usual, but just a tad slower.]
Several months ago, I took an intensive course in ESL teaching (English as a Second Language). Before we began our immediate practice lessons – by which the school roped in non-native speakers off the streets with the ploy of free English lessons – our teachers provided us with a list of common Do’s and Don’ts for teaching English as a second language. The most contentious dot point, of which there were many, was to never ask students “Do you understand?” as students would inevitably answer “Yes,” even if they weren’t entirely sure. The solution isn’t to ask whether they understand, but to instead test them so that you, as a teacher, know precisely whether they understand and if not why not.

Video games are systems which contain rules and facilitate mastery; as much as mainstream media would assure you otherwise, games are inherently education-orientated. Think about it: every game you play begins with a tutorial and concludes with a test, the latter often masked as a final boss. The design of video games and the principles of education are therefore very closely interlinked.
Good video games are good teachers and good teachers ought to obey sound teaching principles. Now to return to the question of “Do you understand?” Just recently, I was reminded of this question when playing deBlob (Wii).
Right at the beginning of the game and every time thereafter when Blob encounters a new form of enemy or is introduced to a new mechanic, a short multi-paged tutorial covers the screen, complete with diagrams and forward prompts, concluding with the question “Do you understand?” and the options “Yes” and “No.” The problem is obvious, right? Forgoing the interactive qualities of the medium, deBlob falls back on passive text and images as its means of communicating rules. It’s a confounding move, particularly as deBlob otherwise follows a “form meets function” approach to design where you almost immediately understand how to defeat INKT Corporation’s black and white goons based purely on their visual character. Furthermore, deBlob only has two primary mechanics (roll and pounce), so it would be difficult for players, even inexperienced players, to misinterpret the game world. The information is completely needless in the face of the already clear design.
DeBlob ought to have instead constructed scenarios which guide the player into solving the problem for themselves, allowing them to deduce solutions from the clear “form meets function” design. When players realize rules and mechanics for themselves, they feel independence and ownership over what they’ve learned; the game makes them feel smart. deBlob‘s tutorials state the obvious, nothing that can’t be understood in under 30 seconds of play. The text tutorial thereby feels obvious and patronizing.
An ideal example of how rules can be communicated clearly through design is in Super Mario Bros. In the first 10 seconds of play, the player knows that you’ve got to jump over or on top of enemies and that the mushrooms hidden inside the question blocks increase your size and life. You can’t make any progress if you don’t jump over the first Goomba and the player will always receive a mushroom since it travels to the right hand side, bounces off the pipe and corners you making it impossible to avoid. In just 10 seconds, the main rules are explained without any need for words.
The best games are those which teach through practice and participation, that embedded the instruction manual into the experience, rather than paste it wholesale in front of you. Don’t get me wrong, text as a visual medium along with sound are very important in tutorial, however, they should work in conjunction with the experience and not in replacement of it. That way, players don’t need to be asked whether they understand.















