Was thinking of letting people try out one of two games at the next meeting. I brought my Wii and I have two remotes with a nunchuku and classic controller. The games I had in mind were Sonic Colors and Xenoblade Chronicles. My question is does anyone have a preference over which one I should bring first?
On a side note, hope you all enjoyed your Spring Break.
Game Development Club (GDC) is a student organization of Southern Arkansas University that provides gaming related information and opportunities to its members.
Sunday, March 30, 2014
Monday, March 17, 2014
Thoughts on Portal 2 and Naruto Ninja Storm 3
Not everyone was able to attend our most recent meeting, but we still had some fun seeing how these two games would fare for a potential tournament. For those of us who did get to play, what did you all think of Portal 2 and Naruto?
To me, the two are big contrasts of each other. In Portal 2, players are working as a team to complete their objective. If anyone dies, it is usually the fault of that player, not his buddy. There are those instances that somebody inadvertently kills the other player, but I'm sure those are just coincidental. As for Naruto Ninja Storm 3, players fight each other for the thrill of high speed battle and the glory of victory! It's an easy to pick up fighter with simple controls and a satisfying combat system.
I really enjoyed my time with both games. I do have a leaning towards Portal 2 as I would rather work WITH a companion rather than fight against them. You have no idea how many friendships can be broken over a simple fighting game.
To me, the two are big contrasts of each other. In Portal 2, players are working as a team to complete their objective. If anyone dies, it is usually the fault of that player, not his buddy. There are those instances that somebody inadvertently kills the other player, but I'm sure those are just coincidental. As for Naruto Ninja Storm 3, players fight each other for the thrill of high speed battle and the glory of victory! It's an easy to pick up fighter with simple controls and a satisfying combat system.
I really enjoyed my time with both games. I do have a leaning towards Portal 2 as I would rather work WITH a companion rather than fight against them. You have no idea how many friendships can be broken over a simple fighting game.
Thursday, March 6, 2014
Exploration
What
is exploration? It is the action of getting lost for the sake of
adventure and wonder. At least in my definition. No clue what a
dictionary might say, but that is how I see it. Now most of us likely
aren't secret archaeologists who venture into temples and plunder
treasure Indiana Jones style. We still might hold this desire,
though. Games can fulfill that desire through simulation. This is why
I like games in the Point-and-Click Adventure genre or First Person
Exploration games. But how do these games give us that feeling of
adventure and wonder?
They
give us just one simple rule: do whatever you want. The rule is
always implied through gameplay, but never explicitly stated. The
object of the game is to explore everything. That is what makes
Point-and-Click a fun genre for me. Take Machinarium for example. You
start off as this little robot named Josef. You gradually discover
what he can and cannot do. After you have all of that figured out,
you learn to click on anything that might stand out. You also pick up
items and use them with other items to see what happens. In some
cases, you can come up with unlikely combinations that surprise you.
These combinations can help you progress through the game and open up
new areas to explore.
In
other games that take exploration from a first person perspective, it
feels easier to be immersed in the world. As you look around, you see
everything through the character's eyes, but it almost feels like it
is your own vision. It feels as if you are doing all of the
exploring. It's a wonderful experience.
However,
incorporating exploration into a game that isn't all about the
adventure is tricky. If the game is too linear, the player just feels
like they should follow the rails and if there is a path they could
branch off of, they almost never take it. It's almost like a form of
“pseudo-exploration.” Branching paths is not a fun mechanic for
discovering new things. It's just a hallway that leads to a somewhat
useful object, and then turning around to get back on the rails
again.
I
see Borderlands 2 as a big offender to exploration. Yes, it is a game
with large maps and places to go that are not linear, but I have one
big complaint about it: map markers. When you want to finish a quest
objective, just follow the diamond shaped icon on the map and you
will be there. It makes reading the text of questlines pointless. And
when they offer one quest that does encourage you to get lost and
actually go looking for something on your own, it feels insulting
because it deviates from the norm the game has already established!
That norm is the rule of “Go here to do the thing, then turn in to
progress.” I still like the game. I just dislike the sense of
exploration that isn't all there.
The
best form of exploration I have seen? Xenoblade Chronicles. If you
own a Wii or Wii U and you haven't played this game, go buy it. The
developers went through utter hell to get this localized for America.
The game lets you roam anywhere you want so long as it is humanly
possible to traverse the environment. As much as I want to trek that
mountain, it's too steep. But that's alright! It makes sense that I
cannot do that. When you have a job to take care of, the quest text
tells you the general area to go, then you figure out the rest. It
feels great when you find what you are looking for. The only bad
thing about this is the text can sometimes be misleading. One quest
directed me to go north when the actual objective was northwest. Took
a very long time to find the objective because the quest text
directed me to a specific area and I felt I was limited to searching
THAT particular area, not any of the other areas that might be close
by. Other than that, this game has incredibly good exploration and it
feels like a world you would want to live in.
In
short, exploration's main rule is to do whatever you want, but only
if it is possible within the game's conventions. It should also be
careful in how it makes the player feel about what they can do.
Telling the player they can look in a tomb and find a treasure of
incredible value is just fine. It might obviously be located at the
back, but to the player it could be anywhere! Telling the player
exactly where something is just ruins the whole experience. Making up
for that failure much later in the game by telling them to “just
find it” just messes with the player's head.
Sunday, March 2, 2014
Music: How it makes games considerably better
There
are many aspects that make up a game. The first ones we usually think
of are graphics, the engine, programming, animating, playability, and
even polish. There is one aspect I believe is highly overlooked:
music.
Game
developers will do either one of two things: they will either pay to
have certain songs played in their games or they will make their own
music. The ones that pay other artists to use their pre-existing
songs almost feel like they get the rights to the song JUST to play
that song. Even if it barely fits the moment, that song is in there.
As for those who make their own music, sometimes they lack good
composers. Often the music is just a short track that loops
endlessly.
So
what does good game music sound like? It sounds a bit like this:
That
was from a game known as VVVVVV (or just say “vee”). The style is
chiptune and for an 8-bit graphic game, chiptune works wonders. Now
imagine a game with higher end graphics. They likely require higher
quality music as well. Here's another sample:
That
was from Dust: An Elysian Tail. It's one of the first soundtracks you
hear when you start playing. What is so great about this track? It
gives you this feeling of adventure and wonder. It sparks emotions
you didn't even know you had! That is how you make good music. Didn't
feel anything? Well then listen to this:
This
track alone almost made me cry because it's so beautiful. It fits the
moment so well. Here I am running through this marsh during the
daytime and I hate the place. It's foggy, monsters are trying to kill
me, I can't figure out where to go, the soundtrack currently playing
is “meh,” and I am starting to lose my patience. Then nightfall
comes. The flora of the marsh begin to glow and shimmer with
brilliant lights. The monsters go away. Then the soundtrack changes
to this. It's so wonderful I can barely keep a straight face. If this
doesn't invoke some form of emotion in you, then I don't know what
will.
The
GDC doesn't exactly have a lot of Music majors, but it would be great
if we could have their input on certain songs. If you do have an
interest in music and video games, I would look into the works of
Yasunori Mitsuda, Yoko Shimomura, and the legendary Nobuo Uematsu.
They make excellent soundtracks for games.
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