Sunday, March 7, 2010

Three-dimensional games, part 3

In the last part of "Three-dimensional games," I showed you how it is possible for players to look at games from different dimensions and that we must establish which dimension or dimensions we are talking about as we share our opinions.  Ideally, we should look at both dimensions--diversion and sport. 

However, looking at both dimensions still does not guarantee an argument-free conversation about a game.  The reason is that people can perceive either of these dimensions differently than someone else perceiving the same dimension.  Keep in mind that we took all diversions and all sport and collapsed them into two simple straight lines.  A straight line does not do either of them justice.

Three-dimensional games, part 2

So now that we have our definitions, we can start figuring out how to express these dimensions.  We'll start with the two that most of us agree on--diversion and sport--and leave the third dimension for a later part.

Tuesday, March 2, 2010

Three-dimensional games, part 1

Games can be perceived in three dimensions: diversion, expression, and sport.  Of the three, diversion and sport are the most readily identifiable with games.  Expression is the more controversial dimension, and of course that is the dimension I am most interested in.

For now, though, I'm content to keep expanding the theoretical vocabulary we can use when talking about video games.  To that end, I want to share this three-dimensional view with you so that we can have another short-hand method to communicate more efficiently and effectively when we share our opinions.

Versus Series 3: Obstacles vs. Annoyances

From the day I started this blog, I've been wanting to write about the subtle distinction between obstacles and annoyances.  The main issue is that the distinction appeared to be so subtle that I had no way of expressing it.  Mark the milestone here: the first insight I've had since starting the blog that allows me to communicate something that was formerly ineffable to me. 

Sunday, February 14, 2010

The softening of the hardcore

I'm beginning to see a trend in traditionally hardcore genres: the games are getting easier.  That's a lie--this trend has been going on for quite some time.  For quick examples, we can compare earlier iterations of franchises to later ones.  In GTA IV, cops vanish at the successful completion of most missions, where in GTA III, most missions require the player to lose the cops before the mission will complete.  And if we compare GTA III to an earlier game: in Driver, the cops would even try to arrest you if you were driving without headlights at night.  Have cops just stopped caring over the years?

The GTA series is just one example of difficulty being dialed back.  Bioshock 2 has recently arrived, bringing with it the inexplicably abundant Vita-Chambers from the first game.  Modern Warfare 2, with the familiar Call of Duty mysteriously regenerating health, continues to reign as King Fragfest.  With almost every new game that is release, the trend continues: games are losing their teeth.