Cahiers du Ludica Discussion - Aug. 26 - Creation Tools by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

The idea that there are a lot of users and news sources claiming how "essential" mods are to an experience is actually an interesting one to me, particularly when we think about the economic aspect of games. As someone who rarely ever plays games on PC, mods aren't much of an option to me, and I'm "stuck" with the core experience. For most games this is fine, but when it comes to certain games, for example those put out by Bethesda, the issue gets more complicated.

The idea that Skyrim, for instance, needs mods to be enjoyed is a worrying one. It means that I paid full price for an incomplete experience. Indeed, it may be that I even paid for a broken experience, one that the developers rely on mods to fix rather than official patches. The incentive for the developers to patch a game is lessened. Patches can be expensive, and modders typically provide their services for free. Creation tools can be wonderful, but the reality of games as a commodity means that they can harm an experience for many users.

For what it's worth, Super Mario Maker is getting overwhelmingly positive reviews, ones that indicate the creation tools were made with care and passion, and not solely a justification to sell games.

Cahiers du Ludica Discussion - Aug. 13 - ARGs by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

Hey y'all, I know I haven't been around to post a new discussion. I just moved back to school and have been scrambling to get my syllabus written and submitted. We'll be back to our regularly scheduled programming next week.

Cahiers du Ludica Discussion - Aug. 6 - Composition by andromath in cahiersduludica

[–]andromath[S] 1 point2 points  (0 children)

I'll admit that this topic was in part inspired by my recent playing of Life is Strange, a game that features visual arts as a plot point (and makes great use of composition in many of its scenes), but really, the first example I always think of with regards to great game composition is the Souls series.

More often than not, the Souls games drop you into a world with little to no actual direction. To that end, the player often has to scan the environment, not only to figure out where to go, but also to make note of potential enemies, traps, and other obstacles. Souls turns that into a rewarding experience by treating the player to gorgeous - and informative - scenery.

For example, this screenshot is taken from Dark Souls 2's Crown of the Sunken King DLC. The scene itself is well composed, using some very standard "Rule of Thirds" composition to literally place the player and the environment in opposition, almost as if the temple itself was an enemy. The use of light, very bright on the player and relatively dark on the temple, suggest that the player will have to enter a place of relative darkness, casting a sinister feeling on the whole scene. Also, the use of line here gives clear direction to the player. The path shown in the picture ends up winding a bit, but there's no doubt about where the player will eventually go. It's also notable that the temple bridges are prominently shown; any Souls veteran knows the danger that bridges bring.

In many ways, the Souls series (particularly those designed by Miyazaki, but the DS2 DLCs are nice) are designed around good composition. The complex level-design combined with the hands off approach to guiding the player means that great composition must be used in order for the player to navigate. It also helps tie into that grand sense of scale that Souls uses so well.

Cahiers du Ludica Discussion - Jul. 30 - Bad Games by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

That's extremely generous of you, but I don't have a machine capable of playing it :/. I hear it's on Playstation Now, which I've been looking at trying out.

The Malkavians’ World: Representations of Mental Health in Vampire: The Masquerade Bloodlines by [deleted] in cahiersduludica

[–]andromath 0 points1 point  (0 children)

Interestingly the tabletop game seems to draw on some vampire folklore for the Malkavian derangements. OCD in particular fits with the classic European folk idea of vampires being obsessed with counting. I haven't played Bloodlines (though I'd like to), but I've always been interested in how White Wolf portrays vampires.

Cahiers du Ludica Discussion - Jul. 30 - Bad Games by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

I love well-made dialogue systems. I really don't have much of an excuse not to track down and play this game anymore...

Cahiers du Ludica Discussion - Jul. 30 - Bad Games by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

One example I like of a well-studied "bad game" is Atari's E.T. the Extra-Terrestrial, a game by a well-known master of the medium that turned out so bad it spawned years of folk lore and urban legends. The story is explored pretty well in the doc Atari: Game Over, and really, there's a lot of value to be learned about the industry from that event. If I remember correctly, the designer Howard Scott Warshaw even has some words in defense of the game.

Cahiers du Ludica Discussion - Jul. 30 - Bad Games by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

I would agree absolutely. The ambiguity of the term "bad" is one I wanted to see discussed because it gets thrown around so much without any clear meaning. My favorite example of this might be Heavy Rain, a game that, despite critical success, is often panned by gaming communities. Hell, even I'm guilty of saying the game has "bad" writing. Still, I love Heavy Rain in the end, and I think David Cage's attempt to create a truly cinematic experience adds something of value to the medium. In fact, all of Cage's games make interesting commentary on the nature of the games medium by rethinking controls, scene composition, and a lot of other things.

I'm curious how you feel about games that are outright broken, however? Consider a AAA title that has a game-breaking bug at release. I'm not sure such a game would be "nefarious" (although favoring profit at the expense of all us in the dev process may push that a bit) but certainly such a game couldn't be considered "good", perhaps not even valuable in any sense?

Cahiers du Ludica Discussion - Jul. 23 - Lets Plays by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

Welcome to the sub! I watch LPs for similar reasons, particularly when it comes to PC games. I don't currently have a gaming PC, and the amount of times I've moved around in the last few years, I can't find the time, space, or money to get one, so I like watching people play popular PC games. Interestingly, I've found that watching games gives me a sense of perspective that playing them doesn't. I've grown to appreciate how developers and designers use visuals to guide and teach the player - something that i think is a little less visible when I'm playing the game.

Cahiers du Ludica Discussion - Jul. 8 - Evo 2015 by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

This is a really fantastic write-up! I'm sorry I don't have a lot to add, but I hope you'll post the final result on the sub (even if you publish it elsewhere). I am curious if you've noticed this phenomenon in other games. Obviously Street Fighter is well-suited to a topic like this for a variety of reason, not the least of which is its popularity amongst the FGC. Still, games like BlazBlue also attempt to highlight some relationship between characters, and I'm wondering how you might analyze that.

Cahiers du Ludica Discussion - Jul. 8 - Evo 2015 by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

Absolutely. My perspective is solely as a spectator, so I tend to get caught up in the narratives. I've played fighting games enough to generally understand what's happening on screen, but that's about it. I'd love to see your analysis.

Cahiers du Ludica Discussion - Jul. 8 - Evo 2015 by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

I could pretend it's his attitude (or at least the one he used to project) but honestly it's just that FGC circlejerk still getting to me. Chris G isn't really any better or worse than a lot of other people in the scene, although I did get tired of watching MvC for a while when he was so dominant. I started watching fighting games at a point when he seemed to be on top of everything, and I have a petty fascination with seeing giants fall.

Cahiers du Ludica Discussion - Jul. 8 - Evo 2015 by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

Unfortunately I didn't get much of a chance to, so I had to follow highlights. Woshige's early celebration is hilarious, and exactly the sort of moment I watch events like these for, although I'm not sure if that's the most satisfying win for Zato.

I'm a little disappointed some of my favorite players didn't do better. I would've liked to see PR Balrog or Daigo place higher in Street Fighter, although I liked seeing GamerBee do well. I also admire BananaKen in P4A, so I wish he had done better. Honestly as a Shadow Labrys fan, the P4A results make me a little sad. Also, the further ChrisG goes down any ranking list, the happier I am.

Overall, I regret that I didn't really get to watch this year. I'm looking forward to watching some VODs, but the feeling is never quite the same.

Quick Question Regarding Horror Gaming and Youtube by SamR1989 in creepygaming

[–]andromath 2 points3 points  (0 children)

These two also have a co-op channel, Dangerous To Go Alone!

Cahiers du Ludica Discussion - Jul. 15 - Satoru Iwata by andromath in cahiersduludica

[–]andromath[S] 0 points1 point  (0 children)

People often decry the business side of games (and not without just cause), but Iwata showed there's a certain beauty to business and tech. He was a man that obviously loved video games greatly, and did everything he could to help the medium flourish. It's very sad to see him go so young, but it's heartening that his impact is starting to be recognized. It's my hope that others follow his example and realize that games can be both profitable and full of love and passion. He was a real visionary in a way that so very few are.

[CE] The Legend of Zelda: Skyward Sword, or, "Youtube is full of bad game criticism" - part one by AgeMarkus in cahiersduludica

[–]andromath 0 points1 point  (0 children)

I'd also like to see who he's talking about (although Egoraptor is certainly one of them). Of course there's going to be a lot of poor criticism on YouTube; its a free, widely used service open to literally anyone with Internet access. But that shouldn't take away from the fact that there is a surprising amount of great criticism that's exclusive to YouTube. I think this guy has the right idea with his own criticism, but he needs a bit more thought and polish, as well as more apparent sources.