Tuesday, February 17, 2009
"Not everything is made for you"
John was talking about how gaming now has to cater to two separate audiences. The argument was that the two main groups in gaming, casuals and the hardcore, have to understand that not all games are going to be made for them. John likened his idea to how not all movies are made for one group, books and music as well. I think this is a natural progression of video gaming as a real, viable, mainstream media. Why is it so difficult to accept? Gaming has been such a niche area of social media that when something is developed that isn't hardcore, it's a little hard to swallow.
Suddenly the oft-alienated core-gamer crowd are struggling with the fact that gaming is no longer only theirs. I should hope that gaming and the projects developers work on become more and more varied, filling more niche interests. Let's not stop at fitness games. What other areas can be used to reach an even larger audience? Wouldn't the hardcore accept a publisher putting out a few titles that were easy (and cheap) to develop in order to finance their large "hardcore" masterpiece? Not only do those more casual oriented titles help to budget the "hardcore" games, but they also keep developers employed.
I know I would much rather that business model, but I don't want those hardcore games so few and far between.
Sunday, February 15, 2009
Changing the game...
In fact, I believe nostalgia and history play a huge part in the love gaming receives from it's many fans. Without the memories that make up the collective gaming culture, there is really no basis for staples of the gaming community, like fanboyism.
As such, all of these new gamers, or "casuals" as they've been labeled in marketing, press release, and the inner hardcore circle of gaming, have created a paradigm shift.
Suddenly, developers are throwing more effort into much simpler outings than the more nuianced hardcore fair video games used to be about. But are they putting more "effort" into these new-gamer oriented projects, or are they simply reallocating resources to crank out more Wii games?
What is the crossing point? When are video games: platform holders, developers, publishers, the entire creative community surrounding video games, going to find the bridge? When are games going to fulfill both the needs of the hardcore and the casual?
Developers are already trying new things, although maybe not all at once. In example, Atari's Alone In the Dark allowed players to continue through the game, even if they could not clear a challenge. This option made many liken the game to an interactive DVD, although the game was still very much present to those who wanted to play.The real problem in this situation is the pressure being applied to the game makers.
The hardcore are the most vocal of all consumers in the industry. And the current state of things does not really lend itself to a quieted crowd. Unfortunately, the core gamer is prone to feeling alienated and cast aside (as society is often wont to do). Thus, when core gamers see truckloads of shovelware being put out, none of it clearly of any interest to them, they cry out. Unfortunately, it'll be a vicious cycle, at least until the two largest groups can sort out their differences and understand that gaming is now about catering to more than one audience....
Tuesday, February 3, 2009
Keeping up with promises...
Mr. McWhertor does great work at Kotaku, consistently bringing great writing and reporting to the table. He also makes cool shirts.
The text of the message is as follows...
I'm currently a college student in San Jose, CA and I'm hoping to become a member of the enthusiast press, much like yourself. I read Kotaku on a daily basis, as well as other blogs and publications, but I still feel a little lost. I've read about how Mr. Crecente was a writer at his newspaper, but how did you find yourself in the position you have now? I'd love to hear more about exactly what road you followed to becoming a staffed member of Kotaku.
What made you want to get into games press specifically, as opposed to something more on the creative side of the industry?
Did you go to college? If so, where and what did you graduate with?
What was your first paying games-journo gig?
Do you have any sage experience to pass on to someone who's just starting out?
Obviously I'm still very green in the writing department, mostly because this is my first time reaching out to a professional for advice. If you're wondering why I could possibly be asking you as opposed to Mr. Crecente, it is primarily due to Luke Smith's glowing comment on the final 1Up Yours podcast:
"Michael McWhertor is a damn fine gentleman."
Hopefully this proves true and I'll hear back from you, but if I don't I understand, you're a busy guy. I hope the Meatbun business is going well, and thanks in advance for you time!
-Daniel Bischoff
danielrbischoff@gmail.com
http://wellspringgames.
P.S. If you could also find the time to hop on over to my blog (http://wellspringgames.
Oh no! I have typos in my message! Frankly, my thought right now is that I hope I kissed enough ass that those will be overlooked. Do you think Mr. McWhertor will reply to my message? Could he even possibly make a comment on this post?
Saturday, January 24, 2009
The times...
- One post a week in the first two full months (February, March).
- One post a day Monday through Friday after that until Finals week (April, first two weeks of May).
- One comment (even if I have to get it from a friend of mine, I would just like one comment).
- Get advice or at least ask about experience from three editors of blogs I read on a regular basis (one editor February, March, and April).
- [This space is reserved for anything I think of.]
Wednesday, January 7, 2009
The end of 1up
ignorant layoffs being made at 1up in the transition to newer (read:
even crappier) management and ownership. Starting over at Kotaku and
reading the list of names and the letter to employees, then following
links to Kelpeks post over at the Multiplayer blog, and 1up's own
announcement and finally some of the comments on that post (naturally
all of which lamenting the event).
Good luck to everyone. More later.
Thursday, December 18, 2008
Playing CoD 4 again a year later
Wednesday, December 10, 2008
What I played yesterday
yesterday.
I had been thinking about Call of Duty 4 all weekend for one reason or
another and popped that in yesterday. Without access to XBOX Live, I
played the campaign. It successfully drew me in again. I had
forgotten how much I liked the different gameplay elements, like the
AC-130 scenario.
One thing that never left my mind was the stellar sequence after the
detonation of the nuclear bomb. Every time I see it my jaw hangs
open. The images are just so well crafted.
I think I might even return to the game again tonight. What would be
ideal is if I could make it through veteran difficulty, but the last
stage in the missile sylos is maddening (the amount of times I played
that sequence over and over again also sticks out in my mind).
Sent from my iPhone.
Tuesday, December 9, 2008
The challenges of multitasking...
Mirror's Edge is moving very quickly, and that pace is constantly making want to return to that as opposed to Fallout 3 where I'm moving a lot slower, I'm constantly having to drop things because I'm caring too much equipment.
Despite the game play that I'm really entertained by in Mirror's Edge, I'm just not moving smoothly enough. I'm not traversing levels quickly enough. I suppose that's what the time trials are for. If I'm going to get all of those speedrun achievements, I'm going to need some practice.
That inability has left a lot of the awe I've been feeling between these two games on the Fallout side. Here's the story:
I was heading through one of the subway systems, one I thought I had already wandered through. I heard the ghouls milling about on one of the platform overpasses. I crouched down, and suddenly my display read "[Danger]" as opposed to the more friendly "[Hidden]." The ghouls were rushing me. I quickly entered VATS and selected a few shots on the head of the first ghoul and the body of the second. As soon as the animation started to play, the ghoul had already rushed up to me. As it stood over my crouched character, the head exploded with my first shot. His body fell on top of me.
As the shattered pieces of the ghouls head fell around me, I could barely appreciate the action before I had another ghoul to deal with.
That alone is what will keep me going back to Fallout 3. I'm not one for RPGs, but this set piece really impressed me. I'm hoping to head back to it tonight, despite a paper due tomorrow at 9, as well as numerous other responsibilities I have at school.
I can't wait for winter break.