Recently I was talking with a friend about the New Super Mario Bros Wii title. It seems that this new opus of the legendary plumber caused quite a stir in my little world. My last blog post was about that particular game andpeople aroundme have diverging opinions about it. Some like it, some hate it, but all seem to agree that it’s not the best Mario created. One little detail to precise here: all those people are over 25 years old. Of course, I wanted to know more about the development process behind NSMBWand found this interview on Nintendo’s Wii official website. It seems that the great game designer Shigeru Miyamoto went into enormous lengths to make sure everyone could play and finish the game. He wanted to have a high difficulty level but didn’t want players to feel frustrated enough to quit. It reminded me of a BBC show I watched a few months ago. Charlie Brooker’s Gameswipe (links can be found at the bottom of this post) was a nice, entertaining overview of the world of modern video games. During the show, the host as well as a guest player, mentions that video games are the only entertainment form where you must work to have the full content of what you bought. The entirety of the product you just acquired is locked by your own skills: if you can’t get past a level, you can never see what’s next. Also, as a game designer, it’s been clear to me for years that the industry is doing all it can to look friendly and sweet to bring in new blood in order to broaden the market. The phenomenon of “hand-holding”, a design direction that consists of giving tons of hints to the player as well as a multitude of tutorials for all actions available in the game, can be found in the majority of triple A titles, even those who are targeted at the seasoned players. Heck! The entire Wii console screams gentleness and passiveness to make sure all the members of the family can enjoy a good, clean, aseptic game environment. The numbers don’t lie: the Wii is the best selling console on the market. Still, something bothers me with this direction. Something doesn’t feel quite right.
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Posts Tagged ‘opinion’
The “I can’t win” malaise
Friday, November 27th, 2009Hands On: Silent Hill 2
Thursday, November 19th, 2009
It was about time I got my hand on a copy of Silent Hill 2. Not that it’s quite difficult to find, it’s just that I always had other games I was looking for and ended up skipping it. In the past, I had seen a lot of footage of Silent Hill games and heard many comments from players and developers alike on the Japanese horror series. I didn’t seem to care for it as I was more into the Resident Evil games. However, the second title of the game franchise titillated my curiosity as being referred to as the best of the Silent Hills. Last week, I popped it into my PS2 to see what the fuzz was all about.
Hands on: Shadow of Destiny
Wednesday, November 18th, 2009
- Shadow of Destiny
All the games in the world
Tuesday, November 10th, 2009Yesterday, I wrote about how I felt when I went to the game store. I scratched the surface of a topic that irritates me a lot these days. I mentioned that, when I go to a store, I end up feeling as if I’m not doing my job as a designer if I don’t play all the games I see. Am I doing my job even if I’m not playing the entire PS3/XboX360/Wii/DS/PSP/PC game catalogue? Just gazing at the amount of games available makes me wonder if it is even humanly possible to do so. So what am I suppose to do?
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The video game store
Monday, November 9th, 2009I love going to the video game store or the “electronics” section of big ones. At the same time, I despise it. Aside from the fact that it depresses me to see all the generic, bland titles that are vomited on the market, looking at all the shelves filled with games I’ve never played makes me feel as if I’m not doing my job as a game designer. What if I’m missing some interesting mechanics in an obscure game? What if there’s a sleeper hit in the pile? Yes, it makes me feel sad and slightly depressed but the negative vibe is evened out by the fact that I’m in a video game store.
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