Showing posts with label Neverwinter Nights. Show all posts
Showing posts with label Neverwinter Nights. Show all posts

Tuesday, May 18, 2010

Addiction or Entertainment?

by Daniel Bullard-Bates

Some video games are designed to deliver a complete, finite experience. Sometimes these games deliver story and character arcs, other times merely a series of levels with little to no narrative coherency. These can vary in length, lasting anywhere from a few minutes to many hours, but at the end of that play time, the game is over.
                   
Other games are designed to be played eternally. Even their so-called endings are frail veneers of finality. There is always something more to do. Games like The Sims, World of Warcraft, and Peggle are frequently referred to as “addictive,” which is not a quality one normally seeks out in a product. Still, these games hold a powerful allure. They demand a great deal from the player. A truly addictive single player or multiplayer game can eclipse all other games.


Wednesday, April 14, 2010

Double-Take: Rewards

by Daniel Bullard-Bates and C.T. Hutt

In our double-takes, we give our informal, conversational thoughts on a specific game or topic.

Daniel: Video games reward the player in a variety of ways. Some games reward the player's progress by showing them something awe-inspiring, be it a pre-rendered cut scene or a thrilling set piece. Others use new weapons, leveling up, and other systems of player empowerment. One classic reward system is the high score; a modern analogue is the achievement/trophy systems that have recently come into favor. No matter how a game doles them out, rewards are a key element of the pacing and design of most video games. How easily one reaps a game's rewards is also a large indicator of a game's difficulty.

So what are the most effective systems? The most satisfying rewards I have ever received from video games have been intellectual ones; to be more specific, I treasure the sense of victory that comes from solving a particularly interesting, intelligent puzzle. Braid was incredibly effective in this regard. I would get frustrated for a while, fiddle around with my various options for interaction, and eventually stumble on something that worked with a sense of sudden elation. Puzzle games are enthralling because they make the player feel intelligent when they successfully complete a challenge. This formula can also lead to discouragement and self-doubt, but to me, those hard-earned intellectual victories are worth the risk of feeling like an idiot from time to time.

So what video game rewards do you most crave, and why? 


Wednesday, November 25, 2009

Real Moral Choice

by Daniel Bullard-Bates

Moral choices, when present in video games, seem to mostly boil down to either saintly behavior or satanic cruelty. Will I save the little sisters from their cruel bonds, or will I tear them into pieces for my own purposes (BioShock)? Should I give the woman her baby for free or threaten its life so she’ll fork over a few gold coins (Neverwinter Nights)? Do I want to end up with a halo or some really gnarly horns (Fable 2)?

I’ve only played about two hours of Dragon Age: Origins, just enough to get through one of the origin stories the game offers, but in that limited amount of time I was presented with the first real moral challenge I have ever faced in a video game. I was a young female elven rogue whose wedding day was ruined by a cruel human noble interposing himself on our modest ceremony. Elves in the world of Dragon Age were, in recent history, an enslaved people. Since we’re still treated as second-class citizens, no one raised much of an outcry when a group of armed men broke up my wedding day and took me and several other women hostage.

With the help of a childhood friend, I broke out, killing the human guards who got in my way. I managed to rescue most of my friends before anything terrible happened to them, but one of the women and my husband-to-be were killed. When I finally reached the so-called noble, he and a group of his men were standing over the sobbing form of one of my closest friends. I gripped my sword in mute fury as the man turned to face me. And that’s when I reached a moment, purely in dialogue, that was more difficult than any series of jumps or room full of well-armed enemies in other games.

The man presented me with a choice: I could fight him, and maybe I would win, but if I killed him his father would probably storm the slum where I lived, killing most of the people I grew up with and burning their homes to the ground. Or I could just walk away, a little richer, and pretend that these atrocities never took place.

I’m not sure I’ve ever taken a longer time to make a dialogue decision. There was no right answer, no clear moral solution. I wanted to do the right thing, but I had no idea what that was.

I told him I would walk away if he let the women go. He refused, saying that he would still be keeping them for the night, all of them but me. That’s when I stabbed him in the gut. It felt good, but I had no idea whether I had done the right thing. I might have doomed us all. Only time would tell.

And that moment, with all of the actual, real-life internal conflict that it elicited from me, was one of the most impressive video game moments of my life. I haven’t played much more of Dragon Age since then, but if that’s all I get out of it I will consider this game an important milestone in video games: a game that finally establishes that morality is not a simple thing, with one good answer and one evil one. Finally, I was asked to make a decision and I had no idea what to do. This shows that games are finally maturing, and that difficulty is no longer just a question of game mechanics. This was challenging to my conscience instead of my reflexes, just like any real, difficult moral choice.


Monday, November 16, 2009

You’re Speaking My Language

by Daniel Bullard-Bates

Gamers, like kids and drunks, say the darndest things. Just last night I sat down to play Mario Kart Wii with a few friends. This was only the second time any of us had ever played this incarnation of the game, but we were having a blast just learning the courses and the new power-ups. As we chatted about the mechanics of the game and shouted obscenities at one another, I took note of some of the stranger sentences that sprung unbidden from our mouths:

“I think that if you’re in the air when you get POW’d, you don’t spin out.”

“The lightning storm works like a hot potato! Ram somebody!”

An outsider would surely think us mad, but such is the nature of video games and their effect on language. One of the great beauties of language is its adaptability. Lacking the needed terms to describe a given situation causes players to create their own. When Shakespeare didn’t have a word that worked for one of his plays, he invented one. I’m not saying that words like “POW’d” have quite the same puissance as Shakespeare’s invented words, but they still serve a linguistic purpose. I know that when I played Neverwinter Nights online, terms like PhK and FoD were bandied about, and no one looked askance. We all spoke the same language; our communal terms helped to define us as a community.

(They’re spells, for the curious. Phantasmal Killer and Finger of Death. Both bad news.)

I’ve never played World of Warcraft, and when two of my in-recovery friends speak of their halcyon days in Azeroth they are completely incomprehensible to me. (Chris grows more understandable with each passing day.) I’ve picked up a few words here and there, maybe enough to get around, find a bathroom and even a bite to eat. From the Penny Arcade comic below, for example, I’m pretty sure aggro is aggression and DoT is damage over time. Many gamers use terms like nub, newb or noob to mean someone who is either new to a game or acting like they are. But Omen? Raidwipe? L2P? MT? I need a translator, someone who has walked these lands before.
Whether it’s yelling at a friend to use their star power or complaining about shotty spam, video games do more than take us to new locations. They teach us new, bizarre languages and rule sets that only make sense in the context of the game. We talk about the gaming community as a whole, and the communities that arise around specific genres and games, and nowhere is this more clearly illustrated than in these communal languages. It’s a testament to the power of video games that this never strikes us as odd: just like our own native languages seem like the norm to us, the languages of the games we play become perfectly natural over time. It’s only when we walk into a room of people playing a strange game that we realize just how bizarre this phenomenon can be.

So what’s the strangest thing a game has ever driven you to say? Have you ever paused to wonder just how such a sentence left your lips? I know I have.