Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Wednesday, June 24, 2009

Immaturity and the Wii

by Daniel Bullard-Bates

The Wii has started an interesting phenomenon: while almost singlehandedly turning video games into a more widely-accepted form of entertainment, it has simultaneously lowered the bar for video game narrative and maturity. The most successful games on the Wii are those with little to no character development, narrative thread or control complexity. There are piles of mini-game collections, cutesy children’s games, and sports titles that sell extraordinarily well to the casual gaming crowd. Hardcore gamers, however, feel left for dead. One of the major complaints voiced by hardcore gamers is that so few games for the Wii are rated M (for mature).

A few developers have listened: No More Heroes, Resident Evil: The Umbrella Chronicles, Madworld and House of the Dead: Overkill have all attempted to win over the hardcore Wii audience. From the sales numbers on these and other M-rated games on the Wii, however, it seems that Mature-rated content is not in high demand on the most family-friendly console on the market. So if hardcore gamers keep demanding these more mature game experiences, why aren’t they selling?

While I can’t address why others aren’t buying these games, it’s easy for me to explain my own reservations. I, too, crave more mature games on the Wii, but I haven’t bought any of the games listed above. Before I’m blamed for keeping the Wii bereft of mature titles, allow me to explain why Mature-rated titles are often just as immature as their E (for everyone) compatriots.

Sure, MadWorld and House of the Dead: Overkill are not games for children. They are brutal, bloody, and filled with explicit language, but they don’t look like games for adults either. While there may, in theory, be some commentary about society’s fascination with violence present in these games, this does not counteract the problem that they are still games built entirely out of that same savagery. What plot is present is undecipherable amongst the missing limbs, splatter effects and profanity. In fact, the games bear passing similarity to mini-game collections: players shake their remotes to rip off heads instead of chopping trees, and aim carefully at an enemy’s groin instead of at a pretty pink balloon.

Maturity in games goes far beyond simply making the content unacceptable for children. Games like BioShock, Half-Life 2 and Fallout 3 resonate with mature gamers because they have more than brutality and gore on display. There are social themes, philosophies, and profound ideas present. There is choice and consequence. To make a truly mature game on the Wii means more than adding buckets of gore and a few hundred f-words, though that will earn it an M rating. It means adding depth. It means adding thought.


Friday, May 29, 2009

Multimedia Mission Creep

by Daniel Bullard-Bates

Over the past few years, video games have made huge strides toward becoming a widespread and socially accepted form of entertainment. What was once the hobby of a few basement-dwelling troll people has expanded its influence to include frat boys, grandmothers and everyone in between. This can be attributed partially towards the steadily evolving popularity of the genre, but the sudden surge has been more a result of a massive shift in focus for the game industry. This shift has been lead largely by Nintendo, and its focus on casual gamers.

In a way, casual titles like Wii Sports are an evolution of the earliest casual games. Like the computerized version of Solitaire, the title takes well known and well understood games that we play with our hands and gives us a well-translated version of the same game on a screen; it draws people in because it’s familiar, fun and simple. Wii Sports bowling, tennis, and so on are all played in a similar way to the real games.

But there’s another strange trend that accompanies the boom in the casual gaming market. There are more and more products being released for what are nominally game consoles that are barely recognizable as games. Also in the world of phenomenally popular Nintendo titles, Wii Fit shines as an example of a product that fails to justify itself as either a game or a non-game. Is it a video game or a workout program? You don’t achieve high scores, like in a video game; you simply lower your “Wii Fit Age,” which measures your overall health. And you don’t really get the exercise that you would from an actual exercise routine since the game only tracks your movements and activities through the balance board, which is an imprecise tool to say the least. Wii Fit lives in a strange in-between world, trying to provide value as both entertainment and tool. To me, it seems a silly, useless product. To the rest of the world, it is already the 5th highest-selling video game in history.

As gaming becomes more popular, these strange, mutated offspring of video games are also gaining ground. One example for the Nintendo DS is Personal Trainer: Cooking, which contains recipes, a shopping list and videos on different cooking techniques. Essentially, for many people, video game consoles are becoming more than just gaming machines. The Xbox 360 recently added the ability to play Netflix movies with an internet connection. The Playstation 3 was originally marketed as the center of a home entertainment center with Blu-Ray, which was considered a risky move before it came out, and either its lack of focus or its high price has caused it to lag behind the competition.

On the other side of the equation, the iPhone is meeting with huge success as a multi-faceted platform: besides making phone calls, connecting to the internet, giving directions and storing music, it’s becoming a viable and popular gaming machine. Some analysts have proposed that we are approaching a one console future, when we will leave the squabbling between Microsoft, Sony and Nintendo behind us. But what Sony is attempting with the Playstation 3 and what Apple is succeeding at with the iPhone hints at a one-piece-of-technology future.

I suppose that what ultimately makes me nervous about this amalgamation of interests is an already apparent lack of focus. Getting to watch Ghostbusters on my Xbox 360 whenever I want to is great, but Microsoft’s wholly-owned game properties have been mostly disappointing. The motion controls on the Wii are fun and exciting, but I still find myself annoyed when they’re thrown into a game just because they can be. The Playstation 3 looks like a great gaming machine, but they spent so much time and money on Blu-Ray and proving its importance that the console is still positioned as a machine that is too expensive and severely lacking in unique content. And who wants to get a telephone call in the middle of playing a video game, only to have to take the call on the same machine?

Some of the results of this cross-saturation are great: I’ve been having a blast making little tunes with the Korg DS-10 Synthesizer, which is essentially just a keyboard and drum machine, presented in stark black and white on the DS. I also appreciate the idea of bringing non-gamers into the fold with products like Wii Sports. Still, I want my deep, compelling, graphically luscious games in the future, not just non-games and casual titles. Do you think I have anything to worry about? Will the next round of game consoles and multi-purpose phones have even more scattershot features, or will they work on refining the ones they have now? I guess I see the advantage either way.

The question ultimately boils down to this: do you want more variety or more depth and care in execution? Is it possible that we can have our cake and eat it too, or is the cake a lie?


Monday, May 18, 2009

Where's My Virtual Lightsaber?

I’m a pretty religious Penny Arcade reader, even going so far as to pepper my everyday dialogue – that is, the things I say to real people, when I’m looking at their faces – with phrases from the comic. (Yes, in real life I drop references to an internet comic focused on the gaming community. Someday I’ll show you the stick with which I fend off the hordes of ladies perpetually surrounding me. I call it “Sting.”) Today’s PA entry ties into what I feel is the most significant development within today’s gaming scene, with Gabe bemoaning – via a, um, novelty T-shirt – the increasing prevalence of physically immersive simulations. His complaint is that simulated experiences, like those presented in Rock Band and Wii exercise titles, require a very real level of coordination (and produce, on occasion, equally real sweat). I remember the predictions from the pre-Wii, pre-Internet halcyon 1980’s and 90’s concerning the future of gaming: we were going to strap on VR suits and gloves, and pick up our virtual swords, and fight some virtual zombies. Their matted hair would be tangibly repugnant; the smell of the grave would fill our nostrils. (Alternatively, we were going to strap on VR stirrups and riding crops and ride some virtual magical ponies. The rest – matted hair, smell of the grave – still stands.) I look back now on all the movies promising these developments – Hackers comes to mind, as do The Matrix and The Island – and can only mourn our failure to realize so noble a goal. I’m on the opposite side of the debate from Gabe; I yearn for more immersive experiences. I maintain that I’d be a much more efficient zombie killer, fighter pilot or Space Marine than video games today imply, if only I could utilize the respective tools of these trades as they were intended to be used – with both hands, and my feet if necessary. Something in my brain bone rebels when I press a button or push a joystick to swing a sword. It’s as though my deep, reptilian subconscious is shouting at me, “No! No! We built you arms for this very purpose! Entire arms for holding swords!” When I’m playing a game, I want to feel a sword in my hand, and move it in a way that threatens to dislocate my entire shoulder. I want to strain to stay upright while wearing full plate armor. I want, in short, to look left by moving my neck. As it stands now, using a cursed twin stick control scheme, I put a lot of stock in how well a game maps its skies. This is because I spend a good portion of my time looking directly up, or down, or off into the middle distance, unable to focus my gaze upon a given point. If a button could be utilized to slacken my character’s jaw and trigger a drool response, I imagine that I would inadvertently press it. I’ve really enjoyed games like Rock Band that challenge our assumptions on the nature of a “controller.” I may not be able to sync up the Left Bumper with my need to reload a shotgun, but I’ll be damned if I can’t understand the basic mechanics of a guitar and how one is played; my head can wrap comfortably around this process, as I’m doing with my hands exactly what I want my character to replicate with his own. So, gamers, thoughts? What’s your preference: an immersive simulation, or a contained exercise in hand-eye coordination? I know that I’ll be the first in line to buy a holodeck, so what’s the argument against physically demanding games?