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    <title>The Brainy Gamer</title>
    
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    <id>tag:typepad.com,2003:weblog-1383066</id>
    <updated>2008-09-04T14:30:18-04:00</updated>
    <subtitle>Thoughtful conversation about video games</subtitle>
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    <link rel="self" href="http://feeds.feedburner.com/brainygamer" type="application/atom+xml" /><feedburner:emailServiceId>1099113</feedburner:emailServiceId><feedburner:feedburnerHostname>http://www.feedburner.com</feedburner:feedburnerHostname><feedburner:feedFlare href="http://add.my.yahoo.com/rss?url=http%3A%2F%2Ffeeds.feedburner.com%2Fbrainygamer" src="http://us.i1.yimg.com/us.yimg.com/i/us/my/addtomyyahoo4.gif">Subscribe with My Yahoo!</feedburner:feedFlare><feedburner:feedFlare href="http://www.newsgator.com/ngs/subscriber/subext.aspx?url=http%3A%2F%2Ffeeds.feedburner.com%2Fbrainygamer" src="http://www.newsgator.com/images/ngsub1.gif">Subscribe with NewsGator</feedburner:feedFlare><feedburner:feedFlare href="http://feeds.my.aol.com/add.jsp?url=http%3A%2F%2Ffeeds.feedburner.com%2Fbrainygamer" src="http://o.aolcdn.com/favorites.my.aol.com/webmaster/ffclient/webroot/locale/en-US/images/myAOLButtonSmall.gif">Subscribe with My AOL</feedburner:feedFlare><feedburner:feedFlare href="http://www.rojo.com/add-subscription?resource=http%3A%2F%2Ffeeds.feedburner.com%2Fbrainygamer" src="http://blog.rojo.com/RojoWideRed.gif">Subscribe with Rojo</feedburner:feedFlare><feedburner:feedFlare href="http://www.bloglines.com/sub/http://feeds.feedburner.com/brainygamer" src="http://www.bloglines.com/images/sub_modern11.gif">Subscribe with Bloglines</feedburner:feedFlare><feedburner:feedFlare href="http://www.netvibes.com/subscribe.php?url=http%3A%2F%2Ffeeds.feedburner.com%2Fbrainygamer" src="http://www.netvibes.com/img/add2netvibes.gif">Subscribe with Netvibes</feedburner:feedFlare><feedburner:feedFlare href="http://fusion.google.com/add?feedurl=http%3A%2F%2Ffeeds.feedburner.com%2Fbrainygamer" src="http://buttons.googlesyndication.com/fusion/add.gif">Subscribe with Google</feedburner:feedFlare><feedburner:feedFlare href="http://www.pageflakes.com/subscribe.aspx?url=http%3A%2F%2Ffeeds.feedburner.com%2Fbrainygamer" src="http://www.pageflakes.com/ImageFile.ashx?instanceId=Static_4&amp;fileName=ATP_blu_91x17.gif">Subscribe with Pageflakes</feedburner:feedFlare><entry>
        <title>In praise of the smart commenter</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/383466750/in-praise-of-th.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/09/in-praise-of-th.html" thr:count="26" thr:updated="2008-09-05T14:21:05-04:00" />
        <id>tag:typepad.com,2003:post-55122696</id>
        <published>2008-09-04T14:30:18-04:00</published>
        <updated>2008-09-04T17:08:20-04:00</updated>
        <summary>First of all, I'm not sure if "commenter" is actually a word. I use it fairly often around here, assuming it's legit, but it seems certain dictionaries disagree with me. "Commentator" appears to be the accepted term, but its usage in this context doesn't quite work for me. So I'm sticking with "commenter," Merriam-Webster or no. This post is in praise of the smart commenter. I started this blog as a place where "thoughtful conversation about video games" could occur in a collegial and constructive atmosphere. I can hold up my end of that bargain (with varying degrees of success),...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games and culture" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/09/04/cagetalosian2.jpg"><img width="200" height="214" border="0" alt="Cagetalosian2" title="Cagetalosian2" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/09/04/cagetalosian2.jpg" style="margin: 0px 5px 5px 0px; float: left;" /></a>
First of all, I'm not sure if "commenter" is actually a word. I use it fairly often around here, assuming it's legit, but it seems <a href="http://www.merriam-webster.com/dictionary/commenter">certain dictionaries disagree</a> with me. "Commentator" appears to be the accepted term, but its usage in this context doesn't quite work for me. So I'm sticking with "commenter," Merriam-Webster or no.</p>

<p>This post is in praise of the smart commenter. I started this blog as a place where "thoughtful conversation about video games" could occur in a collegial and constructive atmosphere. I can hold up my end of that bargain (with varying degrees of success), but without readers willing to engage with a topic and respond to me and other readers, it really isn't a conversation at all. I enjoy writing about games, but the real fun for me - and the real learning - comes from sharing ideas and reflecting on experiences with the fascinating gathering of gamers I find here and elsewhere in ye olde blogosphere.</p>

<p>Here's a little secret about blogs that most people don't know. They produce scholarship. Not all of them, certainly, and not even most of them. But some video game blogs, absent a formal academic discipline, have built a community of experts that function in ways that embody the kind of discourse we normally call scholarly. That is, they work with a body of knowledge, principles, and practices to make
claims about the subject they believe to be valid and verifiable, and they share these claims with their peers publicly, inviting comment and review.</p>

<p>And, like the very best scholars, they love what they do and have a blast doing it.</p>

<p>This process happens here and elsewhere every day. I've linked to and interviewed many of these devoted writers, and collectively I believe we are targeting and tapping a community of gamers whose collective knowledge and level of expertise exceed the somewhat derisively termed "enthusiast." </p>

<p>Dig through the comments left here and elsewhere, and you will find far more than fanboy rants or console-war bickering. Many of these commenters are "legitimate" scholars from traditional fields who happen to love games. Others are simply serious gamers who have steeped themselves in the history of the medium and feel personally invested in its future. All of them make my computer go "ding."</p>

<p>That little "ding" is Google Notifier alerting me that someone has left a comment on my blog. I must tell you in all earnestness, that "ding" is one of the sweetest sounds I hear each day. :-) </p>

<p>So I guess this little missive is really a love letter to all the people who have taken the time to comment on any of my posts over the last 13 months. 3215 comments and counting. I'm grateful for every one. I believe we - my fellow game bloggers, you readers and commenters, and me - are doing important and useful work. Let's keep doing it.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/383466750" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/09/in-praise-of-th.html</feedburner:origLink></entry>
    <entry>
        <title>The diminished journey</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/382275042/the-heros-journ.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/09/the-heros-journ.html" thr:count="42" thr:updated="2008-09-05T17:04:46-04:00" />
        <id>tag:typepad.com,2003:post-55035058</id>
        <published>2008-09-03T08:19:13-04:00</published>
        <updated>2008-09-03T11:14:01-04:00</updated>
        <summary>A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. --Joseph Campbell The profound influence of the Monomyth, the Hero's Journey, on narrative video games is easily demonstrated. When my students first encounter Joseph Campbell's The Hero with a Thousand Faces, they make the leap to video games with barely a nudge from me, listing all the games they've played that conform to Campbell's familiar...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/">
&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;&lt;blockquote&gt;&lt;p&gt;&lt;em&gt;A hero ventures forth from the world of common day into a region of
supernatural wonder: fabulous forces are there encountered and a
decisive victory is won: the hero comes back from this mysterious
adventure with the power to bestow boons on his fellow man.&lt;/em&gt; --Joseph Campbell&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/09/03/the_legend_of_zelda_twilight_prince.jpg"&gt;&lt;img height="162" border="0" width="220" alt="The_legend_of_zelda_twilight_prince" title="The_legend_of_zelda_twilight_prince" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/09/03/the_legend_of_zelda_twilight_prince.jpg" style="margin: 0px 0px 5px 5px; float: right;" /&gt;&lt;/a&gt;
The profound influence of the Monomyth, the Hero's Journey, on narrative video games is easily demonstrated. When my students first encounter Joseph Campbell's &lt;em&gt;The Hero with a Thousand Faces&lt;/em&gt;, they make the leap to video games with barely a nudge from me, listing all the games they've played that conform to Campbell's familiar paradigm: the call to adventure; the road of trials; achieving the goal (resulting in self-knowledge); returning home; and bestowing the boons, the gifts, of his journey on his fellow men (and women, presumably, though Campbell notoriously ignores them in most of his work).&lt;/p&gt;

&lt;p&gt;While Campbell's star may have fallen among modern mythology scholars, I continue to find his work compelling because it never fails to capture the imagination of students encountering it for the first time. Helping students work their way through the stages of the Monomyth and witnessing the lightning bolt discoveries and inevitable connections to familiar fairy tales, games, films, and books they know can be an exhilarating experience. They suddenly discover a broader context they never knew existed, and this encounter often compels them to consider cultural or religious differences more openly and non-judgmentally.&lt;/p&gt;

&lt;p&gt;But if you take the time to explore the hero's journey as it relates to video games, you soon realize something is missing. Although there may be much room for improvement, narrative video games do a terrific job of depicting the call to adventure, the journey, the victory, and the return. Link, Master Chief, and Snake have each in their own ways followed the mythic path. But where are the boons?&lt;/p&gt;

&lt;p&gt;It might be said that securing peace or avoiding nuclear annihilation or piecing the Triforce back together are boons all by themselves. They make people feel happy and safe. Princesses are saved and kingdoms restored. Ultimately, these are the rewards of a hero's victory, right? Well, actually no. Not according to Campbell at least.&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/09/03/searchers2.jpg"&gt;&lt;img height="123" border="0" width="220" alt="Searchers2" title="Searchers2" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/09/03/searchers2.jpg" style="margin: 0px 5px 5px 0px; float: left;" /&gt;&lt;/a&gt;
Campbell believes the most difficult part of the journey is the re-entry back into society. The now-enlightened hero must bring his knowledge of the world and the bitter truth of existence back to the people he has saved. And they aren't always so happy to see him. In fact, much of the resonance we derive from the hero's journey emerges from this difficult and complex exchange. As we see with characters like Ethan Edwards in John Ford's epic western &lt;em&gt;The Searchers,&lt;/em&gt; sometimes the victorious hero returns to society, only to be rejected by it. The very things that made him fit to do the job now make him unfit to live among the people for whom he sacrificed everything. They want no part of the boons he brings them.&lt;/p&gt;



&lt;p&gt;Can game mechanics interactively convey this part of the journey? After the victory is won, what sort of engaging play experience can be designed around the hero's return to bestow the gifts of her journey? If we agree this final leg of the quest is no less essential or defining than the call to adventure or the hero's trials, are video games destined to provide a somewhat &amp;quot;dumbed down&amp;quot; version of this journey?&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/09/03/batman_the_dark_knight_image_2.jpg"&gt;&lt;img border="0" alt="Batman_the_dark_knight_image_2" title="Batman_the_dark_knight_image_2" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/09/03/batman_the_dark_knight_image_2.jpg" style="margin: 0px 0px 5px 5px; float: right; width: 126px; height: 189px;" /&gt;&lt;/a&gt;
To be sure, Hollywood has generally settled for the &amp;quot;hero victory, roll credits&amp;quot; formula, but not always. &lt;em&gt;The Dark Knight&lt;/em&gt; can be seen as a meditation on the hero's efforts to integrate himself into a society that both embraces and rejects him. The boons he brings are scrutinized by the film in a variety of meaningful ways, and I think the film can be seen as an exploration of what Campbell calls the &amp;quot;master of two worlds&amp;quot;; a hero who paradoxically can be seen as belonging to two worlds, and to neither. &lt;/p&gt;

&lt;p&gt;Is it possible to imagine a video game that could explore such rugged territory? I hope so, but I don't know. We seem always to find ourselves staring at the same question: would it be fun? One might argue $500+ million domestic box office for &lt;em&gt;The Dark Knight&lt;/em&gt; suggests audiences are prepared for this kind of&amp;nbsp; journey, but I think such an argument takes us back to &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/06/apples-and-oran.html"&gt;apples and oranges&lt;/a&gt;. &lt;/p&gt;

&lt;p&gt;The real question, to me, is whether or not it's possible to design a compelling game that can convey, or provide an environment to explore, these complex situations, many of which are negative and unrewarding. And even if it can be done, would anyone want to play it? If the answer is no, are we then left with a truncated and diminished version of the hero's journey?&lt;/p&gt;&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/brainygamer/~4/382275042" height="1" width="1"/&gt;</content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/09/the-heros-journ.html</feedburner:origLink></entry>
    <entry>
        <title>Deus Ex - away we go!</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/381063338/deus-ex---away.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/09/deus-ex---away.html" thr:count="6" thr:updated="2008-09-04T13:07:56-04:00" />
        <id>tag:typepad.com,2003:post-54999670</id>
        <published>2008-09-02T01:09:39-04:00</published>
        <updated>2008-09-02T01:09:49-04:00</updated>
        <summary>The Vintage Game Club begins its collective play-through of Deus Ex today. All are welcome to join us as we dive into Warren Spector and Harvey Smith's futuristic blend of RPG, FPS, and action adventure game genres (with a few other influences mixed in). We'll be taking our time with this game, so feel free to jump in and join the conversation at any point. I'll post my thoughts on the game both here and on the VGC forums, and I'm eager to read yours as well. I hope you can join us. Click here for more information about the...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Vintage Game Club" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/09/01/jcdenton.jpg"><img height="272" border="0" width="220" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/09/01/jcdenton.jpg" title="Jcdenton" alt="Jcdenton" style="margin: 0px 0px 5px 5px; float: right;" /></a>
<a href="http://www.websitetoolbox.com/mb/brainygamer">The Vintage Game Club</a> begins its collective play-through of <em>Deus Ex</em> today. All are welcome to join us as we dive into Warren Spector and Harvey Smith's futuristic blend of RPG, FPS, and action adventure game genres (with a few other influences mixed in). </p>

<p>We'll be taking our time with this game, so feel free to jump in and join the conversation at any point. I'll post my thoughts on the game both here and on the VGC forums, and I'm eager to read yours as well. I hope you can join us. </p>

<p><a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/vintage-game--1.html">Click here for more information</a> about the club and our plans for <em>Deus Ex</em>.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/381063338" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/09/deus-ex---away.html</feedburner:origLink></entry>
    <entry>
        <title>Goodbye plastic</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/379766559/threshold-cross.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/threshold-cross.html" thr:count="22" thr:updated="2008-09-03T21:36:30-04:00" />
        <id>tag:typepad.com,2003:post-54937700</id>
        <published>2008-08-31T12:52:37-04:00</published>
        <updated>2008-08-31T14:35:11-04:00</updated>
        <summary>I've been thinking about my gaming habits since finishing Metal Gear Solid 4 last month. Without realizing or fully appreciating it, I've been living in the promised land. Everyone said this day was coming - we've seen it on the horizon for 20 years - but as is often the case with thresholds and paradigms, we don't notice them until they're in our rear-view mirrors. It hit me when I noticed a small pile of orange Gamefly envelopes on the table next to my consoles. They've been siting there, untouched, for a month. As my wife will corroborate, that's very...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/31/the_graduate2.jpg" /><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/31/the_graduate2_2.jpg"><img border="0" src="http://www.brainygamer.com/photos/uncategorized/2008/08/31/the_graduate2_2.jpg" title="The_graduate2_2" alt="The_graduate2_2" class="image-full" style="width: 353px; height: 198px;" /></a>


<br /> </p>

<p>

I've been thinking about my gaming habits since finishing <em>Metal Gear Solid 4</em> last month. Without realizing or fully appreciating it, I've been living in the promised land. Everyone said this day was coming - we've seen it on the horizon for 20 years - but as is often the case with thresholds and paradigms, we don't notice them until they're in our rear-view mirrors.</p>

<p>It hit me when I noticed a small pile of orange Gamefly envelopes on the table next to my consoles. They've been siting there, untouched, for a month. As my wife will corroborate, that's very unusual because I keep our mail carrier very busy shuttling games to and from our spacious villa overlooking the ocean that exists only in my fevered mind. </p>

<p>The final wake-up call came last night as we were playing <em>PixelJunk Monsters </em>co-op, and she asked me if I planned to keep this one. "Keep it?" I asked. "Or send it back to Gamefly," she replied. "We already own it. I bought it online." "Oh. Nice," she said with a smile. [Note: When your spouse smiles at the news of a game purchase, you have officially unlocked the "Soulmate for Life" achievement.]</p>






<p>In all my time as a gamer, I've never had a playlist that looked like this: <em>Geometry Wars 2</em>; <em>Braid</em>; <em>PixelJunk Eden</em>; <em>Castle Crashers</em>; <em>Quest for Glory 2</em> (remake); <em>The Last Guy</em>; <em>Ratchet and Clank Future: Quest for Booty</em>; <em>Madden '09</em>. All released in the last month <em>(Eden</em> a bit earlier). One game with shrink-wrap, seven without. All are good, solid games. A couple might even be called great games.</p>

<p>The long-awaited day of top-drawer, well-designed, original
downloadable games has finally arrived. Sure, it didn't just emerge out
of thin air, and we all know XBLA, PopCap, and the indie game scene
(among many other outlets) have been delivering all sorts of good stuff
for quite some time. But the general marketplace always lags behind the
enthusiasts, and very often it's a convergence of events that brings the
mainstream up to speed. Lots of us were ripping music, tweaking MP3
bitrates, and downloading files long before the arrival of the iPod and
widely available broadband internet.</p>

<p>When a non-gaming media outlet like National Public Radio runs a <a href="http://www.npr.org/templates/story/story.php?storyId=94025221">feature piece on <em>Braid</em></a>, something's up. When intra-office competitive juices flow madly over <em>Geometry Wars 2</em> leaderboards, converting Silver members to Gold in droves, a threshold has been crossed. When millions of iPhone users experience the world of downloadable games for the first time and discover they like it, a door has opened. When readers write to tell me they have purchased PS3 systems purely so they can play<em> Everyday Shooter</em>, <em>Super Stardust HD,</em> <em>flOw</em>, and the <em>PixelJunk</em> games, it seems to me we've arrived somewhere we've never been.</p>

<p>Lots more plastic discs in plastic boxes wrapped in plastic are on their way, and I'm sure we'll be happy to see them, especially with titles like <em>Fallout 3</em> and <em>Little Big Planet</em> emblazoned on them. But I wonder if someday we'll look back and see this as the moment when the big transition began.</p>







<xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/379766559" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/threshold-cross.html</feedburner:origLink></entry>
    <entry>
        <title>Meta4orce - chat with the designer</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/378232199/meta4orce---cha.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/meta4orce---cha.html" thr:count="16" thr:updated="2008-08-31T14:55:39-04:00" />
        <id>tag:typepad.com,2003:post-54881434</id>
        <published>2008-08-29T12:58:33-04:00</published>
        <updated>2008-08-31T10:44:46-04:00</updated>
        <summary>I've been enjoying an email exchange with the developer of an interactive animated sci-fi detective series called Meta4orce. Written by acclaimed comic book writer Peter Milligan, Meta4orce molds together a four-part episodic animated series with eight integrated online games to tell the story of a team of genetically-altered detectives tasked with solving highly sensitive criminal cases. The game was commissioned by the BBC as an experiment in online interactive entertainment (the animated sequences were broadcast on BBC2), and it's available to play for free anywhere in the world. If you're familiar with the BBC's license fee system, you know that...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/29/promo_meta4orce.gif" /><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/29/meta4orce.jpg"><img border="0" src="http://www.brainygamer.com/photos/uncategorized/2008/08/29/meta4orce.jpg" title="Meta4orce" alt="Meta4orce" class="image-full" /></a>


 <br />


</p>

<p>I've been enjoying an email exchange with the developer of an interactive animated sci-fi detective series called <em><a href="http://www.bbc.co.uk/switch/meta4orce/">Meta4orce</a></em>. Written by acclaimed comic book writer Peter Milligan, <em>Meta4orce</em> molds together a four-part episodic animated series with eight integrated online games to tell the story of a team of genetically-altered detectives tasked with solving highly sensitive criminal cases.</p>

<p>The game was commissioned by the BBC as an experiment in online interactive entertainment (the animated sequences were broadcast on BBC2), and it's available to play for free anywhere in the world. If you're familiar with the BBC's license fee system, you know that much of its televised content is restricted to UK residents only, so the worldwide availability of <em>Meta4orce</em> is a pleasant and welcome surprise.</p>



<p>In my conversation with one of the game's designers, Iain Lobb, he's written about the
challenges of creating a console-like experience in a browser (<em>Meta4orce</em> is a Flash-based game) as well as the game
design/theory implications of the project. He's trying to integrate short games within a linear narrative animation; which, when you think about it, means the game elements function as cutscenes to the narrative, rather than the other way around. The experiment here is to provide a different kind of interactive experience for gamers.</p>

<p>And that's where you come in. :-)</p>

<p>Iain was kind enough to solicit my feedback on the project, and I asked him if he would be willing to let me extend that invitation to my readers. He eagerly agreed, and so here we are. If you're interested, head over to the <a href="http://www.bbc.co.uk/switch/meta4orce/">BBC's site for the game</a> and give it a look. Then return here and post your comments and questions for Iain. He will pop in every so often to respond, and I hope we'll be able to generate a useful discussion. </p>

<p><em>Meta4orce</em> is intended as a casual narrative game that blends media in an interactive online environment. I encourage you to meet the game where it is and consider the possibilities and/or limitations of such an experiment. As Iain asked me in his original message, "Are projects like this the future,
or is it just a one-off experiment that will never lead to anything
else? (like Dragon's Lair or those multi-disk CD-Rom movie/games of the
90s)."</p>

<p>I'm grateful to Iain for his willingness to engage with the community in this way, and I invite you to join in what I hope will be a constructive conversation. See you in the year 2034.</p>

<p><span style="font-size: 0.8em;">[Note: the <em>Meta4orce</em> site works best for users with broadband connections.]</span></p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/378232199" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/meta4orce---cha.html</feedburner:origLink></entry>
    <entry>
        <title>Love's labours won</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/377321916/loves-labours-w.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/loves-labours-w.html" thr:count="15" thr:updated="2008-09-04T18:40:44-04:00" />
        <id>tag:typepad.com,2003:post-54811362</id>
        <published>2008-08-28T13:27:27-04:00</published>
        <updated>2008-08-28T14:08:15-04:00</updated>
        <summary>Despite the reappearance of classic games on XBLA, Virtual Console, GameTap and elsewhere, relatively few modern gamers have been clamoring for remakes or graphical overhauls of point-and-click adventure games (at least ones not called "Sam and Max"). Sure, fans of the old LucasArts and Sierra classics get very excited about rumored re-releases of games like Day of the Tentacle or Space Quest, but in the grand scheme of things, nobody seems terribly interested in bringing back point-and-click adventure games as a money-making proposition. Such games are beloved by many (including me), but the genre we once knew - full of...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/">
&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;&lt;p&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/08/28/qfg2_poster.png"&gt;&lt;img height="277" width="200" border="0" alt="Qfg2_poster" title="Qfg2_poster" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/28/qfg2_poster.png" style="margin: 0px 5px 5px 0px; float: left;" /&gt;&lt;/a&gt;
Despite the reappearance of classic games on XBLA, Virtual Console, GameTap and elsewhere, relatively few modern gamers have been clamoring for remakes or graphical overhauls of point-and-click adventure games (at least ones not called &amp;quot;&lt;em&gt;Sam and Max&lt;/em&gt;&amp;quot;). &lt;/p&gt;

&lt;p&gt;Sure, fans of the old LucasArts and Sierra classics get very excited about rumored re-releases of games like &lt;em&gt;Day of the Tentacle&lt;/em&gt; or &lt;em&gt;Space Quest&lt;/em&gt;, but in the grand scheme of things, nobody seems terribly interested in bringing back point-and-click adventure games as a money-making proposition. Such games are beloved by many (including me), but the genre we once knew - full of so many smart, clever, funny games -&amp;nbsp; is gone forever.&lt;/p&gt;

&lt;p&gt;All of which makes me rejoice at the appearance of &lt;a href="http://www.agdinteractive.com/homepage/homepage.html"&gt;&lt;em&gt;Quest for Glory II&lt;/em&gt;&lt;/a&gt;. This labor of love from &lt;a href="http://www.agdinteractive.com/"&gt;AGD Interactive&lt;/a&gt; ('AGD' stands for Anonymous Game Designers) could only have happened through the efforts of people who truly care about this terrific game and believe it deserves to be preserved for future generations and spiffed up with a shiny new coat of paint. How else to explain nearly eight years of work and devotion lavished on a game most people have never heard of? How else to understand the careful attention to detail and graphical subtlety in a nearly 20-year-old game &lt;em&gt;&lt;strong&gt;released &lt;/strong&gt;&lt;strong&gt;for free &lt;/strong&gt;&lt;/em&gt;this week?&lt;/p&gt;

&lt;p&gt;Archivists and restorationists get very little love or attention. They generally work behind the scenes, piecing together fragments of things, making sense of someone else's ideas, trying always to preserve and convey the original spirit of an artifact they feel driven to both protect and share. Such people are lovers in the truest sense. They devote themselves to the objects of their affections with no expectation of personal reward or even acknowledgment. The artifact is everything, and the objective is to ensure it lives on in all its original splendor. Quest for Glory indeed. :-)&lt;/p&gt;

&lt;p&gt;The game industry has done a woefully poor job of preserving its history. Just as in the early days of the silent cinema, many early games have been lost, some permanently, essentially because nobody thought they were worth saving. And the old games that do exist are often inaccessible to us for all sorts of reasons (hardware incompatibility, missing documentation, outdated media, etc.)&lt;/p&gt;

&lt;p&gt;And so it falls to the fans, the lovers, the enthusiasts to step in and play the roles of historians, archivists, and preservationists - just as they have done for the cinema. You might be surprised to learn how many films from the first 50 years of the cinema exist today only because of the devotion of personal collectors, former studio employees, and others who believed these now-precious gems were worth saving.&lt;/p&gt;

&lt;p&gt;We gamers owe AGD a giant thank-you. They began with a set of original QFG2 screens &amp;quot;connected to each other without alleyways, dialogs, or a lot of interaction&amp;quot; and added new animations, a complete graphical overhaul, and the fixing of thousands of bugs. The Sierra adventuring and role-playing elements remain intact, and the plot, characters, and locations are unchanged from the original. It's a wonderful update that clearly emerged from a desire to bring new life to a classic while preserving all the charm and magic of Lori Ann and Corey Cole's original game.&lt;/p&gt;

&lt;p&gt;You can &lt;a href="http://www.agdinteractive.com/downloads/thegame/downloads.html"&gt;download the game here&lt;/a&gt;. I just checked again and, yeah, it's still free. Get on your flying carpet and pick it up now before they change their minds. &lt;/p&gt;

&lt;p&gt;&lt;object height="344" width="425"&gt;&lt;embed height="240" width="300" src="http://www.youtube.com/v/R6m_cyx6Qy8&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/brainygamer/~4/377321916" height="1" width="1"/&gt;</content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/loves-labours-w.html</feedburner:origLink></entry>
    <entry>
        <title>Vintage Game Club - Deus Ex</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/375351267/vintage-game--1.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/vintage-game--1.html" thr:count="19" thr:updated="2008-08-31T00:02:38-04:00" />
        <id>tag:typepad.com,2003:post-54704350</id>
        <published>2008-08-26T12:30:00-04:00</published>
        <updated>2008-08-26T12:54:57-04:00</updated>
        <summary>The members have spoken and voted, and the next game up for the Vintage Game Club is Deus Ex! Warren Spector and Harvey Smith's interactive thriller is one of the greatest PC games of all time, weaving RPG elements into a first-person mystery-action-adventure shooter. The music is pretty cool too. We all have busy lives, so the club requires nothing but your interest to join. If you decide to start a game with us, but can't continue it - or if you post a comment but can't return to follow up, no big deal. The club is just a framework...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Vintage Game Club" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/26/deus_ex_poster_by_egoyette.png"><img width="220" height="341" border="0" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/26/deus_ex_poster_by_egoyette.png" title="Deus_ex_poster_by_egoyette" alt="Deus_ex_poster_by_egoyette" style="margin: 0px 0px 5px 5px; float: right;" /></a>
The members have spoken and voted, and the next game up for the <a href="http://www.websitetoolbox.com/mb/brainygamer">Vintage Game Club</a> is <a href="http://en.wikipedia.org/wiki/Deus_Ex"><em>Deus Ex</em></a>!</p>

<p>Warren Spector and Harvey Smith's interactive thriller is one of the greatest PC games of all time, weaving RPG elements into a first-person mystery-action-adventure shooter. The music is pretty cool too. </p>

<p>We all have busy lives, so the club requires nothing but your interest
to join. If you decide to start a game with us, but can't continue it -
or if you post a comment but can't return to follow up, no big deal.
The club is just a framework for bringing us together. Join in, drop
out, come back...whatever. We're just here to have fun and broaden our
knowledge and awareness of important games.</p>

<p>A few details:

</p>

<ul><li><em><strong>How to join the Vintage Game Club?</strong></em> - Hop over to <a href="http://www.websitetoolbox.com/mb/brainygamer">our discussion forum</a>, sign up, and you're in.</li></ul>

<ul><li><em><strong>When do we start?</strong></em> - September 2. 1 week from today. That should give everyone a chance to get their hands on the game. PC users can purchase it from <a href="http://www.steampowered.com/v/index.php?area=app&amp;AppId=6910">Steam</a>, and it's also available for free at the moment on <a href="http://www.gametap.com/play/gameDetails/000458350">GameTap</a>. PC users sick of staring at their screens all day may wish to consider the PS2 edition, pros and cons of which are <a href="http://archive.gamespy.com/reviews/april02/deusexps2/">discussed here</a>.</li></ul>

<ul><li><em><strong>How will it work?</strong></em> - We'll try to play together at roughly the same pace and post our
thoughts as we go along. Post daily, weekly, every once in awhile -
whatever works for you. I will try to organize the comments so they
flow in a way that reflects the unfolding of the game. I hope these
comments will look more like a conversation and less like a series of
disconnected posts.</li></ul>

<p>If you've never played <em>Deus Ex,</em> now's the time to give it a whirl. If you've already <a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/what-do-we-say.html">finished/cracked/beaten/completed</a> it, feel free to jump in and lend a bit of your expertise to the discussion. All are welcome.</p>

<p>And, yes, the movie poster is, mercifully, fake. :-)</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/375351267" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/vintage-game--1.html</feedburner:origLink></entry>
    <entry>
        <title>What do we say when we're done?</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/374407262/what-do-we-say.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/what-do-we-say.html" thr:count="57" thr:updated="2008-09-05T18:06:49-04:00" />
        <id>tag:typepad.com,2003:post-54656328</id>
        <published>2008-08-25T12:42:04-04:00</published>
        <updated>2008-08-25T12:46:24-04:00</updated>
        <summary>I was chatting with a dozen or so incoming college freshmen a couple of days ago, and we were discussing games they had recently played. One of them casually mentioned that he had beaten GTA IV. I found that expression interesting, so I asked him, how do you "beat" GTA IV? He replied that he had completed all 114 available missions, so in his view he overcame all the challenges the game presented to him and had, therefore, beaten it. Aside from being surprised to learn GTA IV has 114 missions (and realizing how little I've actually accomplished in the...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/25/behind_the_beat.jpg"><img width="220" height="220" border="0" alt="Behind_the_beat" title="Behind_the_beat" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/25/behind_the_beat.jpg" style="margin: 0px 0px 5px 5px; float: right;" /></a>
I was chatting with a dozen or so incoming college freshmen a couple of days ago, and we were discussing games they had recently played. One of them casually mentioned that he had beaten GTA IV. I found that expression interesting, so I asked him, how do you "beat" GTA IV? He replied that he had completed all 114 available missions, so in his view he overcame all the challenges the game presented to him and had, therefore, beaten it.</p>

<p>Aside from being surprised to learn GTA IV has 114 missions (and realizing how little I've actually accomplished in the game), I found myself zeroing in that word "beat." So I asked the others how they tended to characterize the act of completing or otherwise reaching the end of a video game. With only a couple of exceptions, all agreed that "beating" a game is a suitable description for that accomplishment. </p>

<p>Games that don't have clear endings, such as <em>Geometry Wars</em> or <em>World of Warcraft</em>, it was generally agreed, can also be beaten. In <em>Geometry Wars 2</em> one must rack up all 12 Achievements and 200 gamer points. In <em>WOW,</em> one must level up to 70 and complete all the expansion quests. It was agreed that one never really "finishes" <em>WOW,</em> but it's still basically possible to "beat" the game...until Blizzard releases the <em>Lich King</em> expansion, which will require players to beat it again.</p>

<p>I'm one of those people who think words matter - a lot, actually - so I found this conversation incredibly interesting and revealing. Let me say that I apply no judgment here at all. Gamers are free to engage with games and derive whatever meaning they want from those experiences. I'm not interested in convincing anybody to think one way or another. But I'm struck by the degree to which my own sense of things differs from these students.</p>

<p>I've always tended to say that I "finish" games. Occasionally I say I "complete" them, which is a subtly different characterization. So I finished <em>Metal Gear Solid 4</em>, and I completed <em>Super Mario Galaxy</em>. I've tried hard, but I can't think of a single game I've played and beaten, even though plenty of my friends regularly use that word. I've beaten plenty of bosses; just not games. And I'm not sure why I don't beat games; it's certainly not a moral or ethical thing. Hey, if you want to beat <em>Kirby's Dream Land</em>, I say go deliver a can of whoopass to that nasty King Dedede. Whatever floats your boat.</p>

<p>Obviously, different genres and modes of play determine how we interact with games, but I'm curious about the dynamic relationships players develop with games and the words they use to describe those experiences. Do I finish or complete games because I'm older than these 18-year-olds? Is it simply a generational thing? Or is more complex than that? Maybe in this case words really don't matter very much. I don't know, but I'm very curious to hear other opinions on the subject. Maybe you can let me know...after you beat that game you're playing.</p>



<xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/374407262" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/what-do-we-say.html</feedburner:origLink></entry>
    <entry>
        <title>Why would you want to do that?</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/373112188/why-would-you-w.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/why-would-you-w.html" thr:count="28" thr:updated="2008-09-05T18:10:55-04:00" />
        <id>tag:typepad.com,2003:post-54601974</id>
        <published>2008-08-23T21:53:20-04:00</published>
        <updated>2008-08-23T22:30:40-04:00</updated>
        <summary>Without meaning to, I've found myself bumping into the question of difficulty in games recently. I can't explain why, but I've been thinking and writing about it a lot lately, and in the process I've become painfully aware of my own hypocrisy on the subject. On one hand, I want my non-gamer friends to play Braid; but they can't, and that troubles me. On the other hand, I would love for my non-gamer friends to play Etrian Odyssey; but they can't (or won't) and I couldn't care less. Etrian Odyssey is a hard game, folks. Deal with it. At least...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/23/1803_etrian.jpg"><img border="0" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/23/1803_etrian.jpg" title="1803_etrian" alt="1803_etrian" style="margin: 0px 5px 5px 0px; float: left; width: 147px; height: 278px;" /></a>
 Without meaning to, I've found myself bumping into the question of difficulty in games recently. I can't explain why, but I've been thinking and writing about it a lot lately, and in the process I've become painfully aware of my own hypocrisy on the subject. On one hand, I want my non-gamer friends to play <em>Braid</em>; but they can't, and that troubles me. On the other hand, I would love for my non-gamer friends to play <em>Etrian Odyssey</em>; but they can't (or won't) and I couldn't care less. <em>Etrian Odyssey</em> is a hard game, folks. Deal with it. </p>

<p>At least I'm aware of my hypocrisy. That should count for something, right?</p>

<p>A small part of me quietly thinks <em>Etrian Odyssey</em> is the ultimate (and portable!) lithmus test to determine authentic, old-school, hardcore gamer cred. If you dig this game - I mean derive <strong>real satisfaction</strong> from playing it - you, my friend, have attained Gamer Enlightenment and reside in the 9th Sphere of dungeon-crawler Heaven.</p>

<p>I came face to face with the essence of this peculiar form of transendence when my copy of <a href="http://www.atlus.com/etrian2/"><em>Etrian Odyssey</em> II</a> arrived the other day. My wife was intrigued by the game box and asked me what kind of game it was. I explained it was an RPG that hearkens back to the roots of the genre and games like <em>Wizardry.</em> When that didn't register, I added that it was a turn-based exploration game that required the player to draw his own dungeon maps. "You mean the game doesn't show you where you are?" she asked. "Nope. You're totally on your own. It's like back when games required you to draw maps on graph paper, except with this game you can draw them on the bottom screen of the DS." After looking at me blankly for moment, she asked, "Why would you want to do that?"</p>

<p>Hm. Why indeed. It's a good question, isn't it? Why would a modern gamer choose to play a game that resolutely refuses to incorporate nearly every major advancement made in the genre over the last 25 years? And why would a modern developer (Atlas) devote its resources to building an antique, outmoded RPG? </p>

<p><em>Etrian Odyssey</em> demands much and offers very little in return. It severely punishes your mistakes and requires a lot of apparently unnecessary work. It is a grind in the purest sense; no auto-saves, no mini-maps, increment-only movement, frequent random battles and brutal bosses. It is unforgiving, unyielding, and it refuses to hold your hand or even acknowledge your measly existence. And those are the very reasons I love it so. I love <em>Etrian Odyssey</em> precisely because it is so unfashionably hard.</p>

<p>No doubt, a certain amount of ego comes into play here. Surviving in <em>Etrian Odyssey</em> is verification that I've still got it as a gamer and classic RPG player. I haven't lost my chops. To be sure, in this genre "chops" translates to dogged persistence and indefatigable enthusiasm - not exactly skills, but admirable traits nonetheless. I may not be as fast as I used to be, but it's good to know I haven't lost a step when it comes to bulldog perseverence. :-)</p>

<p>And there's something to be said for occasionally taking the hard road. <em>Etrian Odyssey</em> offers great fun and deep satisfaction, but you must dig and sweat before the game will yield them to you. Some would say this is no fun at all. But I say a map well-drawn and a dungeon well-explored are their own rewards.</p>

<p>If you're a big fan of RPGs, you owe it to yourself to take a look at the genre's origins. There are lots of ways to do that, including playing games like <em>The Bard's Tale</em> and <em>Wizardry</em> yourself. But Atlas has done all of us a great service (yet again) by capturing the souls of these games into a handsome modern package and by bringing the original Japanese versions of <em>Etrian Odyssey</em> I and II to North America, Europe and Australia. I recommend the sequel for its improved navigation and inventory management, both of which make the game...uh, yeah, easier. On second thought, I recommend the original.</p>

<xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/373112188" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/why-would-you-w.html</feedburner:origLink></entry>
    <entry>
        <title>Help us Obi-John; you're our only hope</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/371414489/help-us-obi-mad.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/help-us-obi-mad.html" thr:count="13" thr:updated="2008-08-23T16:19:46-04:00" />
        <id>tag:typepad.com,2003:post-54515864</id>
        <published>2008-08-21T20:51:03-04:00</published>
        <updated>2008-08-21T21:10:28-04:00</updated>
        <summary>An ever-so-slightly disturbing holographic image of John Madden greets you upon loading Madden '09...but don't worry. He's here to help. The old coach wants to grab your attention, toss you a few pointers, run you through some drills, and BOOM! - make you a better player. Aside from a fairly impressive graphical upgrade, this year's Madden is all about making it easier to play this year's Madden. To that end, EA has added several new features to help players learn the basics of running, passing, and defense. After greeting you Princess Leia-style, Madden sends you to the new virtual Training...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/">
&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;&lt;p&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/08/21/john_madden_football.jpg"&gt;&lt;img border="0" alt="John_madden_football" title="John_madden_football" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/21/john_madden_football.jpg" style="margin: 0px 0px 5px 5px; float: right; width: 178px; height: 232px;" /&gt;&lt;/a&gt;
An ever-so-slightly disturbing holographic image of John Madden greets you upon loading &lt;em&gt;Madden '09&lt;/em&gt;...but don't worry. He's here to help. The old coach wants to grab your attention, toss you a few pointers, run you through some drills, and BOOM! - make you a better player.&lt;/p&gt;

&lt;p&gt;Aside from a fairly impressive graphical upgrade, this year's &lt;em&gt;Madden&lt;/em&gt; is all about making it easier to play this year's &lt;em&gt;Madden&lt;/em&gt;. To that end, EA has added several new features to help players learn the basics of running, passing, and defense. &lt;/p&gt;

&lt;p&gt;After greeting you Princess Leia-style, &lt;em&gt;Madden&lt;/em&gt; sends you to the new virtual Training Center where you can &amp;quot;fine-tune your game in a holographic environment.&amp;quot; This hyper-spare, Tron-like atmosphere is apparently intended to focus your attention on the skill you are assigned to practice, rather than the distracting details of the stadium or the uniforms of the other players.&lt;/p&gt;

&lt;p&gt;Once you start playing real games, the Adaptive Difficulty Engine steps in to &amp;quot;assesses your proficiency in the core skills areas of football, then
tailors the experience to match your playing style.&amp;quot; Theoretically, this means if you're a lousy player the AI will go easy on you, but if you're a skilled veteran, you're in for a fight.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Madden '09&lt;/em&gt; also helps you learn from your mistakes. The BackTrack feature &amp;quot;provides customized
feedback, giving you a chance to learn from your mistakes.&amp;quot; The voice of Chris Collinsworth pops up whenever you throw an interception, for example, and explains what you did wrong and what you could have done better. You then have the option of using &amp;quot;EA SPORTS Rewind&amp;quot; to reverse time (&lt;em&gt;Braid&lt;/em&gt;-style!) and run the play over again. Finally, &lt;em&gt;Madden '09&lt;/em&gt; employs in-game button hints that appear beneath players you control, reminding you to make use of their special skills or strengths.&lt;/p&gt;

&lt;p&gt;Each of these new features can be turned on or off, and some can be controlled, such as limiting the number of rewinds each player may use per game.&lt;/p&gt;

&lt;p&gt;I haven't played enough &lt;em&gt;Madden '09&lt;/em&gt; to evaluate how well any of these new additions work, but I'm intrigued by EA's strategy of building them into its most lucrative franchise. I'm not keen on revisiting my &amp;quot;this game is too hard&amp;quot; series of conversations about &lt;em&gt;Braid,&lt;/em&gt; but as several commenters pointed out, the &lt;em&gt;Madden&lt;/em&gt; series has grown increasingly complex over the years - far more difficult to pick up and play than &lt;em&gt;Braid&lt;/em&gt;, or most other games for that matter.&lt;/p&gt;

&lt;p&gt;In case you're not familiar with &lt;em&gt;Madden&lt;/em&gt;, here are the controller instructions for only the offense. The defense has its own separate set of controls. You're gonna need that PgDn button.&lt;/p&gt;
&lt;hr /&gt;


&lt;p&gt;&lt;strong&gt;OFFENSE CONTROLS - BEFORE THE SNAP&lt;/strong&gt; 
&lt;br /&gt;&lt;strong&gt;X Button&lt;/strong&gt; Snap Ball
&lt;br /&gt;&lt;strong&gt;Triangle Button&lt;/strong&gt; Cancel an audible call (before selecting an
audible). Hot Route to a different receiver: Triangle then the button
corresponding to the receiver, then press: Directional Button UP = for
a fly pattern, DOWN = for a curl pattern, LEFT/RIGHT = for an in/out
pattern, L2 or R2 = for a left/right slant pattern, or Right Analog
Stick DOWN for a Smart Route. You may also press the Left Analog Stick
to change the receiver's route.
&lt;br /&gt;&lt;strong&gt;Circle Button&lt;/strong&gt; Fake Snap
&lt;br /&gt;&lt;strong&gt;L1 Button&lt;/strong&gt; Slide offensive line protection: L1 then Direction
Button UP = spread line, DOWN = pinch line, LEFT/RIGHT = shift blocking
left/right.
&lt;br /&gt;&lt;strong&gt;R1 Button&lt;/strong&gt; R1 then Directional Button = Formation shift
&lt;br /&gt;&lt;strong&gt;Left analog stick (L3 Button when pressed down)&lt;/strong&gt; UP/DOWN to highlight eligible player then Left Analog Stick LEFT/RIGHT to send that player in motion.
&lt;br /&gt;&lt;strong&gt;Right analog stick (R3 Button when pressed down)&lt;/strong&gt; LEFT/RIGHT = Switch the direction of a running play. LEFT/RIGHT or UP/DOWN = Hot Route primary receiver.
&lt;br /&gt;&lt;strong&gt;L3 Button&lt;/strong&gt; Quiet Crowd
&lt;br /&gt;
&lt;br /&gt;&lt;strong&gt;OFFENSE CONTROLS - RUSHING&lt;/strong&gt; 
&lt;br /&gt;&lt;strong&gt;X Button&lt;/strong&gt; Sprint
&lt;br /&gt;&lt;strong&gt;Triangle Button&lt;/strong&gt; Cover up/Protect ball
&lt;br /&gt;&lt;strong&gt;Square Button&lt;/strong&gt; (Tap) Slide / (Hold) Dive (QB).
&lt;br /&gt;&lt;strong&gt;Circle Button&lt;/strong&gt; Spin
&lt;br /&gt;&lt;strong&gt;L2 Button&lt;/strong&gt; Stiff Arm Right
&lt;br /&gt;&lt;strong&gt;L1 Button&lt;/strong&gt; Juke Left
&lt;br /&gt;&lt;strong&gt;R2 Button&lt;/strong&gt; Stiff Arm Left
&lt;br /&gt;&lt;strong&gt;R1 Button&lt;/strong&gt; Juke Right
&lt;br /&gt;&lt;strong&gt;Right analog stick (R3 Button when pressed down)&lt;/strong&gt; Up = Big Offensive Hit. Down = Back Juke.
&lt;br /&gt;
&lt;br /&gt;&lt;strong&gt;OFFENSE CONTROLS - PASSING/RECEIVING&lt;/strong&gt; 
&lt;br /&gt;&lt;strong&gt;Directional Buttons&lt;/strong&gt; Control Precision Passing Ball Placement
&lt;br /&gt;&lt;strong&gt;X Button&lt;/strong&gt; Sprint. Pass to the receiver with corresponding icon. Tap for lob pass; Hold for a bullet pass.
&lt;br /&gt;&lt;strong&gt;Triangle Button&lt;/strong&gt; Catch. Pass to the receiver with corresponding icon. Tap for lob pass; Hold for a bullet pass.
&lt;br /&gt;&lt;strong&gt;Square Button&lt;/strong&gt; Dive for pass. Pass to the receiver with corresponding icon. Tap for lob pass; Hold for a bullet pass.
&lt;br /&gt;&lt;strong&gt;Circle Button&lt;/strong&gt; Control intended receiver while ball is
airborne. Pass to the receiver with corresponding icon. Pull and
release quickly to lob pass; Tap for lob pass; Hold for a bullet pass.
&lt;br /&gt;&lt;strong&gt;L2 Button&lt;/strong&gt; Throw ball away (tap). QB scramble behind the line = Hold L2 + Square, Circle, L1, R1, or R2.
&lt;br /&gt;&lt;strong&gt;L1 Button&lt;/strong&gt; Swat ball. Pass to the receiver with corresponding icon. Tap for lob pass; Hold for a bullet pass.
&lt;br /&gt;&lt;strong&gt;R2 Button&lt;/strong&gt; Lock on to receiver: Hold R2 + corresponding
receiver button. Pump fake (tap when passing icons are up). Pass to the
receiver with corresponding icon. Tap for lob pass; Hold for a bullet
pass.
&lt;br /&gt;&lt;strong&gt;R1 Button&lt;/strong&gt; Pass to the receiver with corresponding icon. Tap for lob pass; Hold for a bullet pass.
&lt;br /&gt;&lt;strong&gt;Left analog stick (L3 Button when pressed down)&lt;/strong&gt; Control Precision Passing Ball Placement
&lt;br /&gt;&lt;strong&gt;Right analog stick (R3 Button when pressed down)&lt;/strong&gt; QB Vision Control
&lt;br /&gt;&lt;strong&gt;R3 Button&lt;/strong&gt; Direct the nearest receiver = hold R3 + Right Analog Stick 
&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;OFFENSE CONTROLS - BLOCKING&lt;/strong&gt; 
&lt;br /&gt;&lt;strong&gt;X Button&lt;/strong&gt; Sprint. Power Block.
&lt;br /&gt;&lt;strong&gt;Triangle Button&lt;/strong&gt; Jump. Change blocking assignment before the
snap: Triangle then press the button corresponding to the running back
or tight end whose passing/blocking route you want to change. Press L2
to change to a blocking assignment to the left. Press R2 to change it
to the right.
&lt;br /&gt;&lt;strong&gt;Square Button&lt;/strong&gt; Cut Block
&lt;br /&gt;&lt;strong&gt;Circle Button&lt;/strong&gt; Switch to Closest Blocker
&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;OFFENSE CONTROLS - AFTER THE PLAY&lt;/strong&gt; 
&lt;br /&gt;&lt;strong&gt;Triangle Button&lt;/strong&gt; No huddle/Hurry-up offense, (Hold) to repeat previous play
&lt;br /&gt;&lt;strong&gt;Square Button&lt;/strong&gt; (Hold) Fake spike ball trick play
&lt;br /&gt;&lt;strong&gt;Circle Button&lt;/strong&gt; (Hold) Spike ball to stop the clock
&lt;br /&gt;&lt;strong&gt;L1 Button&lt;/strong&gt; L1 + R1 = Instant replay before playcalling screen appears
&lt;br /&gt;&lt;strong&gt;R1 Button&lt;/strong&gt; L1 + R1 = Instant replay before playcalling screen appears&lt;/p&gt;
&lt;hr /&gt;&lt;p&gt;By the way, these are the instructions for &lt;em&gt;Madden '06&lt;/em&gt;. &lt;em&gt;Madden '09&lt;/em&gt; throws in a few more. &lt;/p&gt;

&lt;p&gt;This is all terribly complicated, of course, but if you're willing to devote yourself to the game for a few hours, the commands eventually become second-nature, as is the case with many games. And as many Madden aficionados will attest, these complex controls give the player more, ...well, control. &lt;/p&gt;

&lt;p&gt;My real interest is in the message EA is sending with its flagship sports game. It has clearly decided to design into the game a responsive system for dealing with players of various skill-levels. While we've had Easy, Hard, and Expert modes (and their variants) for years in video games, EA appears to be taking this to another level. &lt;/p&gt;

&lt;p&gt;Adaptive AI is also nothing new - and it remains to be seen whether or not it works - but combined with a system that teaches the player how to improve and enables the player to test those newly-learned skills in the context of actual gameplay (rather than a tutorial), this looks like a promising development to me. Throw in the button-hint system and the virtual training center, and &lt;em&gt;Madden '09&lt;/em&gt; looks very much like a game that wants to be your friend, Mr. Noob! ;-) &lt;/p&gt;

&lt;p&gt;Obviously, big caveats and yellow caution flags go up whenever developers make the kinds of claims EA is making about the new user-friendly &lt;em&gt;Madden&lt;/em&gt;. I can't personally verify how well these new features work...though I look forward to finding out. But I'm intrigued by the notion of games leveraging their own mechanisms to teach us things. Typically this has served a tutorial function, teaching the player how to play the game itself. But if a game can be smart enough to do the things &lt;em&gt;Madden '09&lt;/em&gt; wants to do,&amp;nbsp; I can't help but wonder: what else might it teach?&lt;/p&gt;
		&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/brainygamer/~4/371414489" height="1" width="1"/&gt;</content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/help-us-obi-mad.html</feedburner:origLink></entry>
    <entry>
        <title>Artist's rendering</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/370487814/artists-renderi.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/artists-renderi.html" thr:count="10" thr:updated="2008-08-21T10:42:48-04:00" />
        <id>tag:typepad.com,2003:post-54485968</id>
        <published>2008-08-20T21:38:36-04:00</published>
        <updated>2008-08-20T23:25:33-04:00</updated>
        <summary>I've been looking forward to writing about the Ōkami Art Book since it arrived on my doorstep recently. It's the most remarkable book I've ever seen devoted to video game art. I've written here before about how much I admire Ōkami, and this lovely book only serves to deepen my respect for the extraordinary care and artistry lavished on this game by its designers. Even if you disliked Ōkami; - heck, even if you hated it - I still believe you would find this an exceptionally interesting book. The book's actual title is Ōkami: Official Complete Works, and it is...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/">
&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;&lt;p&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/08/20/okamibook2_2.jpg"&gt;&lt;img width="200" height="283" border="0" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/20/okamibook2_2.jpg" title="Okamibook2_2" alt="Okamibook2_2" style="margin: 0px 0px 5px 5px; float: right;" /&gt;&lt;/a&gt;
I've been looking forward to writing about the &lt;em&gt;Ōkami Art Book&lt;/em&gt; since it arrived on my doorstep recently. It's the most remarkable book I've ever seen devoted to video game art. &lt;/p&gt;

&lt;p&gt;I've &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/04/kami.html"&gt;written here before&lt;/a&gt; about how much I admire &lt;em&gt;Ōkami,&lt;/em&gt; and this lovely book only serves to deepen my respect for the extraordinary care and artistry lavished on this game by its designers. Even if you disliked &lt;em&gt;Ōkami&lt;/em&gt;; - heck, even if you hated it - I still believe you would find this an exceptionally interesting book.&lt;/p&gt;

&lt;p&gt;The book's actual title is &lt;a href="http://www.udonentertainment.com/okami/"&gt;&lt;em&gt;Ōkami: Official Complete Works&lt;/em&gt;&lt;/a&gt;, and it is a gorgeous 288-page collection of concept sketches, character art, location designs, and bestiary - all inspired by Japanese watercolor paintings that serve as the visual framework for the entire game.&lt;/p&gt;

&lt;p&gt;Aside from the sheer beauty of the illustrations, the book also contains illuminating and often humorous commentary by the artists who created the various characters and locations. Included are many early renderings that provide a glimpse into the iterative process of collaborative brainstorming, sketching, revising, and finally producing final full-color designs.&lt;/p&gt;

&lt;p&gt;The &lt;em&gt;Ōkami Art Book &lt;/em&gt;also functions as a compilation of the image scrolls and ancient manuscripts that tell the &lt;em&gt;Ōkami&lt;/em&gt; story from its origins in mythology. As the preface states (and remember, this is a Japanese book, so the preface appears at the place westerners would normally call the back of the book):&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;The text was first translated into modern Japanese and then into English for this book, but the format and layout of the original documents have been preserved.&lt;/p&gt;&lt;/blockquote&gt;

&lt;p&gt;The book exudes quality with stunning layouts, well-organized features, and a perfect balance of decorative calligraphic and easily-readable fonts. These may seem like small things, but in an art book like this, the presentation matters almost as much as the art itself. My only complaint: I wish it was available in hardcover.&lt;/p&gt;

&lt;p&gt;I'm obviously crazy about this book, and I encourage you to give it a look and add it to your collection if you're a gamer who cares about video game art design...or simply art, period. The &lt;em&gt;Ōkami Art Book&lt;/em&gt; serves as&amp;nbsp; exemplary documentation of the care and devotion that go into the visual design of a major video game. If you decide to pick it up, consider buying it from your local bookseller if you're lucky enough to have one. They may not have it in stock, but they'll be happy to order it for you, and I promise it will be worth the wait.&lt;/p&gt;

&lt;p&gt;&lt;span style="font-size: 0.8em;"&gt;Many thanks to &lt;a href="http://gangles.ca/"&gt;Matthew Gallant&lt;/a&gt; who was the first to tell me about the &lt;em&gt;Ōkami Art Book.&lt;/em&gt;&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/brainygamer/~4/370487814" height="1" width="1"/&gt;</content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/artists-renderi.html</feedburner:origLink></entry>
    <entry>
        <title>Is this what we want?</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/369229518/is-this-what-we.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/is-this-what-we.html" thr:count="69" thr:updated="2008-08-25T12:52:16-04:00" />
        <id>tag:typepad.com,2003:post-54408444</id>
        <published>2008-08-19T14:00:05-04:00</published>
        <updated>2008-08-19T14:01:40-04:00</updated>
        <summary>I live with one foot in a gaming world and the other in a non-gaming world. Most of my local friends are academics who teach art, theater, music, rhetoric, philosophy, etc.. Without exception these people are curious about the world and eager for an intellectual challenge or exchange of ideas. They're sensitive to the nuances of human communication; they love the arts; and they're genuinely curious about new ideas and forms of expression. And none of them can play Braid. Not one. Most of them can't even figure out what they're supposed to do. I know because I've put the...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/19/einsteinpuzzled_2.jpg"><img width="230" height="154" border="0" alt="Einsteinpuzzled_2" title="Einsteinpuzzled_2" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/19/einsteinpuzzled_2.jpg" style="margin: 0px 5px 5px 0px; float: left;" /></a>
 I live with one foot in a gaming world and the other in a non-gaming world. Most of my local friends are academics who teach art, theater, music, rhetoric, philosophy, etc.. Without exception these people are curious about the world and eager for an intellectual challenge or exchange of ideas. They're sensitive to the nuances of human communication; they love the arts; and they're genuinely curious about new ideas and forms of expression. 

</p>

<p>And none of them can play <em>Braid</em>. Not one. Most of them can't even figure out what they're supposed to do. I know because I've put the gamepad in their hands and watched them. Sure, these folks aren't gamers like me, but they're also not senior citizens or video-game-phobics. They're mostly people in their late 20s to mid 40s who may play games now and then, but could never be described as gamers. And they're all pretty smart.</p>

<p>The tragic thing is they <em>want</em> to play. The music, the visuals, the opening text - all hook them and pique their curiosities. They didn't know games aspire to explore the human psyche. They didn't know games can look like paintings. They didn't know game music can feature a cello. <em>Braid</em> invites them in, and they willingly enter. Then, just as quickly, <em>Braid</em> boots them out and slams the door in their faces. They discover that the game is as inaccessible to them as an unknown foreign language.</p>

<p>The tragedy of <em>Braid</em>, to me, is that it bars the door on what might have been its most receptive audience. I understand that one game can't be all things to all people. I get the fact that <em>Braid</em> is, in many ways, a gamer's game with homages to iconic aspects of gaming history. And I'm sensitive to the fact that <em>Braid</em> relies on our collective sense of games and our experiences playing them as part of its meaning. But when you consider how small that audience really is - and when you subtract from that number "hardcore" types like me who found the game severely unyielding - what you're left with is a relatively small group of devoted gamers who truly love the game and find it meaningful to them. That's great, and I don't mean to diminish that experience in the least.</p>

<p>But is this what we want? Why must we so often isolate ourselves in this way? It's a shame to me that a game with <em>Braid</em>'s narrative, artistic, and aesthetic aspirations is inaccessible to so many people hungry for exactly those things. I have an agenda here, and I make no effort to conceal it. I want my friends - the painters, poets, musicians, and philosophers I work with every day - to experience for themselves what video games can do and say and mean. I believe they will meet us halfway if we offer them a reasonable hill to climb and a meaningful experience for their efforts. I wanted <em>Braid</em> to be that game, and I'm disappointed and a little sad that it wasn't.</p>

<p>This is my last post on <em>Braid</em>. It's been a terrific discussion, and I'm terribly
grateful to Iroquois, Corvus, the commenters, and the designer himself,
Jonathan Blow, who have made this multi-post cross-blog conversation so vigorous and thought
provoking. I greatly appreciate your interest. Now I'm gonna go play me some <em>Madden.</em></p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/369229518" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/is-this-what-we.html</feedburner:origLink></entry>
    <entry>
        <title>Wrapping up the Braid conversation</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/368557173/im-discussing-b.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/im-discussing-b.html" thr:count="5" thr:updated="2008-08-25T12:37:12-04:00" />
        <id>tag:typepad.com,2003:post-54374062</id>
        <published>2008-08-18T20:25:56-04:00</published>
        <updated>2008-08-18T21:10:17-04:00</updated>
        <summary>I'm discussing Braid with fellow blogger Iroquois Pliskin. This will be our final exchange, with me returning tomorrow for one last reply. Then I'm off to the great big wide world of other video games. Hi Mike, I noticed that your astute readers picked up on the fact that we lovingly pilfered the "vs. mode" idea from Croal/Totilo's exchanges in no time flat. It bears mentioning that we stand on the shoulders of giants, etc. It's funny to me that you described parts of your experience as drudgery. I was on a console-less vacation last week and one of the...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><em><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/18/conversation2.jpg"><img width="220" height="159" border="0" alt="Conversation2" title="Conversation2" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/18/conversation2.jpg" style="margin: 0px 0px 5px 5px; float: right;" /></a>
I'm discussing </em><em>Braid with fellow blogger <a href="http://versusclucluland.blogspot.com/">Iroquois Pliskin.</a> This will be our final exchange, with me returning tomorrow for one last reply. Then I'm off to the great big wide world of other video games. <br /></em></p>
<hr />
<p>Hi Mike,</p>

<p>I noticed that your astute readers picked up on the fact that we lovingly pilfered the "vs. mode" idea from Croal/Totilo's exchanges in no time flat. It bears mentioning that we stand on the shoulders of giants, etc.</p>

<p>It's funny to me that you described parts of your experience as drudgery. I was on a console-less vacation last week and one of the first tasks for me when I got back to my 360 yesterday was finally cracking the last few segments of <em>Braid</em>-- my girlfriend was my sidekick and puzzle-solving assistant as I played through the latter half of the game, and we were joking that it was my "homework." I think part of this feeling comes from the way that blogging colors my experience (maybe you felt this too, where there is this pressure to finish the game in order to become well-informed), but it also speaks to the ethos of the game itself-- puzzling my way though <em>Braid</em> was <em>onerous</em>. Blow himself is quasi-<a href="http://braid-game.com/walkthrough/walkthrough.html">puritanical</a> about making the player <em>work hard</em> to figure out things on her own, and this attitude is reflected in the game's design.</p>

<p>The positive side of this, as I see it, is the sense of earned satisfaction you get from mastering the new rules and teasing out the diverse logics of the game-worlds. And it as it happens, this is <em>exactly</em> the sort of thing I appreciate. With a the exception of few puzzles ("crossing the gap" on world 5, for example), which I couldn't have gotten through without just stumbling onto the right solution, I felt that the demands <em>Braid</em> makes on the player are reasonable-- uncompromising and rigorous, but reasonable. <em>Braid</em> is an imperious mistress, but she is rarely fickle.</p>

<p>The negative side of this, as your experience illustrates, is that <em>Braid</em> just lacks any immediate sense of <em>fun</em>. It does not set out to entertain you, and with the exception of some pretty aesthetic moments it makes you earn the pleasure you take from it. (<em>Portal</em>, which makes for a good point of comparison, <em>wants</em> the player to like it and <em>desires</em> to be understood in a way that <em>Braid</em> does not.) I think part of this is that the feel of the platforming is kind of stiff compared to contemporary platformers-- the fact that it was sometimes difficult to <em>execute</em> the proper solution to a puzzle because you couldn't <em>jump properly</em> is a design flaw, in my opinion, and imposes needless barriers to the core enjoyment of experimenting and problem-solving. (Part of the problem here is just that Nintendo makes everyone else look bad when it comes to making buttery-smooth and tactile platforming controls.) This is too bad, because I liked the fact that the rewind mechanic removed the need for the frustrating-controller-slamming-repetitive-death and platform-pixel-length-estimation that is endemic to platformers (indeed, I think this idea of removing player death from the rule-learning scenario was one of the best ideas in the whole game design); it was unfortunate that some of the unrewindable elements in the later puzzles made the easy "redo" impossible.</p>

<p>You're right that the deep concentration and tricky jumping you have to perform to solve the puzzles pulls you out of the narrative. I'm not sure if I would say it "clashes" with the narrative-- as you say, there are some interesting and complex thematic connections between the the texture of <em>Braid</em>'s play and the narrative elements. (I have some theses-- <em>crackpot</em> theses-- on this front, which I will inflict on the internet at some future date.)</p>

<p>So I feel where you're coming from Mike, and I understand your disappointment. I thought there was something really refreshing, even <em>respectful</em> about the way <em>Braid</em> makes a set of stringent demands on the player. It shows a certain confidence in the player's capacities. But while meeting these demands can feel ennobling, it can also be alienating to play a game so rigorously governed by the intentions of its author. <em>Braid</em> offers a very specific type of fun, and if this sort of puzzling doesn't suit your temperament it's a game that's easier to admire than to love.</p>

<p>Yours,<br />Iroquois Pliskin </p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/368557173" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/im-discussing-b.html</feedburner:origLink></entry>
    <entry>
        <title>Corvus horns in</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/368118027/corvus-horns-in.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/corvus-horns-in.html" thr:count="26" thr:updated="2008-09-02T05:26:16-04:00" />
        <id>tag:typepad.com,2003:post-54342672</id>
        <published>2008-08-18T09:58:25-04:00</published>
        <updated>2008-08-18T11:07:13-04:00</updated>
        <summary>Corvus Elrod contacted me to ask if he could jump into our conversation about Braid. Seeing as how Corvus has been at this "games blog" racket longer than nearly all of us; and considering he's the closest thing to a blogger mentor I'll ever have, I said yes. I'll return later today with one more round between Iroquois and me, and then I expect I'll leave Braid behind and move on to...oh, I don't know. Madden? Hey guys, I couldn't help but overhear your conversation about Braid. Hope I'm not stepping on any toes by sticking my nose in and...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><img border="0" alt="Corvus" title="Corvus" src="http://www.brainygamer.com/photos/uncategorized/2008/08/18/corvus.png" style="margin: 0px 5px 5px 0px; float: left;" />
<a href="http://blog.pjsattic.com/corvus">Corvus Elrod</a> contacted me to ask if he could jump into our conversation about <em>Braid</em>. Seeing as how Corvus has been at this "games blog" racket longer than nearly all of us; and considering he's the closest thing to a blogger mentor I'll ever have, I said yes.</p>

<p>I'll return later today with one more round between Iroquois and me, and then I expect I'll leave <em>Braid</em> behind and move on to...oh, I don't know. Madden?</p>

<hr />

<p>Hey guys, I couldn't help but overhear your conversation about
<em>Braid</em>. Hope I'm not stepping on any toes by sticking my nose
in and adding a few thoughts of my own. I'm going to try and remain
objective, because it's not enough for me to simply say, "I hated it."
Instead, I want to get at why we might have found it unsatisfying and
why, perhaps, so many others didn't.
</p>

<p>
<em>Braid</em> promises a lot. Some of those promises appear to have
been made by Jonathan Blow himself. His excellent talks over the last
two years, his advocacy for independent games and games as narrative
have been a shining point in an industry that often seems overly
focused on polygons and profit margins. The other promises are less
explicit and consist of the game's lovely artwork and music. Thanks to
these combined elements, I expected a thoughtful and moving game
experience.
</p>

<p>
What we got instead, however, was a brittle platformer with dreams of
being much more. Dreams, I feel, that have gone mostly unrealized.
Now, I must confess that I've never been a big fan of the platformer.
In fact, I have yet to really enjoy a Mario game. I find them to be a
futile exercise in frustration. What <em>Braid</em> does do is remove
the futility--you're playing to uncover a story, you're exploring the
psyche of the main character. What <em>Braid</em> does not do is
remove the frustration. In fact, it seems to increase it dramatically.
There are a great many levels in the game that require you to perform
in precisely the manner intended by the designer. If you do not
somehow intuit his intent, the level breaks. This is what I mean by
brittle. If you don't play <em>Braid</em> "correctly" your experience,
your potential enjoyment, is shattered. So, rather than presenting a
compelling storyscape to experience, the game becomes a "learn how the
designer thinks" style of game. Hardly the meditative experience
promised by the opening hub level. I didn't like that approach to game
design when I played <em>Hitman</em>, I don't like it here.
</p>

<p>
Michael, I know you and I share a similar expectation of video games
as a storytelling medium. This is likely due to our common theatrical
background and understanding of the importance of an audience. What
brought me to video games as a medium (I'm not adverse to that term,
by the way. It's one commonly understood by a great many people and
clearly communicates a lot of information) is the power of
storytelling experience where the audience has quite a lot of agency.
<em>Braid</em> takes this agency and uses it in a punative
fashion--explore outside the exact path intended by the narrative and
you're "doing it wrong." To my mind, this dramatically reduces the
power of a video game's storytelling potential.
</p>

<p>
When I cannot finish a novel, I do not read the Cliff's Notes, or go
to the internet to learn the ending. Usually, if I care about the
ending enough, I wade through the impenetrable text. The strongest
literary correlation to <em>Braid</em> I can think of at the moment
was Kazuo Ishiguro's <em>The Unconsoled</em>. It was difficult to
read, difficult to process, and difficult to discuss. But it's a book
that contains passages that still haunt me to this day, some five
years after reading it. It's also a book I still struggle to untangle
in my mind. That is an extremely flattering comparison, even though I
feel <em>Braid</em> fell far, far short of Ishiguro's mark. Why does
it fall far short? Primarily because <em>The Unconsoled</em> does not
require you to unlock the author's exact intent in order to draw
meaning from it, while <em>Braid</em> most certainly does.
</p>

<p>
The point of mentioning this is that I will not rely on walkthroughs
to finish <em>Braid</em>. I will continue to load the game every few
days and try my hand at one of the levels I've not finished. I managed
to grab several extra pieces this weekend relatively easily after
taking a bit of a break. At some point, I will eventually have either
finished the game or, unlike <em>The Unconsoled</em>, <em>Braid</em>
will have lost what small measure of interest it still holds for me.
I'm not sure if I'm honoring Jonathan Blow's wishes by this bit of
stubbornness, or throwing his failure to reach me back in his face.
Perhaps the true reason contains a bit of both attitudes.
</p>

<p>
I want to conclude by making another favorable, and perhaps more
familiar, comparison. Like Tim Schafer's <em>Psychonauts</em>,
<em>Braid</em> seeks to elevate the experience of a traditional video
game genre into something more powerful, something with depth and
meaning, something worth being passionate over, something worth
talking about, worth arguing about, worth being angry about. And that,
regardless of how you feel about the game itself, is to be respected
and supported.
</p>

<p>
While I do not care for <em>Braid</em> in the least, I find that I
must congratulate its creator. Not just because the game is doing well
on Live Arcade, or that it's raising awareness of indie game
development, or inspiring such in-depth conversation across the web,
but because the game itself has challenged me to question my own
assumptions about video games as a storytelling medium.
</p>

<p>
So well done, Mr. Blow (I see you at the next table, listening in). I
must say that I look forward to seeing the next game you put your hand
to. Who knows? By the time it's done, I may have even finished your
first.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/368118027" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/corvus-horns-in.html</feedburner:origLink></entry>
    <entry>
        <title>Braid conversation - a reply</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/366954459/a-conversatio-1.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/a-conversatio-1.html" thr:count="27" thr:updated="2008-08-20T20:37:25-04:00" />
        <id>tag:typepad.com,2003:post-54296224</id>
        <published>2008-08-17T01:35:08-04:00</published>
        <updated>2008-08-17T02:06:06-04:00</updated>
        <summary>I'm discussing Braid with fellow blogger Iroquois Pliskin. Yesterday I posted Iroquois' impressions. Here is my reply. This is a tough one for me, Iroquois. Before I played it, Braid looked like a game targeted directly at me and my tastes: thematically ambitious, artistically rich; an homage to genre-defining games I love. As I've written here previously, I want to play games that explore emotions rarely found in video games, like sadness and longing. I'm eager for games that don't fear ambiguity; games that offer open space for interpretation and rumination. Braid is all these things. So why don't I...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/">
&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;&lt;p&gt;&lt;em&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/08/16/braid2.jpg"&gt;&lt;img border="0" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/16/braid2.jpg" title="Braid2" alt="Braid2" style="margin: 0px 0px 5px 5px; float: right; width: 229px; height: 173px;" /&gt;&lt;/a&gt;
I'm discussing &lt;/em&gt;&lt;em&gt;Braid with fellow blogger &lt;a href="http://versusclucluland.blogspot.com/"&gt;Iroquois Pliskin.&lt;/a&gt; Yesterday &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/a-conversation.html"&gt;I posted Iroquois' impressions&lt;/a&gt;. Here is my reply.&lt;/em&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;p&gt;This is a tough one for me, Iroquois. Before I played it, &lt;em&gt;Braid&lt;/em&gt; looked like a game targeted directly at me and my tastes: thematically ambitious, artistically rich; an homage to genre-defining games I love. As I've written here previously, I want to play games that explore emotions rarely found in video games, like sadness and longing. I'm eager for games that don't fear ambiguity; games that offer open space for interpretation and rumination.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Braid&lt;/em&gt; is all these things. So why don't I like it very much?&lt;/p&gt;

&lt;p&gt;I admire the game &lt;em&gt;Braid&lt;/em&gt; wants to be, but I see a fundamental disconnect between the game's narrative ambitions and the mechanisms &lt;em&gt;Braid&lt;/em&gt; relies on to deliver them. Essentially, it's a platformer/puzzle game with story elements interspersed throughout, separating each of the worlds. In this way, it's a fairly conventional structure, with what appears to be a purposefully thin story attached.&lt;/p&gt;

&lt;p&gt;But as others have suggested, the real story of &lt;em&gt;Braid&lt;/em&gt; is delivered via gameplay. Its thematic through-lines, such as memory and regret, are said to be manifested in the player's experience of turning back time and other activities. Intellectually, I understand this melding of form and content, and it resonates with me as an exciting approach to game design. But my experience playing &lt;em&gt;Braid&lt;/em&gt; was nothing like this at all. &lt;/p&gt;

&lt;p&gt;Maybe I'm simply not skilled enough as a gamer, but I found playing &lt;em&gt;Braid&lt;/em&gt; a thoroughly frustrating affair. The process for accomplishing things can often be terribly fussy, requiring repeated attempts (for me, sometimes 25-30) to overcome a single obstacle or special reverse-time maneuver. At one point, I found myself perched on the last pixel edge of a moving cloud waiting for just the right moment to jump from my time delay circle to catch the next cloud. After 50 or so unsuccessful attempts, I consulted a video walkthrough (more on this in a moment), and even with that running next to me, I found it incredibly difficult to reproduce what I was seeing. At this point, any allegorical meaning I was meant to derive from this experience was destroyed.&lt;/p&gt;

&lt;p&gt;Some players complain about single-path &amp;quot;guess what the designer is thinking&amp;quot; puzzles, and I confess I'm not crazy about them myself. But if they're cleverly designed and fun to execute, they can hit that &amp;quot;sweet spot&amp;quot; you describe. While I admire &lt;em&gt;Braid&lt;/em&gt;'s various chrono effects and the clever ways they're implemented,&amp;nbsp; I found myself repeatedly stymied by the puzzles. Worlds 4 and 6 were only possible for me with multiple cheats. Perhaps if I had devoted more hours to each, I might have overcome them. But I made an earnest effort, and at a certain point it began to feel like drudgery. I understand the game plays on a certain narrative parallel between the player's difficulty making sense of things and Tim's uncertainties about the world. But for me, the frustration negated any possibility of this sort of engagement.&lt;/p&gt;

&lt;p&gt;Anybody making the ironic connection between the name of my blog and the fact that I simply may not be smart enough to play this game?&lt;/p&gt;

&lt;p&gt;You mentioned the writing in the narrative vignettes and wondered if such text might be considered &amp;quot;retrograde&amp;quot; in a game like this. I don't necessarily have a problem with games relying on text per se, and in the case of &lt;em&gt;Braid&lt;/em&gt; it seems part of its spare, ambiguous aesthetic. I just wish the writing were better crafted. This is all terribly subjective, of course, but I personally found it awkward and bit mawkish. I wish it were more poetic or evocative than it is.&lt;/p&gt;

&lt;p&gt;So it sounds like I really hate this game, doesn't it? I'm troubled by that impression because so many people I respect have written so enthusiastically about &lt;em&gt;Braid&lt;/em&gt;. Perhaps this game just isn't for me. Despite all that I want to admire about it, it just feels like &lt;em&gt;Braid&lt;/em&gt; doesn't like me very much, and that's pretty hard for me to overcome. I consider myself a skilled gamer, so maybe I'm just a little embarrassed that this game was too much for me. I don't know. &lt;/p&gt;

&lt;p&gt;I do know this, however. &lt;em&gt;Braid&lt;/em&gt; is the bees knees and the talk of the town at the moment, and I'm feeling very much like the odd man out.&lt;/p&gt;&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/brainygamer/~4/366954459" height="1" width="1"/&gt;</content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/a-conversatio-1.html</feedburner:origLink></entry>
    <entry>
        <title>A conversation about Braid</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/365830307/a-conversation.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/a-conversation.html" thr:count="21" thr:updated="2008-08-17T21:02:32-04:00" />
        <id>tag:typepad.com,2003:post-54239184</id>
        <published>2008-08-15T13:20:46-04:00</published>
        <updated>2008-08-17T01:56:22-04:00</updated>
        <summary>[Note: I have posted a reply to this essay which I hope you will also read.] With the help of Iroquois Pliskin of the Versus CluClu Land blog, I'm trying something a bit different with the next few posts. We've agreed to conduct a cross-blog conversation about Braid, sharing our thoughts on the game and responding to each other in a back-and-forth format that also invites comments from everyone. I'm excited to exchange our views of the game in this way, and I'm grateful to Iroquois for inviting me to do it. Croal Vs. Totilo we ain't, but I'm a...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/">
&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;&lt;p&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/08/15/braid_title.jpg"&gt;&lt;/a&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/08/15/braid_title_2.jpg"&gt;&lt;img border="0" src="http://www.brainygamer.com/photos/uncategorized/2008/08/15/braid_title_2.jpg" title="Braid_title_2" alt="Braid_title_2" class="image-full" style="width: 314px; height: 176px;" /&gt;&lt;/a&gt;


&lt;br /&gt;


&lt;/p&gt;

&lt;p&gt;&lt;em&gt;[Note: I have &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/a-conversatio-1.html"&gt;posted a reply to this essay&lt;/a&gt; which I hope you will also read.]&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;With the help of Iroquois Pliskin of the &lt;a href="http://versusclucluland.blogspot.com/"&gt;Versus CluClu Land&lt;/a&gt; blog, I'm trying something a bit different with the next few posts. We've agreed to conduct a cross-blog conversation about &lt;em&gt;Braid&lt;/em&gt;, sharing our thoughts on the game and responding to each other in a back-and-forth format that also invites comments from everyone. I'm excited to exchange our views of the game in this way, and I'm grateful to Iroquois for inviting me to do it. &lt;/p&gt;

&lt;p&gt;&lt;a href="http://blog.newsweek.com/blogs/levelup/archive/tags/Vs++Mode/default.aspx"&gt;Croal Vs. Totilo&lt;/a&gt; we ain't, but I'm a lover, not a fighter.&amp;nbsp; ;-)&lt;/p&gt;

&lt;p&gt;We borrowed Harvey Dent's coin (slightly bent from the fall) and it came up heads, so Iroquois gets the opening salvo. I'll return with a response this weekend. Hope you enjoy.&lt;/p&gt;

&lt;hr /&gt;

&lt;p&gt;Hi Michael,&lt;/p&gt;

&lt;p&gt;I've been looking forward to &lt;em&gt;Braid&lt;/em&gt; for a long time now, because I've been listening to Jonathan Blow, the game's designer, talk and critique modern game design for about a year now. Blow really interests me, since he strikes me as one of those quintessential modernist avant-gardistes who is avid to declare that everything being done with the art form is wrong, and that his own magnum opus is going to point the way the future. He's &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/beware-the-stra.html"&gt;wrong&lt;/a&gt; about the tradition, of course, but his mere existence and the viability of his game is a sign that the creative ecosystem for games is healthy and flourishing, as it ought to be.&lt;/p&gt;

&lt;p&gt;So I proposed that we conduct this correspondence about the game, and you-- being both gracious and unaware of what you were getting yourself into-- agreed. In the interim, the Internet has been &lt;a href="http://gamedesignadvance.com/?p=314"&gt;rife&lt;/a&gt; with &lt;a href="http://www.1up.com/do/blogEntry?bId=8837234&amp;amp;publicUserId=4551247"&gt;intelligent&lt;/a&gt; &lt;a href="http://sexyvideogameland.blogspot.com/2008/08/svgls-mailbox-discussing-braid.html"&gt;commentary&lt;/a&gt; on the game, so let's move things forward.&lt;/p&gt;

&lt;p&gt;When I was racking my brains for something interesting to say about &lt;em&gt;Braid&lt;/em&gt;, one of the first things that came to mind was your “narrative manifesto” post last week, which included some comments by Blow. All of the designers you mention seem to recognize a common problem with realizing narrative in games: The player is a creature of whimsy, an “agent of chaos,” and the choices they tend to make with their freedom in the game's world are not usually conducive to narrative coherence. In order to convey a narrative with specificities of character and plot, the designer needs to devise scenarios that take control over the narrative out of the player's hands-- through cutscenes, slow-to-open doors, elevators, and other devices. And by doing this they remove the feature-- interactivity-- which gives games their unique potential as works of art.&lt;/p&gt;

&lt;p&gt;Most of your subjects said that their solution is to abdicate the role of author: they put the scriptwriting tools in the player's hands in the form of the game's rules and then give them responsibility for crafting their own interpretation of the world and characters devised by the designer. This approach goes hand-in-hand with a particular gameplay aesthetic, the open-world game genre exemplified by &lt;em&gt;GTA&lt;/em&gt; and Oblivion.&lt;/p&gt;

&lt;p&gt;Since I've played &lt;em&gt;Braid&lt;/em&gt;, I've come to think that Jonathan Blow is the odd-man-out of your examples, Mike. &lt;em&gt;Braid&lt;/em&gt; is not about the player's creation of a narrative from the game's rules. It's about finding the one way to get each puzzle piece-- choice doesn't enter into it. And at the level of game design, I think the game is a masterpiece. The time-manipulation mechanic is both innovate and easy-to-use (this is no mean feat), and I liked how each level introduced new wrinkles into the manipulation of time.&lt;/p&gt;

&lt;p&gt;The creation of these puzzles is an art in itself, and I thought Blow's design choices on this front were just superb; each challenge struck me as both unobvious and logical. (When I was playing I remembered your recent game-club discussions of &lt;em&gt;Grim Fandango&lt;/em&gt;, which illustrated how important it is to strike this balance.) For me, it hit that sweet spot where I found myself mentally navigating some sticky puzzle before I went to bed, and I had to restrain myself from crawling out of bed and firing up the console when the pieces dropped into place just before I went to sleep. (The last game to do this to me is Portal, and this is good company indeed.) When I finally figured out how to get that one piece, I felt like I was being rewarded for doing something genuinely praiseworthy, and for me this sensation is the one experience I wish all games aspired to create.&lt;/p&gt;

&lt;p&gt;Blow could have rested his laurels on the quality of the fundamental design. But Blow isn't a man to settle. The little story-vignettes between levels aren't there to tell a story, really, but are there to color the player's experience of how he navigates all the ingeniously-designed puzzles. These vignettes are modest devices as bearers of the game's whole plot, but they are appropriately suggestive-- I really thought they transformed the basic gameplay and invested the mechanics with a sort of allusive depth and significance. I think that Blow's attempt to wed form to content by transforming our experience of the game's mechanics into something with a definite narrative texture was brilliant. It's gotten me thinking about how games themselves (all our other games) alter our experience of time and give free rein to our fantasies about perfection and repeatability. (Maybe you're like me and you just find it satisfying to run across games that have something to say about what games mean to the players, what their ethical significance is. Perhaps it's because they facilitate coming up with blog posts.)&lt;/p&gt;

&lt;p&gt;So I love &lt;em&gt;Braid&lt;/em&gt;. But I'm wondering what you thought of the artistic package as a whole. I had some reservations about the aesthetics, especially the writing of the narrative vignettes, which carry so much weight. Am I being curmudgeonly for feeling that text is a really retrograde way for a video game to convey its framing themes? Gameplay of this caliber covereth a multitude of sins, but do I give the man a pass on appearing (in some places) to have torn some pages from a high-school journal and pasted them into the game?&lt;/p&gt;

&lt;p&gt;Yours,&lt;br /&gt;Iroquois Pliskin&lt;/p&gt;&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/brainygamer/~4/365830307" height="1" width="1"/&gt;</content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/a-conversation.html</feedburner:origLink></entry>
    <entry>
        <title>Beware the straw man</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/364887700/beware-the-stra.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/beware-the-stra.html" thr:count="27" thr:updated="2008-08-20T09:52:22-04:00" />
        <id>tag:typepad.com,2003:post-54177922</id>
        <published>2008-08-14T11:49:12-04:00</published>
        <updated>2008-08-14T12:52:53-04:00</updated>
        <summary>The arrival of Jonathan Blow's highly regarded Braid has fanned the fire surrounding the question of storytelling in games. As I wrote in my recent "Narrative manifesto" essay, lots of very smart and passionate people are thinking hard about how to create genuinely interactive narratives. Games like Braid and the forthcoming Far Cry 2 are described by their creators as efforts to redefine how players experience game-based stories (or is it story-based games?). As I've mentioned here many times, I'm terribly excited about all this. Lots of us are, and why shouldn't we be? These ideas are sure to impact...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="html" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/">
&lt;div xmlns="http://www.w3.org/1999/xhtml"&gt;&lt;p&gt;&lt;a href="http://www.brainygamer.com/photos/uncategorized/2008/08/14/oz_scarecrow_1.jpg"&gt;&lt;img height="193" border="0" width="220" alt="Oz_scarecrow_1" title="Oz_scarecrow_1" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/14/oz_scarecrow_1.jpg" style="margin: 0px 5px 5px 0px; float: left;" /&gt;&lt;/a&gt;
The arrival of Jonathan Blow's highly regarded &lt;a href="http://braid-game.com/"&gt;&lt;em&gt;Braid&lt;/em&gt;&lt;/a&gt; has fanned the fire surrounding the question of storytelling in games. As I wrote in my recent &amp;quot;&lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/a-time-for-mani.html"&gt;Narrative manifesto&lt;/a&gt;&amp;quot; essay, lots of very smart and passionate people are thinking hard about how to create genuinely interactive narratives. Games like &lt;em&gt;Braid&lt;/em&gt; and the forthcoming &lt;em&gt;Far Cry 2&lt;/em&gt; are described by their creators as efforts to redefine how players experience game-based stories (or is it story-based games?).&lt;/p&gt;

&lt;p&gt;As I've mentioned here many times, I'm terribly excited about all this. Lots of us are, and why shouldn't we be? These ideas are sure to impact game design in useful ways, and as we often see in the arts, the inevitable ripple effect will provoke all sorts of other ideas and reactions the originators could never have predicted. These are all positive developments, and I think most of us serious gamers have one message for these innovators: Go Go Go!!&lt;/p&gt;

&lt;p&gt;But a curious thing has happened while all this talk of narrative has been going on. Suddenly, we've decided that all video games up to this point&amp;nbsp; have proven themselves to be hopelessly incompetent storytelling devices. One needn't look far to find all sorts of well-meaning bloggers, enthusiast press writers, and podcasters bemoaning the sorry state of storytelling in video games, some going so far as to ridicule the medium for its misguided efforts to marry gameplay with narrative at all.&lt;/p&gt;

&lt;p&gt;One rhetorical strategy for making this accusation stick is the old &amp;quot;straw man&amp;quot; argument: oversimplifying the opponent's position, then attacking the simplified version. So we are reminded of sports or puzzle games with unnecessary story elements tacked on as evidence of the misguided nature of narrative games. Or we explore the limits of games like &lt;em&gt;GTA4&lt;/em&gt; and &lt;em&gt;Bioshock&lt;/em&gt; and bemoan the promises broken when it comes to fully identifying with Niko or making truly meaningful ethical choices in Rapture. These &amp;quot;failures&amp;quot; are seen as defining the limits of narrative gaming - reminders that games just aren't quite up to the challenge of telling good stories.&lt;/p&gt;

&lt;p&gt;Really?&lt;/p&gt;



&lt;p&gt;I'm the first to admit this narrative medium is still emerging from its infancy...but what a handsome baby it has been! It requires no strain on my part to recall a fairly large collection of games that have provided narrative experiences I've found compelling and meaningful. &lt;em&gt;System Shock&lt;/em&gt;, &lt;em&gt;Deus Ex&lt;/em&gt;, &lt;em&gt;The Legend of Zelda: Windwaker&lt;/em&gt;, &lt;em&gt;Planescape: Torment&lt;/em&gt;, &lt;em&gt;Bioshock&lt;/em&gt;, &lt;em&gt;Planetfall&lt;/em&gt; - these are only a handful of the many I could name. Are any of these perfect? No. Could they be improved in all sorts of ways? Certainly. Although I'm not sure about &lt;em&gt;Planetfall&lt;/em&gt;. That one may be a perfect expression of story within a text-based structure.&lt;/p&gt;

&lt;p&gt;We often hear that movies are far more capable storytelling vehicles, and that may be so. But consider this: how perfectly constructed is the much-heralded &lt;em&gt;The Dark Knight&lt;/em&gt;? In my view, not very. It strains more than it should from heavy-handed metaphors, and its plot mechanics too often make me aware of the wizard behind the curtain. People do smart things in &lt;em&gt;The Dark Knight&lt;/em&gt; when the movie needs them to be smart; but when the movie needs them to be dumb, they do really dumb things. &lt;/p&gt;

&lt;p&gt;These are mostly mechanical problems: a medium straining to embed literary devices into a visual storytelling form. How different, really, are these problems from the ones we wring our hands about in games? I loved &lt;em&gt;The Dark Knight&lt;/em&gt;, but we shouldn't fool ourselves into thinking that film has permanently mastered the art of storytelling simply because it is more &amp;quot;evolved.&amp;quot;&lt;/p&gt;

&lt;p&gt;Video games continue to grow and explore ways&amp;nbsp; to communicate meaning. I've been playing &lt;em&gt;Braid&lt;/em&gt; and thinking about how this game conveys Blow's ideas about interactive storytelling. Lots of good, interesting stuff to explore here, and I'll do that here soon with a little help from my friend &lt;a href="http://versusclucluland.blogspot.com/"&gt;Iroquois Pliskin.&lt;/a&gt; &lt;/p&gt;

&lt;p&gt;In the meantime, I can't help also thinking about &lt;em&gt;Super Mario Bros&lt;/em&gt; and &lt;em&gt;Grim Fandango&lt;/em&gt; and wondering if &lt;em&gt;Braid&lt;/em&gt; would ever have been possible without these and other excellent games like them. No game is the final destination or the ultimate statement. Every&amp;nbsp; game is another step in the journey, and many of those early milemarker games - flaws and all - gave us stories we should never forget.&lt;/p&gt;&lt;/div&gt;
&lt;img src="http://feeds.feedburner.com/~r/brainygamer/~4/364887700" height="1" width="1"/&gt;</content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/beware-the-stra.html</feedburner:origLink></entry>
    <entry>
        <title>Vintage Game Club - what game next?</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/363445472/vintage-game-cl.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/vintage-game-cl.html" thr:count="6" thr:updated="2008-08-13T05:17:26-04:00" />
        <id>tag:typepad.com,2003:post-54112134</id>
        <published>2008-08-12T21:28:15-04:00</published>
        <updated>2008-08-12T21:28:25-04:00</updated>
        <summary>Grim Fandango wraps up this week, and our first excursion into vintage game clubbing was a fun and lively success. On behalf of Dan Bruno and David Carlton, I want to thank all of you who joined for helping us launch the club in such a positive way. 64 members, 277 posts and well over 17,000 page views from members and visitors...not a bad start, eh? So, what game next? We're looking for your ideas and suggestions. If you're a member, come on over and join the conversation about what kind of game experience we'd like to follow Grim Fandango....</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Vintage Game Club" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><em><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/12/rifleclub3_2.jpg"><img width="250" height="168" border="0" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/12/rifleclub3_2.jpg" title="Rifleclub3_2" alt="Rifleclub3_2" style="margin: 0px 0px 5px 5px; float: right;" /></a>
 Grim Fandango</em> wraps up this week, and our first excursion into vintage game clubbing was a fun and lively success. On behalf
of Dan Bruno and David Carlton, I want to thank all of you who joined for helping us
launch the club in such a positive way. 64 members, 277 posts and well
over 17,000 page views from members and visitors...not a bad start, eh?</p>

<p>So, what game
next? We're looking for your ideas and suggestions. If you're a member, come on over and join the conversation about what kind of game experience we'd like
to follow <em>Grim Fandango</em>.</p>

<p>If you're not a member but wish to join us, what's stopping you? We'd love to have you, and now would be a great time to jump in. Just hop over to <a href="http://www.websitetoolbox.com/mb/brainygamer">our discussion forum</a>, sign up, and you're in. If you'd prefer not to join but simply want to follow the discussion, you're welcome to do that too. </p>

<p><a href="http://www.websitetoolbox.com/mb/brainygamer">The Vintage Game Club</a></p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/363445472" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/vintage-game-cl.html</feedburner:origLink></entry>
    <entry>
        <title>Media old and new</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/362232499/media-old-and-n.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/media-old-and-n.html" thr:count="13" thr:updated="2008-08-18T12:53:44-04:00" />
        <id>tag:typepad.com,2003:post-54043894</id>
        <published>2008-08-11T15:50:20-04:00</published>
        <updated>2008-08-11T19:47:49-04:00</updated>
        <summary>I enjoy helping acquaint my colleagues with the assortment of technologies we call New Media. I've never been crazy about that term (how much longer can it be considered "new"?), but at this point I guess we're stuck with it. Whatever label we use, the emergence of digital networked communication has forever changed how we create and share information. The challenge for me and my colleagues is to figure out what these technologies have to offer us as teaching and learning tools. The problem is, colleges and universities are generally resistant to change. For many faculty and staff, this stuff...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games and media" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/11/oldtv.jpg"><img border="0" alt="Oldtv" title="Oldtv" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/11/oldtv.jpg" style="margin: 0px 5px 5px 0px; float: left; width: 155px; height: 209px;" /></a>
I enjoy helping acquaint my colleagues with the assortment of technologies we call New Media. I've never been crazy about that term (how much longer can it be considered "new"?), but at this point I guess we're stuck with it. Whatever label we use, the emergence of digital networked communication has forever changed how we create and share information. The challenge for me and my colleagues is to figure out what these technologies have to offer us as teaching and learning tools.</p>

<p>The problem is, colleges and universities are generally resistant to change. For many faculty and staff, this stuff we call "old media" still feels awfully new. Books and newspapers are fine, but you can find plenty of of schools that have yet to fully embrace video and film, let alone that fat pipe that streams porn and knowledge in equally indiscriminate bucketfuls. </p>

<p>So if we believe these new technologies can help enable us and liberate us and bring us together, we must make a case for how that works. It can be helpful to contrast how new and old media typically function, and I just happen to have a personal story that does just that.</p>

<p>I was contacted recently by two people who came across my blog and wanted to interview me. I was surprised and flattered and said yes to both. One was Mike Walbridge, who was writing a story for <a href="http://gamesetwatch.com">GameSetWatch</a>; the other was a gentleman from a popular am/fm radio station in the western U.S.. Interview times were arranged; both conversations were pleasant and positive; and I finished each fairly confident that I hadn't humiliated myself - at least any more than usual.</p>

<p>Mike's <a href="http://www.gamesetwatch.com/2008/06/column_the_game_anthropologist_game_writers.php">piece appeared on GameSetWatch</a> and I was pleased to see it. The essay included material from interviews with Kieron Gillen, Leigh Alexander, N'Gai Croal, and several other heavy-hitters, and I felt gratified to even have been included in their company. But as Mike pointed out in his preface:</p><blockquote><p>[<strong>AUTHOR'S NOTE</strong>: all these writers said very interesting
things that are beyond the scope of this article but which I think
should still be printed. Also, the way my own opinions and perceptions
came about were highly influenced by the order in which I interviewed
them, as well as the flow of the discussion. More details and more of
their opinions will be posted on my <a href="http://etelmik.blogspot.com/">own humble blog</a> in the coming weeks.]</p></blockquote><p>True to his word, Mike has followed up with separate comprehensive and well-written features highlighting each of us. These are useful extensions of his original piece, filling in many blanks and fleshing out many ideas. <a href="http://www.gamesetwatch.com/2008/08/column_the_game_anthropologist_pt_4.php">GameSetWatch returned to pick these up</a> as well, and they also appear on <a href="http://etelmik.blogspot.com">Mike's personal blog</a>, as promised.</p>

<p>This is what new media journalism looks like. A journalist does his homework, writes his story, and fulfills his assignment. The story is posted online and picked up by several other online sites. But it doesn't end there. The journalist returns to his unused material and posts that information on his own. These stories are redistributed again by various sites, and throughout this process readers can post comments or questions, and the journalist can respond with more information, context, or perhaps even more reporting. And, of course, all these posted stories are sprinkled with links to related or other useful sites for even more information.</p>

<p>Transition.</p>

<p>The radio interview produced a 14-second sound bite of me declaring today's gamers dumber than yesterday's. It appeared wedged into a 1-minute 20-second barrage of other "tech" stories. It yielded no useful information, no additional resources, and it managed to completely mischaracterize my ideas and my writing - all underscored by a busy barrage of music and sound effects under the reporter's voice.</p>

<p>This is what old media looks like. To be sure, it doesn't have to be this way at all, but more often than not, it's exactly like this. The show supercedes the content, and any light that's shed is typically a self-reflexive light on the medium itself. The show is the show. The guy I spoke to was doing commercial broadcast radio. That's the schtick. And that's why it's dying.</p>

<p>I could be accused of choosing extreme versions of the best and worst of new and old media. But I think my own little encounters with both are indicative of fundamental differences that help explain why so many of us are surfing the web when we're supposed to be consuming old media.</p>

<p>And now back to the games. :-)</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/362232499" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/media-old-and-n.html</feedburner:origLink></entry>
    <entry>
        <title>Ignominious defeat</title>
        <link rel="alternate" type="text/html" href="http://feeds.feedburner.com/~r/brainygamer/~3/361121439/ignominious-def.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2008/08/ignominious-def.html" thr:count="13" thr:updated="2008-08-11T14:57:12-04:00" />
        <id>tag:typepad.com,2003:post-53992432</id>
        <published>2008-08-10T10:41:47-04:00</published>
        <updated>2008-08-10T10:49:57-04:00</updated>
        <summary>Geometry Wars 2 is killing me. Over and over, it's finding new and better ways to kill me. To be fair to the game (and why should I be, since all it wants to do is kill me?) most of the time I'm dying because of my own carelessness or stupid mistakes. But either way you look at it, this game is killing me. I was pretty good at the first edition of Geometry Wars, mainly because I do better playing defensively. Maybe it's the pacifist in me, but I prefer biding my time, avoiding trouble, and shooting my way...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><em><a href="http://www.brainygamer.com/photos/uncategorized/2008/08/10/defeat.jpg"><img width="220" height="172" border="0" alt="Defeat" title="Defeat" src="http://www.brainygamer.com/the_brainy_gamer/images/2008/08/10/defeat.jpg" style="margin: 0px 0px 5px 5px; float: right;" /></a>
Geometry Wars 2</em> is killing me. Over and over, it's finding new and better ways to kill me. To be fair to the game (and why should I be, since all it wants to do is kill me?) most of the time I'm dying because of my own carelessness or stupid mistakes. But either way you look at it, this game is killing me.</p>

<p>I was pretty good at the first edition of <em>Geometry Wars,</em> mainly because I do better playing defensively. Maybe it's the pacifist in me, but I prefer biding my time, avoiding trouble, and shooting my way out of situations only when cornered. That strategy worked fairly well in <em>GW1,</em> but <em>GW2</em> insists that I take it to those pinwheels, diamonds, and snakes with extreme prejudice. That's fine, and I'm glad the sequel feels like a different game, but the new version doesn't play to my strengths. And so I die in King; I die in Evolved; and I die in Pacifism - the one mode I hoped might offer me a reprieve.</p>

<p>Every time I play an arcade game that knocks me on my arse, I think of <em>Ikaruga.</em> Even typing that word makes my left eye twitch just a little. <em>Ikaruga</em> is the hardest game I've ever played, and that includes video games, coin-op games, board games, card games, <em>Sunday New York Times </em>crossword puzzles - you name it, Ikaruga is harder. I think about <em>Ikaruga</em> because, for me (and I know other gamers with actual talent disagree) <em>Ikaruga</em> crosses the line that separates fair and unreasonable challenge. When I die in <em>GW2,</em> I get mad at myself. When I die in <em>Ikaruga,</em> I get mad at the game.</p>

<p>This line makes all the difference for me because <em>Ikaruga</em> ceases to be fun when it kills me, but dying in <em>GW2</em> only makes me want to play it more. Because I know I can do this thing. I just know it. Damn, I just died again.</p>

<p>There was a day when I enjoyed my one shining moment. Several years ago, after having been thoroughly thrashed by my students in <em>Halo 2</em>, I decided to demonstrate my mad old-school skills with <em>Robotron 2084.</em> I brought in my fancy X-Arcade dual joystick controls, loaded up the game on my computer connected to a classroom projector, and proceeded to quadruple the best score posted by any of my students - my glory displayed on a giant screen for all to see and wonder at with awe.</p>

<p>They say the <em>Geometry Wars</em> games are inspired by <em>Robotron,</em> but I just can't see it. If that were true, I'd be a master at both, right? No. They're totally different games. Totally different. Maybe I'll try to hook up these X-Arcade sticks to my Xbox 360. Yeah, that's the ticket. These gamepad thumbsticks are a joke. How can you even play with these? It's an equipment issue. Arcade sticks are the only way to go. Hey look, I just died again.</p>

<p>I'm reviewing <em>Geometry Wars 2</em> for <a href="http://www.popmatters.com">Popmatters</a> later this week, so I've got a lot more dying to do before I'm done with it. I need to try the co-op and co-pilot modes, but it's hard to find anybody in my house who thinks this game would be fun to play. Why should they when all they ever hear is my screaming?</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/361121439" height="1" width="1" /></div></content>


    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2008/08/ignominious-def.html</feedburner:origLink></entry>
 
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