Posts tagged Editorials

Games of skill and games of story, and how Starcraft II blends the concepts

The more I’ve been thinking about gameplay mechanics and how gamers interact with a variety of games, the more I’ve narrowed down video games into two overarching categories: games of skill and games of story. Regardless of genre, games of skill focus more on mastery of a game engine and its trappings, while story-focused games worry more about plot progression and crafting narrative.

Naturally, I would place most first- and third-person shooters, most sports games, racing games, and fighting games into the “skill” category, while RPGs and adventure games dominate the “story” zone. Sure, a game like Mass Effect 2 may have wonderful shooting mechanics, but the game’s focus isn’t on a combat engine that’s balanced for multiplayer, where time investment and development of skill is rewarded. Instead, it focuses on advancing a captivating story with action scenes designed to make the player feel empowered. While it may help engage the player in the conflict, it’s not the same as the combat in a balanced, multiplayer-focused shooter like Halo or Call of Duty. Even the incredibly tight combat engine in a modern Zelda title is focused on a single-player experience, as its traditional “get this new tool and make use of it in the dungeon” gameplay is designed to act as a ramp to climb throughout the duration of Link’s quest.

Conversely, your classic Street Fighter, Soul Calibur, or other fighting game may have a story mode, but it’s secondary fluff on top of the fighting engine, learning characters’ move sets, and how to become a better fighter. Racing games are the same way; simulation games like Forza Motorsport or Gran Turismo are about the feeling of driving, improving yourself as a driver and mastering the physics engine at the heart of the game, not a narrative. And, of course, shooters like Halo and Call of Duty have engines that lend themselves to a level playing field for truly competitive multiplayer.

Using these different lenses, then, it’s interesting to view the changes Blizzard is making within Starcraft II to play to each of these strengths. While the multiplayer modes (as previewed during the beta period and available now with the retail release of Wings of Liberty) seemed like a graphical and game-engine evolution of the original Starcraft, the company has taken a different tack with single player. Of course multiplayer has been updated in many ways, but single player no longer contains all of the same details as multi. Some units are only available in the campaign, as is the ability to make customization choices through a branching path in the single-player mode.

While these sort of branching changes would inevitably break multiplayer — having to balance all the possibilities could be impossible, even for a company with resources like Blizzard — they help make the single-player experience a more robust and individualized process. I’ve heard on different podcasts a variety of laments for taking one upgrade choice over another: in the same way that the branching paths in the game open up unique experiences, so does having that permanent branching upgrade tree. Blizzard introduced more Terran options into the single player campaign, and once you make a decision, you have to live with it.

It may not be an analogous situation, but the new Medal of Honor game from EA is following a slightly similar tack — at the very least, the single-player and multi-player modes are being handled by two different companies within the EA hivemind; EA’s Danger Close Games in Los Angeles is crafting the single-player mode, while Battlefield series developer DICE is handling the multiplayer. This outsourced style of development may be the future of AAA games: the first Bioshock famously had segments of the game outsourced throughout the 2K studios worldwide.

However, separating the development of single-player components from multiplayer — and the admission that they take different approaches to make work — is a fascinating evolution in the history of creating video games. It’s an admission that there are different goals regarding crafting a single-player experience and a finely tuned multiplayer game that allows for competitive play. Moreover, for super-large AAA-quality games in the future where gamers demand both an engaging single-player campaign and competitive multiplayer, dividing the creation duties could become the standard development strategy.

Sasquatch Soapbox: Games and gamers — the line begins to blur

What is a game, and what is a gamer?

In the wake of E3 coverage laced with “it’s not for us,” the rise of games on social media sites and iPhones, and Microsoft and Sony showcasing their motion-control interfaces more thoroughly, this question is coming up more often. An unscientific analysis of quote-unquote hardcore gamers would suggest they’re focused more and more on what appears to be a shrinking market. Nintendo’s press conference at E3 this year, in which it showed off new Zelda, Donkey Kong, and Kid Icarus titles, was held up as a breath of relief; the reaction within core gamers was along the lines of, “Finally, Nintendo is making games for us again!”

A truism about business that I’ve learned in graduate school is that expanding markets begin to fragment and form niches. Read the rest of this entry »

Why I can’t wait for Red Dead Redemption

Hype is a strange thing. It causes all sorts of people to vehemently defend a product they’ve never even touched. And despite my best efforts to remain neutral about the release of certain new videogames — in a laughable effort to sustain my school-bred journalistic ethics — I’m as susceptible to flashy advertisements and smart marketing as any modern consumer.

Red Dead Redemption, which is out today, coerced me to put my money down based on its trailers and previews alone. My fistful of (60) dollars is purchasing an untested game that I’ve barely seen or read about, and no matter how capable Rockstar is as a developer, every company makes mistakes (i.e., Capcom’s unsuccessful attempts at building western-focused franchises). This horse-riding, cattle-rustling and outlaw-shooting game could be a flop, but for more than a few reasons I don’t believe that’s the truth.

Instead, I’m going to tell you exactly why I’ve saddled up to ride into the hype-laden sunset.

Read the rest of this entry »

Our impressions of the Halo: Reach beta


With the Halo: Reach beta well underway, Nick and Aaron decided to dust off their copies of Halo 3: ODST to decode the Internet hubbub surrounding the latest entry in the franchise. While their experiences were both positive and negative, one thing is clear: It’s definitely Halo.

Read the rest of this entry »

Sasquatch Soapbox: Unleashing the Banhammer? Xbox Live, cheaters, and bans

Ducking bullets and returning fire in Modern Warfare 2 has become big business online — but with tons of online players, bugs inevitably crop up.

For all the positives that your yearly Xbox Live gold subscription buys, it comes with one major downfall: the generic Xbox Live asshole. This is not a new phenomenon — Penny Arcade codified the “G.I.F.T.” system more than five years ago — but on two recent major Xbox 360 titles, Call of Duty: Modern Warfare 2 and Forza Motorsport 3, it appears that the Live team is finally taking a strong stance on cheaters.

But is what’s happening in these titles really cheating, and is the tough-guy stance really the appropriate response?

Read the rest of this entry »

Double Take: another look at Modern Warfare 2

Editor’s note: Frequent Silicon Sasquatch podcast guest (and PC enthusiast) Spencer Tordoff has more than a few things to say about his experiences with Call of Duty: Modern Warfare 2. With our review now live, we felt his commentary would be the perfectly compressed chaser to our long-winded critique.

I’d like to preface this by saying I have no interest in Modern Warfare 2′s multiplayer component. The betrayals of Activision and Infinity Ward have come and gone; the damage is done, and for once I feel like I have nothing to say on the topic.

However, the single player portion continued to intrigue me. I loved the campaign in Call of Duty 4, as well as the previous Infinity Ward-crafted stories of Call of Duty 1 and 2. Procuring a copy of the latest game to continue the Modern Warfare storyline felt like a good idea, like an olive branch offered to a quarrelsome friend.

Read the rest of this entry »