Archive for January, 2008

Feel the Burning #7: The Sword that Cleaves Evil

Thursday, January 31st, 2008

Here’s a quick thought about the inherent silliness of giant robots, especially the homages to giant robots.

Opinion: Daizengar, or DyGenGuard, is one of the most popular and well-liked super robot among the Banpresto originals in Super Robot Wars. (honestly, it doesn’t have much competition in this category, considering its number of appearances and the fact that it’s one of maybe 4 or 5 supers in the Original Generations games. Plus, it’s badass.)
Fact: According to the Super Robot Wars OAV, Daizengar/DyGenGuard uses a muscle trace system similar to the controls used in G Gundam – as in, the cockpit is basically a motion capture room that has the robot mimic its pilot’s movements.

Conjecture: What does this mean for Tatsumaki Zankantou/Tornado Blade, where Zengar/Sanger’s best friend turns his mech into a horse for the Dynamic General Guardian to ride?

Conclusion: Real men ride each other.

Yes, Super Robot Wars players have been wondering this for years. But, before I go…

Parting thought: Is THAT why Zankantou grows like that?

Games +/- Art: Stage 1-2: Please Continue?

Thursday, January 31st, 2008

Thought I’d lead this off with an exerpt from a 2005 interview by user ”Cacophanus” for a U.K. gaming mag, <a href=”http://forums.insertcredit.com/viewtopic.php?p=281726#281703″ mce_href=”http://forums.insertcredit.com/viewtopic.php?p=281726#281703″>with Kazuma Kujo</a>, of IREM (R-Type III, Delta & Final, Bumpy Trot)

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Q: “Would you deem games as an artform, if so why?”
Kujo-san: “I think defining Art itself is difficult, but I prefer to call games as public entertainment, or something enjoyable. Viewing games this way, I think, fit better. When I am working on a game, I try to prepare something users want to see or touch rather than conveying my opinions to others. And if such game can surprise users, that would be best.”

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Interesting viewpoint!  And, admittedly with this author being a crazed shmup fan, it’s always good to hear from the sages.  Anyways, I’d like to find more creator quotes and words from industry professionals instead of relying on random conjecture and shaky definitions.  People like David Jaffe (God of War), Lorne Lanning (Oddworld series), Toru Iwatani (PacMan) or Tetsuya Mizuguchi (Lumines) all have very different ideas about both what constitutes a game, and where that intersects with the arts. 

I leave the investigations to you, readers.  Got a game you stand by as ‘art?’  Heard or read a philosophy that speaks to you as a noble direction for game development?  Or should I say, did a game director just say what you were thinking?

Give us some feedback!

Random Flavors of Pocky #16: Birthday Geekery

Tuesday, January 29th, 2008

This is a short post, because I’m still ill, I had to work late-ish, and it’s my birthday.

On your birthday, generally speaking, you want to do something you really like. Some people prefer having a lot of people over, and being social. Other people prefer quieter affairs, just a couple of friends and dinner, for example.

Me? I like to have friends over, and watch movies, play games (board, card, video, etc.), and geek out.

What kind of geeky things do you like to do on your birthday? Please keep it PG-13.

Geek hobbies, part deux

Monday, January 28th, 2008

Last week I talked about quilted video games, and while I still lust after an alliance throw blanket for my sofa, I might want to scale it back a bit. I might want to look towards something I can do without having my heavy sewing machine shipped across country. Hmm… perhaps some cross stitch?

I know, I know, cross stitch is usually that aisle in the craft store where you see older ladies and canvases painted with big eyed cats. Or maybe you went there when you were a girl in elementary school so you could get the emboidery floss for freindship bracelet making. (ahh, those were the days…) You know that this is the part of the post that I point out the less stereotypically grannylike aspects of this hobby.

Take a look, for instance at this blog. Sprite Stitch is an entire blog devoted to one crafter’s passion for game sprite inspired cross stitch. I love what he’s done with the Companion Cube, for example.
portalbff.jpg

Fantastic, I say!

Again, the older game sprites seem to lend themselves naturally to this style of art. I am amazed at the number of images and mentions I found about game based cross stitch. There is even an article here about the steps one might take to go about creating your very own cross stitch pattern to geek out with, and a pattern generator you can use for free at Dark Lilac.

Who knows, once you do one you might want to do another and another…. till you end up crating beautiful works of Geekery like these done by this fellow over here. Just amazing. I hope I can be this good someday.

If I practice…

Guest Post: You Put Your Left Fist Inn, You Put Your Left Fist Out

Sunday, January 27th, 2008

Hello, folks! Here is a review of a new card game by new blogger Jason Cox! Take it away, Jason!

inn-1.jpg

 

Ah, the inn… bastion of rpg’s, the alpha and omega to countless stories, and a lovely place to try to bash a mug over a strangers head in a good natured manner. If there has ever been a time when inn’s have not been identified with role playing games by geek culture, that time is lost to the ages. Even space genre stories have their hives of scum and villainy while modern day grim and gritty could not exist without the local dive to get pissed in after seeing things no man should see. What cowboy could hold his ten gallon head high if not for the saloon and what kind of deep space exploration would be complete without a clean cantina and a knowing bartender? Some inns and taverns, such as the Vulgar Unicorn, The Floating Vagabond, or The Restaurant at the End of the Universe, have reached such a level of fame that they are practically characters in and of themselves with a defined look, feel, and clientèle.

 

Into this mix comes the dice game Inn-Fighting by Rob Heinsoo, published by Wizards of the Coast. The game’s sole intention is to create a loose and free environment of ale and fisticuffs, where your character and your actions are not taken too incredibly seriously and where tides can turn in very short order. The mechanic is simple enough once you get the hang of it… basically you have several actions available to you, but the roll of the dice make certain actions and targets more viable or practical. Once you make your decision you roll a D20, add your attack, and hope for the best. Every time you hit a character the amount of damage you do turns into victory points for your pile, with a bonus for KOing another character. Winning the game is very fluid though, because the victory points you acquire can also often be spent activating special abilities or to heal a character.

inn-2.jpg

The game does have a few downsides. Due to the fast paced multi-target mechanic of the game it is completely unsuitable for a two player game (the game itself says no less than 3) and it feels extremely awkward to play more than one character. The game relies on special dice for the most part, so if they are lost so is the game. Also while the game is fast paced and fun, the inherent randomness can be frustrating if you are the sort of player who prefers drawn out strategies to improvised mayhem. Lastly, the game requires a large amount of counters, roughly twenty or so per player, so those players without penny jars or glass beads may spend a lot of time ripping up paper.

This being said the fast and loose mechanic does do an excellent job bringing a light hearted barroom brawl to life, complete with tavern wenches, mugs improvised as weapons, and innocent bystanders used as shields. If your character is knocked out you simply draw a new one from the huge stack of other characters and play is such that everyone can expect to be KO’d at least once. The characters abilities, though not exactly balanced, are varied and for the most part make sense. The price is fair, if not exactly cheap ($14.99) and can be a quick and fun way to wind down with some friends.

Just remember to tip the waitress when you leave. She’s been good to you (and passed you that chair when you needed it) so now you be good to her.

I’m not dead yet!

Sunday, January 27th, 2008

Unfortunately Plague has hit the House of Spwug hard this week it seems. I’m working on the Saturday post even now, and I’m hoping to have it up tonight. I really am very sorry folks. Things are looking up, though. Two of us are medicated and in recovery so things should settle down pretty soon.

Feel the Sickness

Thursday, January 24th, 2008

Sadly, the only burning this week involves me – I appear to have something wrong with my ear/nose/throat, but I’ll hopefully be back soon with more Burning for you.

Emergency Flavors of Pocky #1: Suchi-ru Araibu

Thursday, January 24th, 2008

Someone has taken the end theme from the game ‘Portal’, and ‘translated’ it into Japanese. The link is below, listen at your own risk. (SFW)

Po-taru

Games +/- Art: Let Slip The Dogs Of War!

Wednesday, January 23rd, 2008

Always wanted to head a topic with that line… anyway!

Hey folks, though I do have “Stage 1-2″ of my Games vs. Art discussion, I think I should take time to come back to some responses given on my DeviantArt page. I flagged the article there and got some stirring replies!

The key point of argument was this author’s lack of accuracy and oxymoronic handling of the topic at hand. It was definitely tough to justify why video games would lack the capacity to be art. Likewise, I felt that since this would be a series of articles, then the ideas would be refined and I could afford to be messy at this stage, as long as I clean it up nice at the end. Artistic, no?

I’ll actually be updating this throughout the remaining week and head up next week’s post with a revised Stage 1-2. For now, the biggest highlight from “Duredhel” of Lima, Peru:

“Got to disagree, interactivity has always been an intergral part of art. I do believe much of fine art encourages free interpretation from the viewer in order to make art a personal experience, the only difference is that the packaging has changed and it is difficult at this relatively early stage to recognize it as such. Art is not only the piece hanging in some museum or the lone instalation in some park, it is the conjunction of the experience and the person experiencing it, the concepts put forward by the artist and how our own personal baggage shapes them into feelings or ideas. Same with games, I think the basic logic of the article is flawed, it is assuming that if games were art, the player would be the artist. It is the same as saying the everyone of the piece who appreciate a painting should be in the capacity to paint in. Fact is, most of the times the artist will not be the player, but the developer. Of course most games wouldn’t be art, just as you wouldn’t call TV Guide a piece of fine literature. And just as many artists nowadays are challenging the perceptions of creator and viewer, many games are enabling users to create their own content by giving them developer tools. ALL arts are equivalent to “sandbox gaming”, you have a sandbox or tools, be it your game, your medium, your canvas, whatever, be it in gaming or in arts you are limited by both your tools and your skill.

It would be cool if we could get people blindfolded and just have them go through the louvre smelling the paintings, but it wouldn’t work out well.

The article itself is plagued with oxymorons, the Mona Lisa doesn’t have an end of stage marker but it has a frame, whatever is beyond that frame is up to the obserber’s imagination, be it on a game, painting, sculpture, photograph or novel. And well, I kind of find it ironic the writer uses DuChamp’s urinal (it wasn’t a toilet seat, it was a urinal) to do exactly what DuChamp was trying to criticize, which is categorizing what is and isn’t art.
I believe that as paradigms are broken and we get more familiar with the medium (painting has been around since the dawn of man, Videogames have been around less than a generation),
games will be just as stirring as El Quijote or Picasso’s Guernica. And maybe people will also realize that doing what the writer of the article of the is trying to do, which is to categorize and label human expression is a contradiction to the nature of art itself.”

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And your author’s reply:

“Damn, color me stunned. That’s a brilliant response! You’ve got me planning on a deconstruction post to follow up for this week’s article!

I’m reminded actually, that in taking this stance of “HAH, games aren’t art, are you crazy!?”, that an old teacher once went on a two-hour tirade against video games. That they offended his senses on every level (creatively, culturally, any way that games had influence), and he felt that they were absolutely worthless.

What was kinda sad about that, is that I wish I could be around and see what would happen if he said those things today. I’m sure he’d be lambasted to death, and with MUCH more reasonable evidence.
I personally don’t know if time will be THE deciding factor, though. Faced with a response like this, I’m hard pressed to think of any counterpoints. I’m still playing the hand (hah, playing!) of objectives and motives in a narrative being way outside what is commonly seen in art. I honestly can’t think of any sort of medium that does the same, and wonder what that does to the whole scheme of things.

Still, that’s a blazing reply.
I’ll do better to sharpen up my writing, and create a stronger stance, though — I wish I’d read this a week ago!

Smelling the Louvre though, I’m shocked no one’s tried it yet…”

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More to come, with self-degradation to boot!

Particular Flavor of Pocky: Dead Pocky #4

Wednesday, January 23rd, 2008

Man, what is it about my new home that makes me sick?

I’m homebound by doctor’s orders for almost a week, and I can’t think clearly enough to really post.

My apologies, everyone.