Tag Archives: feature

Closing Ranks: Why We Need to Be Like BSN

It’s a well-known fact that publishers and developers have a simple if effective manner of dealing with discontent with their player bases: if they don’t say anything, eventually the ire will ebb away. Players will be distracted by other releases, placated by out-and-out bribes, or simply calm down and just be bitter. It’s not that these publishers and studio’s don’t deserve to be forgiven for things like Aliens: Colonial Marines, Diablo III and Duke Nukem Forever- they need to do things to earn that forgiveness, forever. If they don’t, players need to remember the actions of studios when making their next purchase.

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So what does any of this have to do with one of the strangest, loudest communities in gaming?

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Conpulsion 2013: A Sense of Conmunity

There’s a warming sense of inclusion when you walk through the imposing front door of Teviot House. This weekend, the stately corridors forgo student life for the reverberation of d20 scattered on oaken tables. Hundreds of like-minded folk have come together in the pursuit of a common goal: the rampant acquisition not only of joy, but of experiences shared.

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The Illusion of Choice: Depression Quest

I suffer from depression. I’ve written an article on it already, which you may or may not have read. I’m saying this upfront to assure you that I’m going to try to avoid talking about my specific experiences, but more about the game and depression in general.

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God Only Knows: Some Musings on Bioshock Infinite

There’s a lot that’s been said about Bioshock Infinite and the rafters of the internet creak with the mass of speculation and praise that the game has received. That will not stop us for a second. So here, with the caveat that I’m not going to use any traditional structure for this article and will leap from idea to idea, is what I took from Bioshock Infinite. There will be spoilers after the break. This is a warning. Do not read further without completing the game.

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The PS4: Glass Half Empty

When a new console is announced, it appears to be customary for games writers to fall into one of two camps. On one hand, we have those who devour press releases and regurgitate them in sprawling paeans to god given silicon form, frothing wildly at the mouth and genitals for the chance to touch the very future of gaming. On the other, the cynics. The embittered husks where joy and enthusiasm once dwelt, their faces a sculpture of disdain and ill-hidden sneers.

I am going to try to avoid falling into either camp, but I’d like to apologise for the inexorable decline into cynicism and sarcasm that I’m pretty confident will happen throughout this article. You see, I don’t really hold out much hope for the PS4 as the future of gaming.

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Fail State: The Pitfalls of Game Creation

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On New Year’s Eve, I decided to break my no New Year’s resolutions rule. On Twitter, a new challenge had been issued to would-be indie game developers, and it was #1GAM. That’s (for those challenged by acronyms) one game a month, which in my mind sounded simple, trivial even.

Oh, how I was wrong. Now, this article is by no means meant to discourage you from making games. I’d prefer to inspire, but with the experiences I’ve had so far, I just want to pass on a few tips that I feel may be of use to any aspiring Notches or Cavanaghs. So without further ado, here are my tips for any budding game creator.

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Choose Your Own Gamebook #1

Choices! Hundreds of them and they all come with their own unique rules, settings and stories. Welcome to the world of gamebooks, where you not only choose your adventure but also what to play. So where to start? Well, I’m here to help explain, but you’ll you have to do the hardest part and choose.

Gamebooks are written in second person, where you control the character and participate in the adventures. You’ll come across moments where there will be branching points and you have to choose which one. Go East, turn to paragraph 65/Go West turn to paragraph 9. Keep reading this article, continue down the page/ Stop reading this article, close browser and go away. Get the idea?

Chose to continue then? Good.

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Depression In The Borderlands

I was a tiny nipper when I first sat hypnotised by the lanky form of Mowgli. I’d been sitting in front of the Mega Drive Jungle Book game, one that my Dad had rented out from Blockbuster for me (and what an odd concept renting out games is these days). I was absolutely engrossed and completely incompetent, failing in every conceivable way to make progress across the simulated jungle. It’s a memory I look back on with a faint feeling of satisfaction when, with the benefit of hindsight, I can see the fire kindle in my younger eyes, engaging in a hobby that would envelop my spare time for years to come.

I had to rename this, because we were getting frustrated searches for bestiality.

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A Return to the Secret World; Prologue

Well, after a series of horrendous financial woes including massive layoffs, The Secret World has gone free to play. While I played, I rather enjoyed the game…but not enough to continue my subscription after a few months. The gameplay was fun, but I was having trouble making it into a guild. Partly, the society of the game wasn’t quite hammering itself out at that point. It was all exploration, questing. And, to be honest, it was a hell of a lot of fun. There wasn’t a raid culture where I was inducted into a cabal of tightly-knit people like on World of Warcraft, so I didn’t end up roped into a cabal of other players wherein I was an essential cog of a larger machine. I am constantly getting suckered int playing a healer, and I didn’t in The Secret World. It seemed like a more casual MMO experience, and that’s what I enjoyed about it. The skill system was novel and didn’t really restrict me as a player- I could heal and DPS with a very minimal set of skills, and didn’t pigeonhole me as any particular class.

There wasn’t that factionalism to really bind us together like there was in other games; no screams of ‘Horde for life!’, reppin’ for Orgimmar and Undercity. The factions largely felt…well, cosmetic. I hate to compare it to WoW once again, but part of the reason why factions flourished was the world PVP aspect. It could be incredibly frustrating to get ganked while questing, but it also made players of a given faction much more likely to protect one another, to take pride in your colours. Even walking down the street today, wearing a Horde T-shirt gets me nods of respect or at least recognition. It makes it easy to strike up conversations with people.

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I think my favorite part of the game was the lore and story quests. The lore in particular was fantastically written, the world settings incredible, and the idea behind the setting itself fantastic. I walked around for hours and hours looking for lore and really rather enjoyed it. That was the game’s greatest strength. There were plenty of references to everything from Stephen King to HP Lovecraft and back again. The quests were a lot of fun, and the emphasis on puzzles and problem solving was a nice change of pace. The skill wheel made things easy while being deep, and it was fun not to be restricted by class. I could swap in one skill set and be a healer when needed, and swap in another to DPS or quest. This also required the odd equipment change, but that wasn’t as big of a deal as I originally thought.

The community of The Secret World is also wonderful, by and large. Not only is it helpful and polite, it’s occasionally self policing. Since there’s an emphasis on problem-solving skills, the community frowns upon asking for answers (and even more so about giving them) on certain channels. Racism, homophobia, and other unpleasantness are rapidly reported and shouted down. Players are, by and large, extremely helpful to one another to boot. I haven’t ventured into a roleplaying server yet, but by and large everyone seems to be wired tight and willing to both teach and learn.

So why did I end up quitting? Paying fifteen dollars per month to basically play by myself was just sort of…well, baffling. I was playing what essentially amounted to a single player game with a tax, and because I was taxed, I felt to compelled to play constantly. That really killed the casual feeling of the game, which made me enjoy it less and less until I figured I was better off saving the money. It’s not a bad game by any means, but I felt a touch pressed to play even when I didn’t want to. Why am I giving it another chance now? Well, why not? There will most likely be a much bigger pool of players, and since I’ve quit, there’s been plenty of content added. So why not give it another shot?

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