Viva la Indie Revolution

“I don’t pass on five million, and it’s inconceivable that someone would, but that’s not what a large company is designed to do. They are not oriented around snacking. They want to fill their baleen with seawater and strain out four and a half tons of krill per day. “

Tycho (aka Jerry) from Penny Arcade pens exactly what’s happening with the recent renaissance of gaming that’s taking place. Big companies can’t sustain themselves with smaller titles, yet a large number of the best games to come out in recent years are just that – small indie titles. He thinks the tides are turning and don’t look good for big publishers, but I think that there’s plenty of room at the table. Regardless, it’s a great time to be a video game fan.

P.S. You’re playing Shovel Knight, right?

 

 

 

 

Episodic Content

I’ve been playing two games recently, Destiny of Spirits on the PS Vita, a free-to-play, turned-based strategy game with some collectible attributes like Pokemon. The other is Bravely Default on the Nintendo 3DS – a traditional 40+ hour JRPG by Square Enix, makers of Final Fantasy.

Both are titles released on traditional (or non-mobile phone) consoles and are each exclusives to their platform.

I’m enjoying them both, for differing reasons, but they both contain an interesting game mechanic that I’ve been thinking about.

Each attempts to reward daily play with in-game items or bonuses if you continuously ‘visit’ the game. In Destiny of Spirits it’s one of the virtual currencies used to purchase goods within the game. In Bravely Default it’s villagers and items randomly sent from other players.

In both cases the items are rather meaningless in terms of moving the story forward or giving you something genuinely unique. Most items can be gained through the game by normal means – i.e. Play the game longer and you’ll find the items.

My wife and I are also catching up on Parks and Recreation and Orphan Black. Both are great shows that have a traditional time slot and channel where you can watch. We however enjoy the experience of on-demand video where you can binge as much as you like, or carefully fit in an episode or two into your week. No need for commercials or being in the living room at a pre-determined time.

The downside is that we can’t be sure of what we can talk about within the show with friends in family. Are they caught up? Are we behind? Is that weird to talk about a season that aired 5 years ago?

This is something I’m noticing more of. Less conversation around time-based entertainment. Sure, things like Game of Thrones or their ilk are not released online as easily (or require an incredibly expensive cable subscription) but more and more is instant and ‘evergreen’. You can watch it whenever.

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I’m imaging a future medium – a cross between a video game and pre-VHS television. If you missed an episode of TV before the VHS you’d be hard pressed to catch it again. Maybe a repeat, but culturally you’d be out of the loop. The folks at work would be talking about the progress of the plot (or in the case of sitcoms of the time, a hilarious in-joke or reference) and you’d be in the cold.

Now we don’t have that. Now we can watch entire seasons of a show in a single sitting. But imagine a game where daily participation could give you things akin to an episode of TV. Miss an episode and you don’t have a clear understanding of the story. Can’t make the time on Tuesday for that mission? Then you don’t get the rewards other players receive. Truly unique content, not just baubles or items that can be found elsewhere.

I’m not a total masochistic. Maybe tardy players could complete the missions after a period of time. A little punishment that would encourage active participation.

Would something like this work? How far could you push it? Could the death of a main character, or major plot twist happen in a container of time like this?

Another thing that has me thinking about all this is the explosion of “Let’s Play” videos on YouTube and Twtich.tv. You can literally spend hours watching someone else play a video game. The day of a new game’s release you can watch almost the entire plot, see all the world has to offer, and be done.

I dislike cheat codes. Especially for games I have yet to complete. Once you use the code to run around invincible or not have to worry about having enough mana it becomes boring and pointless to continue. After a few minutes it usually breaks the game for me. Let’s Play videos are like a cheat code for my attention. I’m much less likely to play a game (or watch a movie after reading its plot on Wikipedia).

Would exclusive time-based content that furthers a narrative by providing unique information or experiences work in our world?

Review: Tearaway from Media Molucule

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With a book, you are a passive observer into whatever world’s story you’re reading. You know so much about the people and events and they know nothing of you.

Tearaway uses the unique narrative opportunities of video games to create a story in which the characters are aware of your presence. You are a ‘You’ a being from our world that somehow is able to peer into the world of Tearaway. You meet a messenger who is trying to reach you and along the way you help and guide them to their goal. At least, that’s what you’re lead to believe.

Tearaway is full of gorgeous visuals and brilliant audio. Sounds of paper-folding, tearing, crumpling are matched well with the rough edges of the paper world.

The music was phenomenal. The song “The Traveller” is one of my favorites. But don’t listen until you’ve played! It spoils the surprise.

The voices of the two narrators were spot on. Deliciously textured and were a perfect match for their sometimes quirky appearances.

Screenshots don’t do the quality of the visuals justice. The photos in this review are just that – photos your messenger can take with an in-game camera. A paper camera complete with multiple lenses, focus options and even filters.

The detail and solidity of the world make it oh-so believable – yes even for a world entirely made of paper an inhabited by talking paper craft squirrels. Nothing felt out-of-place or rushed. My only complaint is that I can’s spend more time in the world. Yes I can go back for collectables and trophies, but I want to see and explore more. What I did get a chance to experience was nothing short of breathtaking, humorous, unique, and beautiful.

Tearaway is my game of the year for 2013.

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Separate from the merit of this game itself is the unique experience I had playing it with my 7 (nearly 8) year old daughter. It is the first game we played together side-by-side and her first of this genre (action adventure 3rd person platformer) that she’s played to completion.

I’m glad we got to spend time together enjoying the story and telling each other tales about the world. I’m also elated that it was with such a good, positive game like Tearaway.

Kids and Games – Inspired by Penny Arcade

I like video games. Not just in the sense of spending a few hours a week playing them, but the development and design of them, their history in popular culture, and the unique ways the medium allows us to experience new places and characters like nothing before.

I’m also a parent with a daughter I love dearly. Which, as you can imagine, can create friction between the two interests. Kari loves video games too. We play Minecraft together – exploring caves and looking for diamonds and avoiding monsters. She knows what kind of games she can play – and why she can’t watch dad play his more mature games.

I’m lucky, I grew up with a Gameboy in my hands and had supportive parents that looked over my shoulder every once in a while. Some parents didn’t. I know folks whose first interaction with video games was via the unrelenting requests of their children to buy the latest Sega Super Mega Ultra Station 2000 for Christmas.

I was inspired by Mike Krahulik from Penny Arcade and decided to reach out to my daughter’s principal to see what I could do to help educate other parents on video games. Below is the email I sent to her this evening. If you’re an adult who cares about young people growing up in a positive gaming culture I urge you to do something. Communication and education is far more powerful than talking heads and fear mongering.

Dr. Vogelsang,

I’m Chris and my daughter, Kari Koerner, is in Ms. Parker’s 1st grade class.

Lately there’s been a lot of talk about video games in mainstream media. Katie Couric just did an hour-long piece that, while she has good intentions, makes video games look like something the devil came up with. Here’s a good retort if you’re familiar with the piece. The whole thing is a bit crazy and like most things, the truth lies somewhere in between.

I want to talk to other parents and teachers about video games. Not some boring 45 slide PowerPoint, but an honest chat with literal examples of what games are really like, how to find games that are appropriate, and how to guide our children to the right games, in the right context, at the right time.

This past March my family traveled to Boston for Spring break. Kari, Jackie and I went to a convention called Penny Arcade Expo or PAX for short. It’s a huge gathering of 70,000 gaming nerds from all walks of life. People who love board games, Dungeons & Dragons, card games, classic video games and yes, even the modern blockbuster titles we hear about in the news. People traveled thousands of miles to see new games and hang out with people who share the same interests. And you know what? It was the most amazing group of kind, interesting people I’ve ever met.

The guys who started PAX are behind a webcomic called Penny Arcade. It’s a series that is always mature and sometimes offensive, but spares no victim in being brutally honest about video games and the culture that surrounds them. They are very outspoken on issues such as this and just this morning posted an article about an idea they had. You can read it here (Warning: strong language). The gist, if you don’t wish to read it yourself, is that one way we can help is to educate other adults on the ins-and-outs of video games. They inspired me to reach out to you to see what I can do for Bowles and the Rockwood School District.

It’s awesome to be a nerd and I’d like to share my knowledge and enthusiasm with other parents and teachers. I threw together a rough outline that I hope might give an overview of what we’d talk about.

  • Explain what ESRB ratings mean. Show them how to use these ratings to determine appropriate purchases (There’s also a free and pretty awesome ESRB app for smartphones).
  • Demo some recent games of various ESRB Rating Levels.
  • Show what it’s like to play certain games (walk through a level from a couple different games).
  • Talk about hand-held gaming like Nintendo DS and Apple iPads. These systems too have very mature games (like Resident Evil) alongside Mario and Pokemon.
  • Talk about online gaming, like Xbox Live. What will kids hear when playing with anonymous strangers.
  • Talk about parental restrictions. All systems released in the past 7 years have some from of parental restrictions, many associated with the ESRB ratings.
  • Talk about social pressures. Kids want to be popular and included.
  • Talk about what impact parents can have on other children when they visit their house (to play video games).
  • Talk about how to educate other parents in a polite manner about video games, the ESRB and the implications of inappropriate gaming.

Let me know what you think. I’d love to grab lunch and chat if you’re up to it. If you have any ideas of a potential opportunity to get a group of interested parents/teachers in a room I’m all for putting something together.

Yours,
Chris Koerner
clkoerner.com