Minecraft Over My Little Pony

“The idea that sitting and watching Spongebob should be tossed into the same bucket as playing ABC Mouse is absolutely insane. …[My] Nine year old wants to lay on the couch and watch Ninjago all afternoon. Not happening. Want to play Minecraft with your friends all afternoon? Yes!”

Gabe over at Penny Arcade shares his thoughts around limiting ‘screen time’ with children. I’m in the same boat – if Kari wants to be creative and build a village/cat hotel in Minecraft, by all means do so. If you want to watch The Today Show and/or a 30 minute cartoon with 10 minutes of crappy commercials? Nope.

I’m never going to make a living or save a life because of the skills I’ve developed playing video games, but they have enabled me to express creativity, learn how to solve problems, and work within the constraints of design (not to mention some pretty slick hand/eye coordination) that passive media such as TV can never present. Heck, they (THEY!) have recently done research into the benefits of letting children play video games.

Related, I also think kids should go romping in the woods/creek/neighborhood more often. Check out this  NPR story titled, “Where the Wild Things Play“.

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.