Monster Hunter Podcast Episode 58

This time on the Monster Hunter Podcast: Coffee Based Superpowers. Naxhxela finally spills the beans on how to obtain superpowers and remove coffee stains. Also, Monster Hunter!

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Monster Hunter Podcast Episode 57

This time on the Monster Hunter Podcast: Back from the Drift Dimension. We’re always drifting all the time. Once our e-brakes are worn out we should be a little more regular. Until then….EEEEEEEEE!

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Squeezing the Plastic Lemon

Here is a recent Trailer for an upcoming Transformers game that left in in tears… from laughing.

So what I think happened here is that Black High Moon Studios tried to pull an effect like in the infamous Gears of War Mad World Trailer. Back then, the trailer surprised by putting very slow, emotional, famous music with poignant lyrics over quite violent, masculine game-play. The mismatch was effective because it completely blew past any expectations. And yet, there was some logic to it. Gears of War depicts a once rich world that has been devastated by war. The glimpses of it’s former glory make up a melancholic lining that the trailer picks up against the apparent mismatch. Even then, it’s still quite a stretch.

Beginning of this year, The infamous trailer for Dead Island showed the pitfalls of the strategy. The Trailer also features very violent, pop culture infused images set to slow, sad music. Together with some clever editing, it hints at the kind of emotional depth many video game enthusiasts have been looking for in their games for years now. It became almost immediately clear that the game itself would never be able to live up to than kind of expectations. Indeed, the ad turned out to be a hollow, misguided marketing ploy. It’s debatable if it helped Dead Island in the long run. On the one hand, it generated a lot of publicity for what otherwise would have been a mediocre game. On the other hand, it added a sting of disappointment what indeed was a mediocre game.

But apparently, it wasn’t clear enough because here we are again. This time around, there are no redeeming arguments. Transformers is pretty much as shallow as pop culture gets. It’s giant robots that transform into cars, space ships and dinosaurs as they wage an eternal battle of good vs. evil. And that’s ok as long as you just accept them for what they are – a flashy pretext to make things transform and go boom. The original War for Cybertron game seemed to understand that. They took a lot of cues from the Saturday morning cartoon and avoided the any references to the less honest, cinematic version.

Not so much now. The Trailer evokes a depth and significance that is utterly, unmistakably absent from the Transformers universe. The Transformers are giant robots, they live on a completely alien planet. They are emotionally empty as the toys they are meant to sell. There is nothing humane about them. The Trailer evokes notions of loss and struggle. But is death for a machine the same as for us? Optimus Prime died like 5 times already. How are new Transformers born anyway? What did they lost due to the War? How did life look like on their planet before there was war? Do they have families, lovers? Do they have art? If so, where is all that culture now? What did they used to transform into before they transformed into fire-breathing space dinosaurs?

None of this is and ever will be topic of the game. And to be fair, it wasn’t focus of any of the Transformers series either. It’s not why people watch Transformers, it’s not what Transformers CAN address. The Trailer in an embarrassing, involuntary pastiche. It’s unbelievable that Black High Moon Studios would misunderstand the material they working on in such a hilarious way.

Yet the idea behind the trailer is clear. Games want to have the same kind of emotional impact as other media. So big game productions are keen on squeezing their lemons a little bit extra to produce that special juice we are all after. But what they forget is that in order to have lemon juice, you need to get dirty. You need to dig into the soil. You need to make the plants grow and bear fruits. But that’s never what the game industry did. They always went for the simple solutions. Always catering to the fans, always going for the popular choice instead of laying groundwork to nurture generations to come. So they have no lemons now. All they have are plastic lemons. And when you squeeze that plastic lemon, you don’t get any juice. You get a squeak.

EDIT: I originally wrote Black Moon Studios instead of High Moon Studios. I apologize.

Solaris and Fermi Paradox

Recently I read this interesting article by Sci-Fi author Karl Schroeder. He is talking about a possible solution to the Fermi Paradox. This perhaps needs some explanation before I continue.

Wow Signal

Is is the Wow Signal like someone sneezing before the big cosmic surprise party?

The Fermi Paradox is one of the great mysteries of the universe right now. It’s the baffling realization that we haven’t encountered any signs of the existence of alien civilizations yet. We are starting to get a better understanding on how life appeared on Earth. From what we know so far, there should be hundreds of thousands of other civilizations in our galaxy alone. But we haven’t found any signs of them yet. And I’m not even talking about UFO’s and galactic federations or anything like that. We haven’t even found simple radio signals. It is an important question that has immense implications on the understanding of ourselves and our role in the grand scheme of things. So naturally, having this huge mystery tied to it is very unsatisfying.

There are a lot of theories that try to explain the Fermi Paradox. After discussing yet another debunking of some of them, Schroeder suggests the following explanation, somewhat based on Clarke’s Law:

Any sufficiently advanced technology is indistinguishable from Nature.

It basically means that every civilization inevitably and quite rapidly evolves into a state, which we currently may have very hard time recognizing as “life” or “intelligent”. At least not at great distances. It also means that we may be very well swimming in evidence of alien civilizations. We just don’t know how to recognize them. Hence, we can’t see anything.

I like that theory a lot, but there was something about it that seemed very familiar. It finally dawned on me when I read this tweet by Mikey Archimedes. Of course, this is the very idea that Stanislaw Lem explored in many of his novels!

In Solaris, a human expedition struggles and fails to determine the nature of a planet covered with a semi-biological ocean.

In His Master’s Voice, human scientists struggle to decipher a message discovered in a neutrino sequence from a pulsar. In fact, they never truly determine if the message is a message at all or just random noise.

In Golem XIV, a super computer is about to evolve into an transcendental state of existence. Before he “departs”, he theorizes on the existence of other transcendental beings encoded in the fabric of interstellar nebulas or encased in black holes.

In fact, it’s a running theme throughout a large portion of Lem’s novels. In some of the stories, Humans eventually recognize the alien beings, but their initial fallacious assumptions have disastrous effects (The InvincibleFiasco).

So what Schroeder put so elegantly into words has been actually around in the Sci-Fi community for quite some time now. Our civilization is still very young and we still develop incredibly quickly on a cosmological scale of things. Our understanding of what an advanced civilization would look like may be only a very thin, transient slice in a much longer discourse that is yet to come. Also, we haven’t been observing the skies for too long and we haven’t been investing any serious resources.

On the other hand, there is always that grim realization that the reason for the silence is that civilizations in general could be short-lived things that inevitably destroy themselves before they get off the ground. But as in House M.D., if you are still not sure what it is, start out by eliminating diagnoses you don’t have a cure for.

Sexism in Sucker Punch

Spoiler Alert and Trigger Warning for sexual abuse. I saw Sucker Punch the other day. I have been putting it off since it received such bad reviews like this one:

The most widespread criticism was that the movie is sexist. It has pretty actresses kick butt in pretty elaborate nerdy fantasy scenarios while wearing lingerie. The problem here is that while kicking butt is usually “empowering”, the fact that the actresses wear sexy costumes objectifies them. This undermines the “empowering” part. They just fulfil male fantasies after all. Those fantasies just happen to involve them kicking butt.

Now I’m not really a Feminist. And that’s not because of idealistic reasons. On the contrary, I’m absolutely a supporter of gender equality. It’s just that as a heterosexual white male, I often find myself in a position where I am told to be responsible for gender inequality pretty much by sheer existence. I sometimes find myself reading feminist writing that fails to envision a male role which would be gender equal. So I’m unsure if I actually can ever clearly associate myself with that label.

But I find the problem fascinating and I’m eager to learn. So naturally, Sucker Punch made me think.

Sucker Punch Tri

Because as we know, lingerie is the best body armor.

Yes taken out of context, the above mentioned scenes are absolutely sexist. But what I rarely hear anybody do is to consider the context in which they appear. I’m not going to go too deep into the plot. The important part is that protagonist Babydoll is trapped in a Brothel and plans an escape. She has the special power of performing an incredibly seductive dance that puts everybody, especially men into a trance. This allows her and her friends to secretly prepare their escape numerous times. But the actual dance is never shown. Instead, the movie goes into the above mentioned fantasy action sequences.

The most common interpretation is that the sequences show fantasies that Babydoll escapes to while performing. And sure, that kinda doesn’t make sense. After all, why should Babydoll objectify herself in her very own fantasy? On the other hand, my friend Gabe Glick pointed me to this article discussing how such fantasies could actually be considered realistic.

But my interpretation was different all together. The fantasies involve every possible cliché a modern nerd would interested in: Zombies, Nazis, Mechs, Dragons, Steampunk, Robots, Samurai, Machine Guns, Magic, Nukes, Katanas.. you name it. But Babydoll never seems to be somebody who would be interested in that kind of stuff. It doesn’t even fit if you consider the era the movie is set it. So I don’t see the action sequences as Babydoll’s fantasies. They are the audience’s fantasies. They are a metaphor for how the men in the movie see the dance, translated into the language of male nerds in the actual movie audience. It’s a quite ingenious twist. It puts the male nerds at the same level as the creepy brothel visitors in the movie and exposes the depicted fantasies as what they are – hideous things men make women do for entertainment. From this perspective, it makes sense that the actual dance and actual escape attempt is never shown. The dance/fantasy covers up what is really happening for the creeps in the story and for the audience.

But even from this perspective, I still feel like Sucker Punch is somewhat a flawed movie. If the goal was to expose nerd fantasies as sexist, the ending kinda falls apart. What would be really necessary would be some kind of wake-up call, a distancing effect. Something that truly shatters the fantasy. But that call never comes. Until the last scene, Babydoll remains the wanking material she is initially introduced as. Instead there is a weird analogy with marriage being like lobotomy and men being victims themselves, just of a higher order. I don’t know what that was all about.

Also, nerd fantasies don’t have to objectify women and aren’t exclusively enjoyed by men, as Tom Bissell recently learned the hard way.

And finally the action scenes themselves are just not that good. They are way over the top and turn out quite bland as a result. Despite of the training, the actresses just aren’t martial arts experts and it shows. The blue-screen effects make everything feel fake and unconvincing. If they are the analogy to a seductive dance, the dance just fails to seduce.

In any case, the analogy never really hits home and the argument becomes a strawman argument either way. Too bad, because I think there is more to the movie than most critics seem to recognize.

EDIT: I found this interview with Zack Snyder, which confirms that the above interpretation was indeed the director’s intention.

Introduction to Torchlight

I recently finished Torchlight. I made multiple attempts getting into in the past. Somehow, it never really griped me, even though I enjoyed Diablo a great deal. The other day, all the Diablo 3 talk left me craving for some good old comfort gaming. It was the perfect storm for me to get into Torchlight.

I blame my reluctance to the beginning section of the game. For example, Torchlight has a quite confusing village layout. Whose idea was to let you enter the village right next to the most obscure vendors? The first person you talk to offers the service of combining items. The next guy offers you item enchantments. And none of this actually works before you enter the dungeon. Why even having those people around then? All I want to to get some healing items and basic gear

The actual entrance to the Torchlight mine, the main dungeon, is quite confusing too. You just walk left through some murky geometry and suddenly you are in it. It’s just nowhere near as iconic and poignant as the entrance to the old church of Tristram.

Torchlight Ember Mine

Which way to the eternal evil? The entrance to the Ember Mine is pretty much illegible (it’s on the left).

Chruch of Tristram

Clear layout. Foreboding lighting. This is how you start an adventure.

Things are made even worse by the confusing introduction to the story. At the entrance, you right into a battle between some dudes and some monsters. You have no idea what is going on and which side you are on. Eventually you muddle trough and you are rewarded with a conversation between two of the characters. Something about Syl, Brink, Master Alric, Monsters… One of them runs away. Who are these people and why should I care?

Torchlight is just uninviting at first. The beginning is a major letdown that prevented me from getting into the game numerous times. And it has a lasting effect, too. So later, when the plot twist and betrayals occur, you don’t give a rat’s shit anymore. But luckily at that point, you have all the loot and dungeon crawling to keep you interested. Still, it sells the effort put into the charming cartoony steam-punk world way too short. And that’s a shame because there is a lot to like once you get over that initial hurdle.

Introspect Podcast

There were a lot of new developments with TRAUMA recently. Probably the most exciting one being the fact the game was featured on the App Store. But instead of listing everything that happened, I wanted to point out a particular interview I gave recently:

Pause:Continue Arc 2 – Episode 3, Trauma

The interviewer was with Peter Willington aka. Xero from the InRetroSpect Podcast. Now look. Releasing TRAUMA gave me a great appreciation for games journalism. I have given a couple of interviews already – oral and written. I noticed that there is a huge spectrum of quality. In a bad interview, the interviewer has no clue what the game is about and is only going down a list of standard questions designed to make me say the things he they were supposed to research in the fist place. In a good interview, the interviewer actually researched the subject and perhaps even has a context in which discussing the game makes sense. So the basics are taken care of and we can actually talk about the important bits and ideally both find some new insights.

Luckily, especially the oral interviews were usually from that latter part of the spectrum. And the InRetroSpect one in particular is a prime example. I was enjoying it a lot. So I thought you might too.

Harvest Mania is online!

So Harvest Mania is now online, finally.

Click to visit. So far, German only. Sorry. The English version is being prepared.

This marks the first weekend (or free time in general) since 2009 that I’m not obligated to work on the game. Or am I?

You see, the game was already on the AgriTechnica two years ago, which was the original target use. The other use was, of course, online, but the “focus group testing” on the trade show pointed out flaws that I had to address before going online — where the player isn’t assisted by a nice booth lady.

However I completely underestimated the scope of the improvement. So what started out as give me just a couple of months while I finish this as a student quickly became why is the game still not online?, which has loomed over my head since 2009. Not that I’ve literally worked two years on the game, but the pressure was certainly there all the time.

Everything since the trade show presentation has been uncompensated, since the client didn’t ask for it, and it’s my need to satisfy some personal, undefined quality standard that caused the extreme delay of two years when he would probably have just put it online and called it a day.

So, with this game, I’m in a peculiar place between commercial and indie: For an advergame the brief was pretty open and the process free. But having the major brand in the game and a predefined advertising message aren’t exactly pushing the envelopes of our medium or giving me indie-cred.

With the version delivered and the client seemingly satisfied, I’m torn between further improving a portfolio piece, and getting a closure on this thing that’s “just” contract work, at the end of the day.

In any case, to get more proper feedback I will at least provide an English version. It will be ready sooner if you comment! ;)

Backlog Update 4 + 5

Time for another backlog update. I finished another 9 games. During all that TRAUMA business, I completely forgot to do an update! Also funny thing: the actual games I end up playing often turn out to be very different from the list I initially come up with. On the other hand, I did play a lot Catherine and Demon’s Souls and might finish them very soon. I just happened to finish other games in the meantime.

  1. Castlevania: Aria of Sorrow Finished this shortly after the last update. I thoroughly enjoyed it! It is a vastly superior game to Harmony of Dissonance. I already wrote about it. In fact, I loved it so much I moved on to Symphony of the Night. But I got distracted mid-way through which means I will probably need to re-start it. :(
  2. Dinner Date I had the opportunity to play Dinner Date by Jeroen Stout at the NotGames Fest. It’s not a long game. It’s not a game in the strict sense. Nevertheless, a beautiful and inspiring and smart experience I can wholeheartedly recommend to anyone interested in games as means of expressing ideas.
  3. Dear Esther Another NotGame I played at the NotGames Fest. Mind you, it’s not the breathtaking high-end Dear Esther everybody is so eagerly waiting for. It’s the original student project that is the basis for the new one. So it’s on a very different level visually. But it’s an incredibly powerful piece nonetheless. The focus on voice-overs as a means to provide contex is something I really enjoyed. But you know, I’m biased.
  4. ICO I recently got the HD collection and re-played ICO as part of the CGL Game Club. I realized I haven’t really written about it, except a short blurb on the CGL Blog. I recorded a very cool video of a commented speedrun playtrough. But the recording cut out midway trough and the speedrun I attempted haven’t worked out either. I might record some of my thoughts at some point. But really, there is hardly anything I can add at this point. Instead, I recommend the Experience Points Podcast.
  5. Superbrothers: Sword & Sworcery EP Started it some time ago. Finally decided to finish it on one weekend. Despite what I wrote on it’s difficult bosses, I actually loved it. It pleasantly smears a couple of genres to a beautiful audiovisual experience. Yes, there is a hick-up every now and then. But it’s also brim-full with great ideas and moments. Again, haven’t written too much on it. But there is the beautiful quote from a recent post-mortem I can totally see and wholeheartedly get behind: “… solve game issues with something other than game solutions.”. Amen.
  6. Amnesia Again, a game I played for the CGL Game Club. It wasn’t technically on by backlog but it’s an indie game so I decided to play it anyway. Needless to say, I loved every second of it. Because we are going to discuss this at Game Club, I collected a ton of information on it, too. I posted some of it on the recent article about gameplay without mechanics. Note the similarity to Sword & Sworcery. Zeitgeist anyone?
  7. Penumbra: Overture After Amnesia, I was left craving for more. And I was interested how Amnesia came to be. So I went back and played the first game by Frictional Games, Penumbra: Overture. This one was actually on my backlog. I got it with one of the Humble Bundles. It is a fascinating game, especially when you know Amnesia. You can clearly see the learning process of the studio.
  8. Penumbra: Black Plague And I also played the second part of the Penumbra series. The game was released episodically. I went ahead and got all parts. I think Black Plague is the best part of the series. It has some moments, which are very close to Amnesia in terms of sheer terror value. They actually even do a lot more with experiments with “insanity” than in Amnesia. But they are just individual scenes instead of being an integral part of the game. Still, it’s pretty much the missing ling between Overture and Amnesia. I will write some more on it soon.
  9. Penumbra: Requiem And I recently also finished the third episode from the Penumbra series. This one is a fascinating experiment. It’s a departure from the story-driven adventure game the studio has been using until then. Instead, it’s pretty much a riff on Portal. No wonder, it was released shortly after the original Portal! I’m not sure if it’s the best idea. And the studio clearly went away from it. But it has some clever moments. I particularly enjoyed the disjointed narrative.

So I finished 9 games. With the 2 I already had on my last update, I’m at 11 games. This mans I allowed myself to add two games to the Backlog. The new backlog additions are Xenoblade Chronicles (because of Operation Rainfall) and Torchlight (Impulse buy. Needed to kill things and collect loot).

And this also means I already have a yet another played game in the bank and need only 4 more to finish the next batch. Here are some ideas.

  1. Castlevania: Symphony of the Night I started it shortly after Aria of Sorrow. Sadly, I got distracted so I will need to re-start my attempt. On the other hand, I was enjoying it a lot. If I get a solid, uninterrupted week or two, I should be able to plow through it.
  2. Catherine I actually finished it twice already. I still wanted to unlock some of the endings and special features. I just got distracted at some point. Will certainly get back to it soon.
  3. Demon’s Souls I got back into this big time actually. I was playing this a lot and I’m very far ahead. I think the reason why I haven’t finished it is because I started obsessing about Trophies. It’s one of the first instances of Trophies spoiling a game experience for me. I think I will just let them be and play it on my own terms.
  4. Torchlight And of course I’m eager to play some Torchlight. It’s a good game to play while listening to podcast to enjoy in the evening. So I might finish it very soon actually.

Monster Hunter Podcast Halloween Special 2011

This time on the Monster Hunter Podcast: Halloween Special 2011. Impossibly delayed by electricity shortage, we bring you this celebration of the spooky holiday. Lean back, have a McRib and be afraid. Be very afraid.

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Enjoy!

About

The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

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