Author Archive

About Suzie Let’s Talk About Sims, Baby: Part I - SimCity Creator
September 23rd, 2008 by Suzie
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SimCity CreatorEA is the ‘big guy’ when it comes to game development. They have a string of successful franchises across a range of platforms and genres, and I don’t just mean success in terms of dollar bills - though they have plenty of that. Many of their franchises are routinely held up as ‘great games’ - most notably for me is SimCity and Command & Conquer. I’ve played most incarnations of these two series, and I love them.

So I was delighted to receive an invitation to EA Redwood Shores, CA to attend a Sims Bloggers Day. I would get to see several upcoming Sims game, talk with some designers, meet some other bloggers, and see just what’s it like at the HQ for the biggest name in gaming. I’d also get to spend 22 hours sitting in a plane, but such is the lot of the dedicated blogger.

First impressions count for a lot, and EA makes a good one. The building is huge, modern, and the lobby decorated with arcade machines, and a giant TV screen. There are gardens, a labyrinth, a nearby lagoon, an on site gym, a creche complete with playground, big lounges, and (of course) game rooms. No expense has been spared, which is perhaps not surprising given the furor that arose in 2004 over the work-life balance of EA employees. The developers may still have to work long hours, but at least they can see their children and get some exercise. Certainly none of the people we spoke to seemed to be unhappy, and the passion for the games they were creating came through in their presentations.

Ah yes. The games. As a Sims day, all the games were shown were part of the Sims franchise, but there was quite a wide variety in what we saw. One developer compared the MySims characters to the muppets - able to be plunged into any storyline or genre, whilst still retaining their muppetness (or Simness).

I’ll start at the beginning, with the soon-to-be-released SimCity Creator. In my next few posts I’ll move on to MySims Kingdom, SimAnimals and finish up with MySims PC. Finally I’m going to talk a bit about what the Sims franchise represents for gamers, and explore EA’s corporate culture a bit further. So stay tuned - we’ve got a lot to talk about.
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About Suzie A belated but elated review of the Playstation 3
September 18th, 2008 by Suzie
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Playstation 3In the corner of my living room lives a sleek black box. A Playstation 3, in fact, that I bought after many months of head-scratching over the differences between the wii, the Xbox 360 and the PS3 itself. So I came to the console war game a little late.

Two months after my initial purchase, I can honestly say I’m glad I did it. The Playstation 3 is without doubt the more expensive of the three, but it’s also the most rock-solid. It’s quiet, fast and powerful - three things I love to say about any gadgetry I own.

It also took care of ever need I had. It plays movies, music, accesses the internet, sings, dances, and occasionally even cooks and cleans. (Well, okay, it lets me look up recipes when I’m in the middle of cooking and suddenly realise I have no idea what I’m doing.)

You can use your PSP to access your PS3 - from anywhere on the planet with a Wifi connection. This means that you can turn on the PS3 when your significant other is at home, scaring the bejesus out of them and convincing them that the PS3 is, in fact, possessed. It also lets you access the massive harddrive storage on the go, which means you can save up to 80gb of movies and music and then watch them remotely.
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About Suzie To Cutscene, or not to Cutscene?
September 11th, 2008 by Suzie
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Bioshock AudioJon, from The Clockwork Manual, got in touch with me the other day. As fellow video game fans we hit it off, until the subject of cutscenes loomed its ugly head. Jon was all for them. As a Metal Gear Solid fan he could hardly be against them. I, on the other hand, am vocally anti-cutscene. Jon’s initial email can be read here. He points out some of the defining and memorable video game cutscenes, and wonders how we could ever tell a story without them. My response was as follows.

In the film-making community, flashbacks and ‘dream sequences’ are considered a crutch. It is one of the first mistakes amateur film makers make. It is a weak way to tell most stories, and is usually used as a shortcut, or to cover up weak writing.

There are, however, no rules in any creative media that can’t be broken. Memento used flashbacks brilliantly. Spellbound contains a famous dream sequence. These are great films, and they know exactly what they are doing.

So let’s talk about video games and cut scenes.

In a video game, you have two elements that should reinforce each other: the story and the gameplay. Most amateur game developers, when they want to tell you something related to the story, use a cutscene. Is this bad? Yes. Cutscenes are jarring, they take away our player control, they break our identification with the player character, and in most cases - video game budgets being what they are - they are poorly acted and badly written.

Much like flashbacks, they are usually the ‘most obvious’ way of telling the player something, but rarely the best. Intertwining the story into the game play is a far superior method. Using a ‘breadcrumb trail’ of in-game information to allow a player to puzzle together the story themselves is an art in itself. As an example: the Bioshock audio diaries.
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About Suzie The Window to the World: What Video Games have Taught Me.
August 21st, 2008 by Suzie
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Welcome to my WorldFor me, video games occupy a space somewhere between total downtime and work. Since starting to blog about games I have found myself analyzing them with a thoroughness I used to keep for English literature class. Gender politics, social implications, reflections of the current zeitgeist… Games are a significant media, if a frequently downplayed one.

And yet, as this week’s Round Table points out:

There is a commonly held belief that videogames are not the equal of literature and film. One conservative acquaintance of mine on Facebook doesn’t even consider them on par with “public speech and music.” On the other hand, we have anti-video game activists claiming that video games have the power to train children to be emotionless assassins. Even within the video game community I’ve often heard the reaction, “they’re just video games.”

Well, I am here to say that video games can teach us, make us feel, make us cry, make us laugh. That they are easily the equal of film and books (as are music and public speech on occasion - I have a dream, anyone?)

It’s easy to point to how they teach us explicit lessons. There’s any number of DS games that purport to teach you how to cook, how to design clothes, how to get fit, how to remember things better, or just how to think more efficiently.

But what about the other lessons? The unconscious ones, the ones that slowly shape our world view, the ones that affect how we interact and talk and think and live?
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About Suzie Thank god for multiplayer or: Can I play with you?
August 14th, 2008 by Suzie
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Rock out with Rock Band? Way back, before they had computers or televisions or Atari consoles, people used to make their games out of wood, paper and stone. Games such as chess, or Go - strategy games, if you like. Card games, from solitaire to poker. Board games. Trivial Pursuit to Monopoly.

The thing that most of these games lacked was AI. It was a multiplayer game by default, unless you played against random chance, as in Solitaire. Anyone who has ever tried to play a game of Tic-Tac-Toe by themselves will know that it isn’t much fun. When you threw in other people, though, you got one hell of a competition.

Roll forward a few (hundred) years, and the first video games made their appearance. In arcades, for the most part. Although these were often single-player, going to the arcade was a group experience. You went as a gang, you tried to get the highest score, and you socialized. Even today, visiting the arcade tends to be a social activity, where you play pin-ball and drink some beers, or challenge your friends on DDR.

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About Suzie Crisis Core
July 17th, 2008 by Suzie
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Crisis CoreFor the Final Fantasy 7 fan, there is no question about whether or not they should purchase Crisis Core. Even if the game was a hastily assembled, inferior mess, it would still be have to be added to the collection.

Luckily, it isn’t that bad. It isn’t great, but it’s not bad. Yes, it does suffer from a few problems, problems that have become endemic to Square Enix, and all their current titles. Specifically, an over reliance on extended and unskippable cut-scenes that do not always advance the plot, and a battle system that requires little more than hitting X repeatedly, and occasionally remembering to cure. You have more options than this, but enemy intelligence is lacking, and the fights themselves so easy, that you don’t need to avail yourself of any of the more advanced combat options. In addition to that, most of the more powerful options (limit breaks, summons etc) are controlled by the DMV, essentially a slot machine. The result is wasting powerful moves on weak enemies, or at the end of battles. This random element is very frustrating and removes any sense of strategy. It’s also somewhat jarring to keep having control pulled away from you without warning.

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