I was out playing Super Contra on an arcade machine last week, and a non-gamer friend commented on how cool is it was that this game was side-scrolling, unlike that “other Contra” game he’d played on the Playstation, which just “didn’t feel like a Contra game.” After some investigation, I realized that he was talking about Neo Contra. I’ve written a few columns about the difference between video games and movies, and this conversation brought me back to that line of thinking…”What is a sequel in a movie, and what is it in a game? How do they differ?” In my mind, a movie sequel is theme and subject driven. For example, in the second Back to the Future, Marty goes to a totally different time zone, with some new tricks (flying cars and hover boards). In the fourth Star Wars, the much maligned Episode 1, we visit characters from the previous trilogy in a different time, but the through-line is the common fiction and character lineage. Those are both good ideas for a sequel (well yeah, maybe if the Star Wars ones had been executed well). They delve further into the subject matter of those worlds. For a video game, I think part of the issue is that video games always tend to follow movie models. And the issue with that, is that games have special needs that are unique to games, and nonexistent in movies. In the years before games, movies, TV, and radio were the main media of technological form. So it made sense in the early years of games to take a little of what movies do, a little of what software does, mix them in a bowl, and out comes a video game. However, I think time has shown that...
2D vs. 3D Games – We Don’t Need No Stinking 3rd Plane [Gamer by Design]...
posted by Matt Udvari
If you follow the history of console video games, it has generally followed this (very) rough progression: Low resolution 2D games of the Atari and Commodore era Rich, colorful 2D experiences with Nintendo, Sega Genesis, etc. Early 3D with the N64 3D for ever and ever from then on, with increasing graphical detail But, we can add to the long list of disruptive changes made by iPhones and similar devices the title of “2D revamped.” We’ve seen iphone hits like Cut the Rope and Angry Birds make more money than some 3D console games that cost many times more to make. Most console shooters, like Call of Duty, cost above the 30 million mark to produce, and that game is the exception; most don’t recoup their budgets. We could go into a whole conversation about the market’s shift from console games to mobile devices, but that’s a whole ‘nother ball of wax. Today, let’s talk about some of the great aspects of 2D games, and why they persist and even thrive nowadays. Unmatched for jumping and platforming The best way to approach this is to consider some remakes of 2D games that were made 3D. For example, Bionic Commando. This game came out at about the same time as a visual refresh of the original Ninendo game. When the smoke cleared, people really liked the refresh in 2D, but were disappointed by the new shiny 3D version. Think about it. You have a game that’s based on grappling and swinging, then try to add 3D? By adding that 3rd dimension, there is the added complexity of aiming in the right direction to grapple. The second disadvantage of 3D here is visibility and obstruction. Even in a 3rd person 3D game (where you see the...
Book Week: Psy Comm, and interview with the Author [Gamer by Design] [Book Week II]...
posted by Matt Udvari
My regular readers know, I write about video game design, business, and sometimes the mobile app scene. For Book Week, I decided to read something equally nerdy. That would be the graphic novel Psy-Comm. I have the privilege of knowing the author, Tony Salvaggio. As you’ll see below, he is one of those mad scientist personalities. He is a member of two bands, an author, a video game artist, and if there is any time left, I’m sure he eats and sleeps like the rest of us. So its been one of my blogging goals to score an interview. As for Psy-Comm, this thing is a 188 page graphic novel. But it moves really fast. I think I read the whole thing in about 1.5 hours. Part of that is the quick plot movement, but part of it is that it’s drawn in a very cinematic style. The frames are large and action oriented, with some pages only having about one sentence of text. The experience is more like watching a movie sometimes. Here’s my quick summary, without spoilers. The Psy-Comms are a group of psychic troopers, who each have really unique powers. I’d say it’s like the Matrix meets Harry Potter meets X-Men. But there is an interesting socio-political commentary, in which war is entertainment, and the media is woven into the whole battlefield environment. Somehow, with all this grand fare, the book also has a really tight interpersonal story that deals with young people coping with the loss of their loved ones in wartime. I’m honestly very surprised this isn’t a movie. I’d see it. To be honest, I’m not a big graphic novel fan, but this one grabbed me. So here we go, the interview with author Tony Salvaggio: Matt: Psy-Comm could...
Why you should be an Apple Fan/Hater: Part 1, the Walled Garden [Gamer by Design]...
posted by Matt Udvari
In the nerd and tech communities, we pretty much argue every day about why Apple is horrible or perfect. The one thing we all agree upon is that, just like politics, Apple is polarizing. Let’s gab about the very high level concepts of the debate. Walled Garden A few of the practices of Apple are referred to as the “walled garden.” I like the term ’cause the Secret Garden is one of my favorite musicals (Mandy Patinkin, he’s like butter!). But I digress. What the term means is that a lot of the elements are controlled tightly. For example, to publish an app on an iPhone, you must go through the Apple app approval process. On the contrary, Android has several app stores, and some of them have no strict approval process at all. In short: No apps (unless you have a hacked phone) run on iPhones unless Apple approves them. Hater: You are a tech guy and think that the “walled garden,” un-customizable vault of the app store hinders the ability of developers and individuals to write programs, install custom programs, and use the device for other purposes like teathering to laptops (giving a laptop internet through the phones connection) and shopping on other app stores. Also, if you have your music and other content on an Apple device, it can be hard to move it somewhere else, so you kind of become stuck. This is especially true of less tech savvy peeps. Most of these people have chosen Android for that reason. Android allows your phone to be your phone. If you are a rookie, you can follow the rules and keep it in somewhat factory condition. If you are super tech in nature, you can hack the crap out of it...
Film is Dead [Gamer by Design] for Book Week
posted by Matt Udvari
If you read my column on the regular, you probably know that it’s a video game industry look at games. So with that being said, it was an interesting challenge to keep it game related during book week. So I decided to talk about a topic that, in this day and age of kindles and nooks and iPads, I think about a lot. And that topic is the idea that [whatever new hot technology] is killing [whatever established art]. When movies came out, everyone said theatre is dead. Now with video games making billions of dollars, people theorize that they will kill film or that they will merge to form a sort of interactive film. My opinion on that stuff is: no. In order to find some decent research on it, I polled a number of friends who work in relevant fields. I’ll use first names only to prevent them from being spammed, but they are: Pedro, guitarist Marta, actress John, Theatre director and educator Deborah, Theatre director and author What Can’t be faked? There’s this weird question I think about sometimes. It’s more of a hypothetical, as I don’t really believe it. But interesting, nonetheless. Why do people still play guitar? Since we have the ability to emulate the sounds, at least for studio work, why not just fake it. Even though we can’t copy the exact nuances of a musician, we will be able to within 5 years, right? I was quickly corrected by Pedro: “the premise of the sound being faked in five years is actually ridiculous. It’s like saying human emotion will be perfectly faked in five years.” I made the connection (since I have a theatre background I needed to find an analogy in my field), that faking a...