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Friday 28 January 2011

Concerning PS3 Trophies, 360 Achievements and Nintendo not joining the party

I had to confess recently to being something of a Trophy Whore.

For the uninitiated, Trophies (on the Playstation 3 - the XBox 360 equivalent is Achievements) are a ticklist of tasks which can be completed within a game. However rather than simply existing within the game itself, these awards are connected with your online profile. Even if you uninstall and sell on the game, the legacy of your actions in that game live on through your ID.


There is a great variety between titles as to the kinds of trophies offered and the skill required to achieve them (more on that later), but they typically involve awards for getting through certain parts of the game, completing the game on different skill settings, unlocking all in-game features and trying all of the game modes. Genre-dependent, other trophies are for things like winning a set number of online matches, beating a target speed-run time, getting all the women in the game to like you...

Then there are the random trophies which are even genre dependent, but based upon the title itself: I've got trophies for everything from "flipping the bird" to a cop in Mirror's Edge, performing a successful barrel roll in Wipeout HD, flying a helicopter under all the bridges in GTA IV to spending a target amount of money on courtesans in Assassin's Creed II.

Generally speaking, gaining all the trophies for a particular title will gain you the Platinum trophy on PS3 - or similar accolade on XBox.

The top trophies are meant to be an indication of real skill, but sometimes that doesn't work and the skill required to beat all challenges varies greatly from game to game. Prince of Persia - The Sands of Time (HD re-release) features a platinum trophy which can be gained in a few evening's careful play. Wipeout Fury, on the other hand, features trophies which are pretty painful. Complete 20 Zones without hitting the sides of the track? I should co-co!

My PSN card. I have a surprising number of trophies for a fitness game.


I can generally tell at a glance if I'm going to try for the platinum having taken a look at the trophies on offer. I'm currently playing Brutal Legend and I'm pretty sure the challenges offered aren't for me, heavily reliant as they are on multiplayer success: not something at which I excel these days and also a viral trophy dependent on find another player who already has it.

I didn't think I was a trophy whore for a while, because in my mind trophy whores are people who play, buy or download games specifically because they offer a cheap or easy Platinum trophy. There's something very arbitrary about playing simply to boosts one's own player score.

However I did find myself recently choosing to not bother playing a game because it didn't offer trophies. That sounds a bit trite - actually I had a choice between two games in a series and I chose the title with trophy support over the older title without. I also felt a little pang of disappointment when I realised that neither Lara Croft and the Guardian of Light or Costume Quest offered a platinum trophy for 100% completion. (especially since Lara Croft GoL presented a steeper challenge than many other games!)

It led me to wonder where my own fascination with trophies comes from. Also, having read recently that the Nintendo 3DS will not feature an achievements system I found myself disagreeing with the sentiment, feeling that the system will be somehow incomplete without this peripheral feature.

In that article, Nintendo's Bill Trinen is quoted as saying "When they create their games, [Nintendo's designers] don't tell you how to play their game in order to achieve some kind of mythical reward... Basically, the way the games are designed is they're designed for you to explore the game yourself and have this sense of discovery."

I disagree with that statement for the first reason I love achievements and trophies. I find they encourage me to attempt things in the game it would not have occurred to me to try unless someone had suggested it. That's not to say that the trophy system diminishes my sense of intelligent exploration - it just shapes it into a target to hit.

Costume Quest + Platinum: What I'd like to see

Take GTA IV for example. It doesn't take a genius to realise that one of the first things you are going to attempt when you first grab a helicopter is to fly under one of the city's bridges. That "sense of discovery" comes naturally to gamers - it's why we love the medium. However, without a pointer (and a system to keep track of progress) would I have spent a very entertaining hour or so flying around the city to try and fly under all the bridges in the game? Probably not.

Similarly, GTI Club+ offers a couple of trophies for the following: get a carwash and still win a race and win a race by turning around and reversing over the finish line. This adds a great sense of fun to the experience and really enhances the challenge available.

Done well (and we'll all played games with trophies clearly added as an afterthought) the trophies available for a game add to the game experience - they integrate with the gameplay, provide additional replay value and expand your skill with the game. Batman Arkham Asylum is a great example of Trophies implemented well. The combo achievements encourage you to raise your game in terms of melee fighting accuracy, and some of the trophies help expand side plots featuring the ridder and the Spirit of Arkham.

It is true to say that you can implement these kinds of objectives and rewards in-game. Batman Arkham Asylum would be the same game without trophies - you could simply move the achievements to an in-game menu and live without a unified achievements system.

But what is fun about the trophy system is sharing your achievements with others. If I have a friend playing the same game as me I can look at their trophy list and gauge how far along they are with a game - even provide a bit of help if they need it.

Sure there's an element of competition - but isn't it nice to be able to add a bit of friendly competition even to games with little or no multiplayer element?

Metroid Prime 3 had quite a nice idea - when you complete the game it posts a screenshot of the "game complete" screen to your message board on the Wii with a percentage of completion. Unfortunately, the Wii's message board is a bit useless and can't be navigated with ease or readily shared with friends. But I like the idea - beyond trophies or achievements - that you can take a snapshot of your experiences with a game and record them for posterity.

You only get a view like this through trying to get all the trophies

I think my love of trophies comes down to a feeling of completeness; of closure. This is purely a personality issue, but with so many games offering replay value and open worlds to explore (even after the main game is completed) I often feel that there I some games I never finished - just abandoned. Having a checklist of specific tasks to complete does at least give me a sense of closure with a game.

It's also a way of recording memories. We all play so many games and have so many experiences. If you have trophies, take a stroll down memory lane and take stock of some of the things you have achieved and experiences in the games you have played.

I'd like more games to capture memories. I'd like to be able to play back what I just did and take photo snapshots of incredible moments I witnessed, hilarious mishaps I encountered or poignant beats that spoke to me. To quote Blade Runner, "I have seen things you people would not believe ... all those moments will be lost like tear-drops in the rain."

Thursday 20 January 2011

The launch article for Game People's Novel Gamer column

What follows is my first Novel Gamer column for Game People. This is also available as a podcast, and there are iTunes and RSS subscriptions available.

To summarise, Novel Gamer is a feature in which I tell a short story, based on my experiences of playing a game. It's a 50/50 hybrid of fiction and critical analysis. Hopefully you'll come away entertained and informed about a game.
Starfox Command DS: An interview with the legendary frontman of the group, Fox McCloud

It was a few days ago my publisher called me up about the chance to interview one of the most iconic and enigmatic figures of the last decade. Clearly this was a great chance to talk to a most influential artist. I was a little surprised when the subject matter of the discussion was a focus on StarFox Command. When compared against such classics as the legendary StarFox 64 (known in the UK as Lylat Wars) how is that we came to be talking about this particular release?

These days, McCloud keeps up a trendy apartment in west London which he uses when he’s in the UK on business. It’s in that part of the city so favoured by the select and which is home to many artists and retired performers – actors of the old school, retired rock-stars and their peers.

McCloud’s rooms had a new-age air to them. Oriental fabrics and incense burners lined the walls, on which sat the framed gold discs of Lylat Wars and StarFox Adventures.

The man himself dispensed with the formalities and insisted I call him Fox. I began by asking him about the group and its impact on the genre. He pushed the glowing end of a stub into a full ashtray and leant forward, his eyes glittering with memories of the old days.

"I keep meaning to give up!" he grinned, "It was a crazy time, man. Ninty just came at us with all this new equipment and said to me and Falco, what can you guys do with it?"

I asked him if he’s referring to Nintendo’s Mode7 chip, which for many households represented their first experience of a moving 3D surface.

"Yeah, yeah, guy, that was it. So we said to the suits, ‘man if you’re gonna give me something that looks like flying, then I wanna fly!’ ha ha ha!"

"So," I pressed, "you feel that the StarFox group was about technical innovation?"

"That was a part of it, sure," Fox leant back, a serious expression now on his face; "but it was about creativity and experimentation. The story and the characters had to be top-notch. That’s why were we excited about Command, man! We’d always been too big and our shows too technically demanding for the little consoles. Finally here was a handheld venue capable of holding a StarFox show – and we were stoked about it I can tell ya."

"What was your reaction to it?"

"I thought the controls were crazy when they first pitched it to me. They showed me how the ship could be flown entirely by drawing the stylus on the screen. The only button used was for firing! I said to the engineers – I admit I was a bit rude in those days – what the … y’know … what the ‘F’ do you think you’re doing? There’s a perfectly functional D-Pad and on the other side you’ve got buttons for Boost, Brake, Shoot and Loop. Use the shoulders for Bomb and Flip! It seemed obvious to me but the tech guys talked about wanting to avoid something they called ‘Metroid Claw’ and got me to try the Stylus control."

"What did you think?"

A big smile crept across McCloud’s face. "It was like experiencing all the material again for the first time! Seriously, with only a bit of practice, the way that ship responded to the slightest touch? It was like leading her by the nose past buildings, down gulleys and through those … those hoops that give you power-ups?" I nodded. "We could never have got that kind of control with a pad, never!"

"And the stylus, of course," I prompted him, "was also used for the strategy sections after which this entry is named."

"That was a gamble," McCloud admits, "y’see with this release we wanted to put the audience in control. The first StarFox was a really linear ride; with Command we wanted to say to the player: ‘here are the bad guys; here’s the world; you choose when and where to fight them’. We gave them a limited number of turns to clean up each area but you should have seen the way these guys flew the missions! There were worlds we thought would take 4 or 5 turns to clear, but some of the real fans figured out how to chain refuel stations and how to draw your fighter’s interception path to catch many squadrons at once: they cleared the map in a couple of turns. Just incredible! Plus you had to use the stylus to scratch away the ‘fog’ that covered the enemies position – most fans figured out the limited tool only allowed small bits of the covered territory to be cleared so they just figured out ways to make it work."

"So really," I asked McCloud, "StarFox Command’s greatest legacy is allowing the player to improvise with the material."

McCloud nodded vigorously at this, "defo! Got it in one. Even with the combat missions it was all about giving the player choice. It was pretty easy to kill the enemy squadron but we filled the area with secondary and tertiary enemies that gave huge bonuses if you clear everyone out. It became less about whether you could clear the level and more about how you beat the level. Doing it with style for maximum points! Not to mention the time bonus strategy!"

I had to admit that I thought I had missed that.

"Aww, that was a great strategy! We set the ship up so that, if you did a barrel-roll while taking fire, then you deflect the enemy shots and gain 2 seconds, right? Well some of the fans figured out that it was a good idea to keep some of the anti-air towers around – that way, if you run short on time you just goad the towers into shooting at you and you can rack up extra seconds! All about personal expression, man; all about it…"

I decided to bring up the issue of Command’s position in the overall series of StarFox releases. I asked if he felt it was a departure for the series.

"People have the wrong idea about StarFox, man," he shook his head at this; he seemed quite sad. "People think of this epic space adventure going on story after story … but they forget. StarFox 64 or Lylat Wars or whatever you want to call it was a remake of the original StarFox. We started again with new technology and new freedom to explore. We never got a shot at the Wii. The GameCube versions mixed it up with ground vehicles and walking sections and the other one was a third-person adventure game. In many ways, StarFox Command is the truest StarFox release to date. It’s like we were looking for the perfect version of space combat with story. Command has its own ambience and flavour. All with full 360-degree control rather than on-rails. It’s the follow-up album the original deserved."

"How do you feel," I asked him, "about the suggestion that it was short?"

"Totally wronged! I mean, we made a choice to make each story thread quite short. Sure, you can play it from start to a finish in a couple of hours. But then we put in nine totally different endings and a branched storyline that gave you all kinda ways to get to them. To see all that Command has to offer, you come back to it again and again. That’s what our fans say: they just keep revisiting it."

I nod. I can see, maybe for the first time, how Command is a forgotten great in StarFox’s history. "Command was also very beautiful."

"Oh yeah," McCloud agreed with this, "we wanted to make it look and sound great on the DS. Corneria City, the deserts, those series of islands in the sea? We were really pleased with the way it looked and sounded. And we introduced internet multiplayer for the first time. That DS Wi-Fi can be a hot ticket if you get it right!"

I thanked Fox McCloud for his time and asked about the upcoming release, a remake of StarFox 64/Lylat Wars for the 3DS.

"I’m looking forward to it. It’s great to see the old material re-mastered on a new format. But I don’t know if it will stick to the original format or not. You see Command gave you a full arena to fly around in, whereas the original StarFox was a fixed flight-path that you moved along. You could position yourself within it, but Command was always where the real freedom was. Away from the tracks…"

I left him sitting amid the trails from the incense candles and presumed that he was returning to ponder the adventures of his past: the mothership-destruction motif that riffs throughout the missions, the characters and their distinctive ships weaving in and out of the storylines and the chance to catch up with old faces.

As I left his rooms and put my thoughts in order I thought about the last time I’d seen StarFox Command. It was on a pre-owned shelf for less than a fiver. It seemed a shame that such a great release – and a landmark for so many reasons – should be so forgotten in the public sphere. But there is a flipside to this story – it does mean that this entry in the StarFox legacy is as easy to pick up and as accessible as it was when it was first released.

And, for such a reasonable price tag, I think I just might revisit it myself.

Thursday 13 January 2011

Time to go public

For a while now, I've been writing articles for Game People. A few of you may have seen me posting links to articles under specific games.

Game People is a games review site with a difference. It offers regulars reviews alongside 'artisan reviews.'

The artisan reviews offer a slightly different perspective on games than the usual literary criticism-style approach. There's the Haiku Gamer - whose reviews take the form of Haiku poetry. There's the Scripted Gamer, who writes and performs a short radio play to review the game. There's also the Musical Gamer, who some of you may know as the wildly successful Rebecca Mayes: Originally from Game People, latterly from The Escapist and recently spreading wings and doing her own thing.

This is about a very different way of looking at games. This is a personal response, an artistic response: a sideways look at a games content in order to judge it by merits beyond those of the "typical" gaming demographic.

Game People's regular reviews also come with a twist. Everyone has a perspective - a unique approach to how they come to the games they play. Whether they are coming from the approach of a parent, a lapsed gamer, a co-op gamer, a techie, a teenager or a board gamer - these are personal and reflective responses to the world of gaming.

How do I fit into this? Well, if everyone has a story then I have several. Sometimes the only way to communicate a point is through parable. Our world is full of stories and synonyms. I write stories, simply put.

Stories which entertain in their own right; stories which represent a personal response to a game's individual character; stories which, if nothing else, provide a break from the usual language we associate with game reviews.

Known henceforce as the Novel Gamer, my tales aim to both tell a story and make a critical point or two about the games themselves. This is complementary creativity - a sideshow to the games' own big top.

I hope you'll come with me and enjoy the journey.

My column goes live on Monday 17th January, with fortnightly stories and podcasts. Get a sneak peak at the first article here.