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Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Friday, 15 April 2011

Why be a hero? - Good Versus Evil

Over at Playfire, a social network site for gamers, they have an interesting take on trophies[1]. One thing that is clear with trophies is that the value of the trophy itself isn't a clear indicator of how difficult it is to gain. Some Bronze trophies are painfully hard to gain, while some Gold trophies are awarded simply for reaching the end of the game.

Playfire displays some interesting statistics about the prevalence of each game's trophy. For example, did you know that to date only 24% of players[2] have seen all the endings of Heavy Rain? Or that a massive 46% of players have the Platinum Trophy for Assassin's Creed II, meaning that they have bought all the upgrades, paintings and collected all of the stray feathers around Renaissance Italy?

Screencapture of Playfire Trophy statistics

I recently finished inFamous - a very good and often underrated 3rd person action game. It succeeds as a genuinely original superhero origin story where other games based on established comic book heros have failed. Cole's abilities are based around what makes a videogame fun, rather than trying to work out how to make a given hero's powers work. It's something that I hope the upcoming inFamous 2 delivers as well as this game.

One interesting aspect of inFamous is the once-ubiquitous moral choice system; which, in this case, translates into whether you play as a Hero, healing the sick and restraining criminals to face justice or a Villain, destroying baddies and citizen alike, destroying at will and sucking fallen victims' life forces to fuel your abilities. The only way to achieve the Platinum trophy in this game requires two play throughs. Once as a hero and once as a villain.

The first time I played this I made a choice: I really wanted to be the anti-hero. I'm a Live Role-Player and the idea of playing a character totally different to myself is always highly appealing. It occurs to me that in most games, even ones like GTA where you fill the shoes of a sort of anti-hero, you still end up taking mostly moral actions. I decided that, in playing inFamous, I wanted to be a proper villain. None of this "basically good at heart but makes wrong choices nonsense" - I decided that in my mind my character had been hurt, felt used and considered himself a victim and therefore lashes out at the world around him in order to inspire fear, if he can't win respect.

Evil Cole from inFAMOUS

I bore no conscience about civilians caught in the crossfire. If I ran low on energy I would grab a passer-by to drain them of their vital energy. If there was the chance to rob somebody for rewards, rather than help them and hope for reward, I'd do it. Outside of the game's own mechanic was space for some personal expression through role-playing: fallen enemies (particiularly if they'd put up a tough fight and annoyed me) would be drained of their energy regardless of whether I needed it - it became an expression of vengeance. Being the villain was empowering, but ultimately lonely; People throw stones at you in the street, forcing you to have to live your life on the rooftops of the city, and your loved ones turn further away from you. But, as a game-play experience it was genuinely liberating and different to how most games feel.

Playing as a Hero totally changed the experience of the game. I had to modify my battle technique to avoid hurting civilians. More than that, there were similar role-playing experiences to what I had enjoyed as a villain. If I saw a sick pedestrian in the street I simply couldn't pass them by, even if I was in the middle of a chase. If I saw an injured criminals, my instinct was to use Arc Restraint (kinda like handcuffs) to hold them down to prevent them hurting anyone else. The civilians of the city rallied to my cause and even joined in the fight, assisting me by hurling rocks at the enemy, rather than me.

All in all it gives a compelling insight into the psychology of a driven humanitarian/broken vigilante or, as we more commonly name them: superhero.

What's interesting about Playfire stats, is that the majority of players choose to be a good guy. 26% of Playfire players have the platinum trophy and have therefore played both sides of the coin, so we'll discount them from our analysis. 35% of the remaining players finished the game as a Hero, while only 18% chose to finish the journey as a Villain.

Good Cole healing a civilian in inFAMOUS

The most helpful stat is for the Karma Powers upgrades. There are 15 good or evil missions that must be completed to fully upgrade a power on either side; this is an exclusive arrangement - it's not possible to fully upgrade one particular "good" power if any opposing karma mission has been completed and vice-vera. 20% of players fully upgraded their Good powers, with only 8% of the players fully upgrading their evil powers.

So, less than a third of players who chose a full single path through the game chose to play as the bad guy. I'd like to believe that in real life, most people strive to do what they think is the right thing. People make mistakes, sure or are selfish or have misguided aims which cause what it right in one person's eyes to be wrong to others; but few people specifically aim to do the villainous thing. So, given the choice within a non-threatening environment like a game, why do so few gamers choose to explore boundaries by playing a proper anti-hero?

In "Why Dark Games are Good", Andy Robertson talks about "safe spaces for dark stories" in which he addresses the issue that there is nothing wrong with exploring darkness in an environment where it has no real impact. My own experience of playing as a villain in inFamous allowed me to explore some curiosity in my mind and feel liberated from game- and role-playing habits - but, more importantly I learned that ultimately the effect of seeking to improve, rather than destroy was far more rewarding. Playing violent or dark videogames doesn't turn you to violence - but it does and should provide a environment without real consequences to explore violence and bad choices and the impact that they have.

Perhaps it would do players some good to spend a little less time trying to be the hero and take the chance to learn why they don't want to be a villain.

1. Trophies and achievements, but I'm going to stick to the one term for this (back)
2. Based on users of playfire only - therefore probably tipped toward the more "hardcore" gamer (back)

Friday, 4 March 2011

Novel Gamer Episode Four - Costume Quest, or "The not-so-famous four do hallowe'en"

This is the fourth episode of the popular online alternative review column "Novel Gamer", part of Game People, which specialises in real world, alternative and artistic reviews. Don't forget that a podcast is also available from the source of this article, here.

This week, The Not-so-famous Four do Hallowe'en: The protagonists of Costume Quest are visited by their old-school British cousins and have a thoroughly chipper time!
It was the first time the Parker children had visited the United States of America. It had also been many years since James and Alice had seen their cousins. What with the excitement of travelling, unsupervised, across the Atlantic on an aeroplane -- although James had suspected the air stewardess had been tipped to keep an eye on them both, much to his chagrin -- Alice was quite beside herself!

"Oh James, isn't it simply too wonderful?" Alice bounced on the back seat of the car, sent to pick them up by their American uncle Victor.

"I say, Alice, do calm down," James told his younger sister. When the two of them were out together James always put on an air of superiority and sophistication, as if he were automatically in charge when Mother and Father were not around. Alice found it most irritating. James paid her be-freckled frown no heed, "we're being seen in this fine country for the first time and I shan't have you making us both appear to be a pair of country bumpkins."

Alice stuck her tongue out at him; an action which she knew would put his back up. She crossed her arms and pouted. She did hope her brother was not going to be a pompous Billy for the whole fortnight!

It was noticeably much warmer here than at home, Alice thought. James squirmed uncomfortably in his seat. He was wearing the sweater which Mother had knitted for his last birthday and it was clearly making him too hot yet he refused to acknowledge this and take it off.

They arrived at their cousins' home quite quickly and were greeted by a pair of unfamiliar faces running down the path in front of the house.

"Gosh, is that them?" James exclaimed despite himself.

"Of course it is, silly," Alice nudged him in the ribs, "it has been many years since we saw them. I dare say we must appear very different to them as well!"

The two cousins stood on the pavement and stared at them; One of them appeared a scrawny but agile looking young man with a mop of brown hair and the other a girl with a short crop of black hair. The boy was called Reynold and the girl Wren. It was apparent to any observant passer-by that they were twins.

Alice simply stared at the girl with her mouth open. The girl's hair was cut quite short at the sides and back and she was wearing jean trousers and a T-Shirt. She couldn't help herself but was terribly aware that she was making ‘O' faces like a goldfish.

Wren came over to her. "Gaht a problem?" she said to Alice, the drawl of her accent totally unfamiliar to the newcomers.

Alice composed herself and looked down at her own attire. "It's just," she began, nervously running her hands down her own green gingham dress, "don't they have pretty girls' dresses here in America?"

"Ha!" the other cousin laughed, giving his sister a firm slap on the shoulder, "it'll be a cold day in hell before this one pretties herself up. I reckon she's more of a guy than I am!"

The girl gave him a reciprocal punch in the gut. Alice looked genuinely horrified.

"Whatever!" the girl said, "I ain't got a problem with dresses. They're just no good for runnin' and fightin'!" She gave Alice a huge grin, once more exposing her missing tooth.

"James Parker at your service," James stepped forward and offered Reynold his hand in a formal handshake.

"Mighty fine to meet you, cuz," Reynold clapped his hand fast and shook it vigorously. "You've picked a great time to come and visit. Y'all can help us make costumes!"

"Costumes!" Alice clapped her hands, delightedly. "Oh I say, whatever for?"

Wren beamed broadly again and whistled through her gappy grin, "you got here jurst in time for Hallowe'en -- we's going Trick or Treatin'!"


James wasn't sure he understood the fascination with All Hallow's Eve, but Reynold and Wren seemed to be excited enough for the four of them. Alice got stuck into her dressmaking of course. It occurred to James that as Alice sat under the tall lamp, with a lap full of material and sewing needles held between her teeth, she was the very image of their Mother.

The costumes were assembled as follows. Reynold had insisted on a Robot theme as he was fascinated with the subject. He had fashioned an outfit from two cardboard boxes with a visor cut from the helmet and a pair of wings drawn on the back. Wren wanted to wear something dashing and heroic, so with a little help from James had creating a medieval knight's costume, complete with a shield and sword made from aluminium foil and wrapped around cardboard. Alice wanted something elegant, so Wren's mother had found her a length of green fabric which she had swirled about her person in the manner of the Statue of Liberty. James had found an old dress cape and attired himself as a vampire.

"That's creepy," Alice told him, "I don't know why you want to wear something so horrid!"

James protested, "I thought this was meant to be a scary holiday. I'm just getting into the spirit of things!"

Reynold came over. "Ahh we'll show you the real meaning of Hallowe'en," he said and handed them each a small bag.

"What's this for?" Alice quizzed him.

"That's for the Trick or Treating, silly," James told her in his authoritative voice. "We're going to knock on the doors of local houses and ask them for sweets."

Alice huffed at her brother. He always had to be a know-it-all!

"He's right," Wren spoke up, "by the end of the night we should have bags full of candy!"

They headed out into the night air and were waved on their way by Reynold and Wren's mother and father.

Alice was astonished. "Really? We're allowed to stay out all evening unsupervised?"

They had not been out for long before they noticed that something was not quite right. There was a suspicious looking gentleman skulking near the gates to a nearby cemetery. James thought he might be a foreigner. He was dressed in sackcloth and his skin was a dark green. He looked quite monstrous and his costume was far too realistic for Alice's liking.

Suddenly, he rushed forward to attack them and as he came into the light they could all see that he was an actual goblin!

Alice's instinct was to drop her bag and run. The others, however, reacted very differently. Wren and Reynold seemed braced for a fight. Before they could react, another goblin from out of sight had grabbed James and had run off with him!

That was when the queerest thing occurred. It seemed to Alice that they all grew tremendously in stature; it was as if she was the Alice in the Wonderland and had eaten the mushroom. As they grew their costumes seemed to shift and change. Also, where one goblin had stood for some reason there now were three!

With a clank of metal and pistons, Reynold now stood a hundred feet high; his limbs were polished steel and his eye a vicious camera. He leapt high into the air and pointed his arm at the attackers. His fist came loose and launched at the first goblin like a rocket.

Alice turned to comment to Wren and instead came face to face with an armour-clad knight. Where there had been aluminium, now there was steel. A gruesome helmet covered Wren's features. She leapt forward and smote the second goblin with her large sword.

One of the goblins made a move toward Alice. She was most perplexed at being this tall and really didn't know how to fight. With a gasp, Alice realised the toy torch that was part of her costume now bore a genuine flame. She waved it at the goblin to ward it off and was most surprised when a flame, like the breath of a dragon, leapt from her torch and burned the goblin.

Reynold drew himself out and puffed up his chest. Miniature red tips appeared in his armoured metal chest and shot forth: a wave of rockets weaved and arced toward the assembled goblins. There was a flash of fire and a shower of tiny wrapped sweets and the goblins were no more. As ash fell and the debris settled the children felt that they were returning to their normal size and attire.

Alice wasn't sure what to say, but settled on a heartfelt "gosh!"


It was the most wonderful adventure, Alice would recall later.

They had set off to rescue James, of course. There could be no other course of action what with him being kidnapped by suspicious individuals.

With some guilt, Alice had to acknowledge that they hadn't exactly taken the quickest path to rescuing her brother. The thing was that there were simply so many exciting things to do around Hallowe'en. They found themselves involved in a game of hide and seek with six other children; there was bobbing for apples (Alice did very well at this game on account of the village fete some weeks before when Alice had gotten plenty of practice) and lots of picture cards to find and even trade with other people.

Eventually they had gone after James and found him being held in what Reynold and Wren called a "Mall". There were lots of things to do here, too, but Alice couldn't help but feel that all of the games were quite similar. They played another game of hide-and-seek, did more apple bobbing and traded some cards.

The trail led them from the mall to a carnival outside town. It was very pretty and nice to have some different scenery but Alice was beginning to grow weary. There was another game of hide-and-seek! And another round of apple bobbing! It seemed that no matter where they went they were being forced to play the same games over and over.

Alice did find that she was enjoying herself greatly, however, in spite of the repetition. "Perhaps people over here don't mind doing the same things again and again," she mused to herself.

One of the things that had kept their adventure lively was that as they travelled around they were given designs for new costumes. They also had a bit of a treasure hunt to find the items to make these new costumes. They looked the part now! Alice was very pleased to have a pretty horse outfit which could shoot rainbows from its mouth. Wren had fashioned herself a jack-o-lantern outfit which blazed with fire whenever they had to fight more goblins. Reynold was dressed with little cat ears that made him look most amusing and adorable -- however when they fought he became a giant black panther that tore into their enemies.

It was, Alice thought, all totally spiffing!

They'd had to get James back, of course. It would have been totally unthinkable to have returned home without him. "What would Mother and Father have thought?" Alice mused to herself as she, James, Reynold and Wren sat on the pavement thoughtfully chewing on the night's takings.

James was, of course, acting very stoic and pretending he was in charge of the whole affair.

"I shouldn't have been in any trouble," he told them all, "I should have escaped before long. You chaps just saved me the trouble by arriving sooner."

"Sure," both Wren and Reynold said at the same time, and then looked at each other, surprised.

Alice began to laugh at this. James joined in too with big hearty belly laughs. Wren and Reynold looked nonplussed for a moment and then a smile cracked across their faces and they laughed with them.

They were all still chuckling as their adventure ended and they found themselves once again at home.

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."

Wednesday, 27 October 2010

GameCity5 - Day One - Guardian Breakfast and The GameCity Lounge

And so it came to pass that I arrived not only to GameCity, but also Nottingham for the first time.

IMGP7528

I shall use this as my primary excuse for missing most of the first session I had intended to join - Guardian Breakfast. It was shame to come into this late as there seemed to be some reasonable topics being proposed by the compere and the assembled crowd either had little to offer or were nervous speaking out loud in public.

It was tricky from this to "gauge the temperature" of the gathered representative's of society's gamers. It was particularly interesting that when the question was posed "who has had any stand-out moments in gaming the last 12 months?" there was very little response and almost as little to the question "which games are you particularly looking forward to in the next few months." I wasn't sure whether to be worried about the state of gaming that there was so little affecting the most core group of players. As I say, perhaps it was that most people were a little nervous to speak out on the first morning (or maybe didn't want to admit in front of the hardcore that their most anticipated game is Pokepark Wii:Pikachu's Adventure).

Guardian Breakfast - Wednesday - 4

Still, having got my bearings - and had a cup of tea - I headed off into the unfamiliar streets to find the GameCity lounge. Sadly, without camera on this first day I cannot share with you the GameCity tent, but suffice it to say there is a gleaming Bedouin palace in which the GameCity organisers have gathered gaming pods, a huge screen, music and a colouring-in and writing table for Saltsman's Ideas Bucket: from which videogame creator Adam Saltsman and musician Rebecca Mayes will attempt to craft a game during Friday's event.

The games being played on the big screen had two things in common: chaos and carnage. I managed to get in a few games of Sky Kids - A 25 player air race to the finish. It took most new players the first two rounds to figure out which avatar they were controlling and then a further few rounds to fathom the controls. Once this phase had passed I applied myself and managed to climb the scoreboard, finally reaching 1st place and then deciding to retire as champion in my own consideration!

There were a number of indie and university graduate games on display. Here are some of the highlights with which I managed to get hands-on:

Lounges - Wednesday - 02
Yours truly snapped while trying out ColourRunners

ColourRunners (this is the best link I can find) is an inventive final-year games design course project by Hannah Payne and Harry Corr. The game requires the player to traverse a monochrome town, able to walk only on painted surfaces . The player paints their own path in search of hidden 'tags'. Visually the stark monochrome aesthetic and clean building lines are reminiscent of Mirror's Edge. Hannah told me "we wanted to do something simple with lots of visual feedback." I did try to talk to Hannah and Harry about how it reminded me of Wizball on the Speccy, but when I saw their blank, young, young, young faces I realised this was probably not a reference that would get me far. The game is very attractive looking indeed and I think could find an audience among players, if developed, although in its current form the lack of distinctive colour means that the opening scene showing the locations of the markers for the hidden tags is largely unhelpful once the player is on the ground and searching for familiar landmarks.

I also spoke to Ben Bradley, creator of Substream. The game is a 3d flying shooter with a couple of nice twists. The first is that the whole game world is repeated to the left and right of the player, meaning that some enemies can only be destroyed by attacking a parallel version of itself to the left or right of the player, creating some interesting strategies in the game-play. The second is a relationship between the shooting action and the soundtrack. Although this was difficult to hear in the noisy atmosphere of the GameCity Lounge, Ben spoke of his enthusiasm for the games relationship between the atmosphere and setting and the soundtrack. The final version is said to contain all kinds of tracks even venturing into Tango territory...

I also managed to get a brief hands-on of Avoid, to be the first game from small games developer Nerf Games. This is closest to capture the flag taken to its most pure form. 4 players each try to avoid floating squares on a colourful geometric grid. When a shining white light appears, each player must try to grab the object and bring it back to their goal. General feedback was that some form of tackling move is really needed and the guys from Nerf Games were all on hand, enthusiastically taking on board all comments and promising to look into the suggestions made. It's a game that's great fun with 4 players on screen - sadly I didn't get the chance to try it with less players, such was the popularity of the game at the time.

I also managed to have a look at Lego Universe but didn't get much time with it. I'm hoping to get a second look because my first impression was that the game compared very poorly to the excellent standard of platform games produced by Travellers' Tales. This is being produced by an entirely different company and is being pitched as a Lego-based MMO for young players. Graphically, however, it seems to bear a heritage more akin to Playstation Home and the controls were awkward - although it could be that I am less familiar with claw-shaping my hand around a PC keyboard for gaming these days. The game has been clearly designed with protection of young minds as a foremost concern. Player names are chosen from a pre-defined menu and the chat window restricts the player to a predefined dictionary of words. One player next to me was unable to explain that he was playing at Game City because "City" was not in the allowed words list. Sadly then I shall not be able to discuss my experiences in Scribblenauts of dressing the player in stockings, handcuffs and a blindfold. *sigh*

All pictures in this post courtesy of GameCity with thanks