Today marks my last opportunity to pre-order Sony's new handheld console, the Playstation Vita. To be honest I'm still uncertain as to whether I want it or not. To get my own thoughts in order and to provide you with some food for thought, below is the summary of my current thinking. This is not consumer advice, nor is it an analysis of the specification of the console; this is purely my experiences as a buyer and as a gamer.
I have a lot of games systems. Currently vying for my attention are the Playstation 3, Nintendo Wii, Xbox 360 and Nintendo 3DS. Really I need to consider what the Vita offers that these do not.
Compared to the 3DS
On the one hand I love the 3DS as a portable games system. Poor battery life aside, the increase in power and resolution over the DS makes it a highly credible machine for more serious games. By "serious games" I mean bigger adventures, with deep stories and levels and cinematic presentation.
Having said that, the 3DS (as is often the case with Nintendo platforms) still lacks a generous quantity of these kinds of games. Ghost Recon: Shadow Wars (3DS) and The Legend of Zelda: Ocarina of Time (3DS) have been good examples of the kind of excellent games at which the system can excel. However, I still haven't caught up with Super Mario 3D Land or the new Resident Evil and around the corner is Rhythm Thief and the Emperor's Treasure and Heroes of Ruin, so I still have plenty of opportunity for decent adventure games on the 3DS handheld.
But with the PS Vita I wouldn't have to wait ages for good quality singleplayer adventures to appear. The PS Vita will allow for much the same kind of games as are released for the PS3. Uncharted, Killzone, Unit 13 - these are all the kinds of games that can and will make a regular appearance on the handheld. If I'm going on a trip and I want a single game to really involve me and keep me company, I know that with the Vita I will be able to walk into a shop and find something I fancy, whereas the 3DS library may possibly let me down. The 3DS is still unable to deliver comparable ports of big console titles, as is demonstrated by the Lego games. The 3DS versions tend to be upscaled from the DS, rather than downscaled from the Wii.
Online
Multiplayer is a possible issue. Multiplayer gaming on any Nintendo system is usually a horrible experience, and online is often not offered at all - except in a few excellent exceptions, such as Mario Kart 7 or Tetris 3D. The Vita will benefit from Sony's existing expertise with PSN and most of the Vita games look to be highly supportive of online multiplayer.
Having said that I don't really like multiplayer all that much. Shooters aren't really my thing, although I do love anything that offers online co-op. Ironically (apart from Uncharted 2) the most fun I have had online has been with Nintendo's Pokemon and Animal Crossing and also the Wii diving game Endless Ocean. I'm certainly not interested enough to fork out for a 3G Vita so I'm really only going to do multiplayer on my home wireless (where my PS3 and 360 are already located).
Backwards compatibility and watching movies
I did have a PSP once, until it was stolen. I still have cartridges of a few games which I dearly loved on the PSP and would love to play again, such as Metal Gear Ac!d 1 & 2. It disturbs me that the only way I will get to play these games is to pay to download them again from PSN, IF they ever become available. Sony are very bad at offering backwards compatibility because it cuts into their profits, hence why my PS2 is still connected to a TV in the house.
I liked my PSP at the time because I could transfer DVDs and music to it and use it as a portable movie player. At the time this made it a killer machine. I'm still hugely disappointed that Nintendo have not made good on their promise to bring full 3D movies to the 3DS in Europe. Times have moved on since the PSP, though, and now my phone now delivers all of the peripheral benefits the PSP once offered. Now the Vita must stand up as a games machine alone.
Remote and cross-platform play
The remote play feature looks interesting, but from what I have seen around this will be extremely limited. I love my PS3 games and I would love to be able to sit in bed and play them on the handheld. I think I would be more committed to the Vita if Sony sounded more like they were going to follow through on the promises of universal remote play.
It will also be good to be able to engage in multiplayer across the Vita and PS3 networks. Although, as with the remote play feature, it remains to be seen how extensive this will be in practice.
Conclusion
I really like the look of the PS Vita as a piece of kit and its ability to play great games without compromise to limited hardware. If I didn't have a PS3 or Xbox 360 I would definitely get one to use as a serious games machine.
But most of the games I would really enjoy are available in some form or another on the PS3 or Xbox 360. Sure I'd like to play the Vita Uncharted game, but I do already have three Uncharted games on my shelf. Is it worth paying over £200 for another one?
If you'd like to join the debate, feel free to post below or find me on Twitter as @holdmykidney.
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Tuesday, 21 February 2012
Thursday, 10 November 2011
Novel Gamer commentary: Lashings of Ginger Beer / The Not-so-Famous Four do Hallowe'en
Sometimes the games I'm asked to review as Novel Gamer give me the opportunity for some real wish-fulfilment. Costume Quest was one such opportunity, reminding me as it did of the stories of youthful adventure I hungrily consumed as a child; stories which also, ultimately, inspired me to become a writer and teller of stories.
I had two major influences to which Costume Quest spoke. One was a lifetime love of the Peanuts strips writtem by Charles M. Schulz. I still find that Snoopy, Charlie Brown and the gang provide a wisdom and insight into the adult world which is remarkably accessible to young readers. Something about the humour and kinship in Costume Quest made me feel like I was in a Peanuts strip of my own.
The other influence was Enid Blyton's much-loved stories and in particular The Secret Seven and the Famous Five. The idea of child heroes taking on forces which were far beyond them and having to operate within the confines of an adult-ruled world rang true with Costume Quest's adventures.
However, it was the culture shock element of Costume Quest which really informed the story. Hallowe'en is not as big a festival in the UK as in the United States, although it is certainly popular. The strange contrast of being a Brit and playing such a celebration of Hallowe'en made me think of the clash between Peanut's world and the Famous Five and so I decided to write a story about some very old-fashioned British children being brought face-to-face with their American counterparts.
Ultimately, Costume Quest is a great game at any time of the year and I hope that the adventures I re-imagined in the Novel Gamer show are a fitting tribute, as well as an entertaining yarn. You can read the original story review and hear the podcast on GamePeople.
I had two major influences to which Costume Quest spoke. One was a lifetime love of the Peanuts strips writtem by Charles M. Schulz. I still find that Snoopy, Charlie Brown and the gang provide a wisdom and insight into the adult world which is remarkably accessible to young readers. Something about the humour and kinship in Costume Quest made me feel like I was in a Peanuts strip of my own.
The other influence was Enid Blyton's much-loved stories and in particular The Secret Seven and the Famous Five. The idea of child heroes taking on forces which were far beyond them and having to operate within the confines of an adult-ruled world rang true with Costume Quest's adventures.
However, it was the culture shock element of Costume Quest which really informed the story. Hallowe'en is not as big a festival in the UK as in the United States, although it is certainly popular. The strange contrast of being a Brit and playing such a celebration of Hallowe'en made me think of the clash between Peanut's world and the Famous Five and so I decided to write a story about some very old-fashioned British children being brought face-to-face with their American counterparts.
Ultimately, Costume Quest is a great game at any time of the year and I hope that the adventures I re-imagined in the Novel Gamer show are a fitting tribute, as well as an entertaining yarn. You can read the original story review and hear the podcast on GamePeople.
Labels:
costume quest,
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Thursday, 27 October 2011
Novel Gamer commentary: A gap year with poor communication / Rupert's Safari
The Novel Gamer column often falls into one of two different camps. Sometimes the stories are parallels, hardly recognisable for the game that inspired them until the reviewing point I was trying to make is revealed. On the other hand it can be viewed as a kind of fan fiction. Writing an experience within the game world from the perspective of the player's character. This fan fiction approach was definitely the best way I found to explore my review of Monster Hunter Tri (Wii).
This usually happens with games that a: I find flawed and b: games that take themselves too seriously. A game that is very self-knowing and open to poking fun at itself is hard to parody and if I like a game then the desire to poke fun isn't there.
The story I wrote about Monster Hunter Tri reflected my disappointment with the game. With glorious landscapes, mythical creatures and adventure, it was meant to be the perfect getaway - like an exotic holiday. It made me think of the disappointment often experienced when holidays do not meet our requirements. With the no-frills mucking-in approach of the player, combined with the trendy tribal tattoos, for some reason I found myself thinking of a well-heeled Brit on a gap year, searching the world for the best experiences. This was also added to by the instinctive middle-class distaste I felt for the process of killing animals for sport. And so, Rupert was born.
My frustration with the game was largely due to the incredibly frustration Wii Speak peripheral: a factor that, to this day, still continues to put me off playing the game. In testing the multiplayer aspect of Monster Hunter, I enlisted the help of my excellent gaming buddy The_Killa_Bunny. I should point out that while the section with Zara is based on our experiences together, The_Killa_Bunny is not at all like Zara and is much nicer!
I think this one is a very entertaining story in its own right, while still being a fair critique of the game. Certainly I think anybody who plays Monster Hunter will be able to recognise much of what takes place. The original story and podcast can be found at http://www.gamepeople.co.uk/novel_wii_monsterhuntertri.htm.
This usually happens with games that a: I find flawed and b: games that take themselves too seriously. A game that is very self-knowing and open to poking fun at itself is hard to parody and if I like a game then the desire to poke fun isn't there.
The story I wrote about Monster Hunter Tri reflected my disappointment with the game. With glorious landscapes, mythical creatures and adventure, it was meant to be the perfect getaway - like an exotic holiday. It made me think of the disappointment often experienced when holidays do not meet our requirements. With the no-frills mucking-in approach of the player, combined with the trendy tribal tattoos, for some reason I found myself thinking of a well-heeled Brit on a gap year, searching the world for the best experiences. This was also added to by the instinctive middle-class distaste I felt for the process of killing animals for sport. And so, Rupert was born.
My frustration with the game was largely due to the incredibly frustration Wii Speak peripheral: a factor that, to this day, still continues to put me off playing the game. In testing the multiplayer aspect of Monster Hunter, I enlisted the help of my excellent gaming buddy The_Killa_Bunny. I should point out that while the section with Zara is based on our experiences together, The_Killa_Bunny is not at all like Zara and is much nicer!
I think this one is a very entertaining story in its own right, while still being a fair critique of the game. Certainly I think anybody who plays Monster Hunter will be able to recognise much of what takes place. The original story and podcast can be found at http://www.gamepeople.co.uk/novel_wii_monsterhuntertri.htm.
Labels:
gamepeople,
games reviews,
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monster hunter,
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Wednesday, 19 October 2011
Novel Gamer commentary: Sex 'n' drugs 'n' Barrel-Rolls / Starfox Command Remembered
Starfox Command (DS) was where the Novel Gamer column began for me. I'd been talking with GamePeople about doing some writing for them. They review games from a number of perspective, including an "artistic" way which provides some great options for reflecting on a game.
With Starfox Comand, it wasn't so much the game itself I wanted to write about, but how I felt about it. It was a couple of years old by then, but the game was a classic - to me. I couldn't help but think that loads of people knew about the Starfox series but didn't appreciate how good Starfox Command actually was. So much so that I would actually say that it is the best Starfox game I have played.
I'm also really into music and it reminded me of the way a band with a long career often has albums from the distant past that have been overlooked in favour of glossy new compilations or an over-nostalgic reverence for the first release. It led me to thinking about telling Starfox Command's story as if Fox McCloud were an ageing rocker, being interviewed about past records in advance of a comeback tour.
The idea sat pretty well with me and I'm pleased to say that the opening episode of Novel Gamer almost perfectly crystallises everything I wanted to achieve with the show. The original story and podcast can be found at http://www.gamepeople.co.uk/novel_ds_starfoxcommand.htm
With Starfox Comand, it wasn't so much the game itself I wanted to write about, but how I felt about it. It was a couple of years old by then, but the game was a classic - to me. I couldn't help but think that loads of people knew about the Starfox series but didn't appreciate how good Starfox Command actually was. So much so that I would actually say that it is the best Starfox game I have played.
I'm also really into music and it reminded me of the way a band with a long career often has albums from the distant past that have been overlooked in favour of glossy new compilations or an over-nostalgic reverence for the first release. It led me to thinking about telling Starfox Command's story as if Fox McCloud were an ageing rocker, being interviewed about past records in advance of a comeback tour.
The idea sat pretty well with me and I'm pleased to say that the opening episode of Novel Gamer almost perfectly crystallises everything I wanted to achieve with the show. The original story and podcast can be found at http://www.gamepeople.co.uk/novel_ds_starfoxcommand.htm
Labels:
gamepeople,
games reviews,
gaming,
short stories,
Starfox Command,
writing
Thursday, 13 October 2011
Novel Gamer Season 1 commentary
I write for GamePeople.co.uk under the name Novel Gamer. The basic concept was: rather than write standard critical reviews, I would try and express my thoughts about the experience of the game, or the reaction the game caused for me.
The name also refers to the way the reviews are presented as short stories. Taking the form of an allegory, Novel Gamer opens up a unique view into the world of a game. Sometimes seen as fan fiction, other times seen as an absurdist view of gaming and occasionally striking real entertainment gold. The first series of Novel Gamer ran for 20 episodes with podcast readings of the stories recorded by myself.
Over the next few weeks I'd like to look back at these stories and revisit why I wrote them the way I did. More soon.
The name also refers to the way the reviews are presented as short stories. Taking the form of an allegory, Novel Gamer opens up a unique view into the world of a game. Sometimes seen as fan fiction, other times seen as an absurdist view of gaming and occasionally striking real entertainment gold. The first series of Novel Gamer ran for 20 episodes with podcast readings of the stories recorded by myself.
Over the next few weeks I'd like to look back at these stories and revisit why I wrote them the way I did. More soon.
Labels:
3D Gaming,
fiction,
games reviews,
gaming,
podcasting,
writing
Tuesday, 9 August 2011
An appeal to right-minded people
I don't often use this blog for topics other than entertainment, but these London riots have shocked our country to the core, myself included.
I've sat and watched on the TV and via Facebook, Twitter, Youtube and chat rooms not only the events playing out, but also the responses of my friends, colleagues, associates and public figures.
I hear calls for the army to be deployed; for water cannons to be used; for curfews to be in place and enforced with lethal efficiency; even for an immediate return of National Service to drum a sense of order and responsibility (and also control) into the minds of our young people.
None of this does anything to address the roots of the problem. I'm certainly not saying that any of what has taken place is acceptible. Burning, looting, violence and robbery is totally abhorrent and needs to end, but few are considering what this is going to cost us all.
The sudden outbreak of rioting is caused by a fundamental disenfranchisement of everyday people in this country. In the upper classes this disenfranchisement manifests when the rich emigrate, or move all of their assets and taxes elsewhere. In the middle (and largely educated) classes, the sense of displacement and injustice can be seen in voting for extremist political groups, massive support for broadcase satire (which has become a platform lambasting every move any public figure makes) This should not be underestimated as it represents a general dissatisfaction with everything around us; in the poorest classes, and those with the poorest education, this disenfranchisement manifests in the only option available: lashing out at everything to hand and grabbing as much for one's self as possible.
What are the causes of this disenfranchisement? Abuse of power. Everytime a council ignores the pleas of local residents and builds an unwanted runway or windfarm. Every time an insurance company uses a technicality to deny a payment to a legitimate claimant. Every time a lawyer uses a loophole or procedural mistake to free a true criminal. Every time the government uses taxpayers money to fund illegal and unwarranted military action abroad to support our addiction to petrol, instead of using that money to find a credible domestic alternative. Every time a banker pushes the poor further into poverty through carelessness only to be rewarded with an annual bonus comprised of a sum of money the like of which most people will never see. Every time a big company with influence is granted permission to take action which damages our planet. Every time jobs are taken away from our own country and moved to cheaper economies elsewhere, only to sell the products back to us at an inflated price we can no longer afford.
All of these things chip away at our sense of hope; our sense of belonging and our sense of justice. People no longer believe that they can be heard by the world around them, inspite of the unparalleled access to communication we now enjoy. We can no longer pretend that the powers that be cannot hear us. They can hear us. They choose to ignore us because it is not in their vested interests to change.
But the response has to be something other than rioting. It simply has to.
When you use force, it has to be met with an equal or greater force in order to stop it and push it back. The authorities want to restore the status quo. By resorting to riots, the people involved are giving the authorities the excuse to use greater power. They are also causing enough outrage among thinking citizens to allow them to do this without complaint. I know several people who would not bat an eyelid if the police or military deployed tear gas and rubber bullets to disperse the crowds. We are affording the government the permission to take away our freedoms even further.
The responsibility lies with the rioters. For every building you burn, you endanger our freedoms. For every item you steal, you endanger our freedoms. For every rock you throw, you endanger our freedoms.
This has to stop, before we all become greater victims.
And to the governments, the leaders, the chairman and the shareholders - you have to understand that this outpouring of desperation says one thing and one thing alone. The people of this country are not happy with the way you are managing the direction of our home. These events are caused by the ever-widening gap between rich and poor and it is only the rich that have the power and resources to do anything about the situation.
I've sat and watched on the TV and via Facebook, Twitter, Youtube and chat rooms not only the events playing out, but also the responses of my friends, colleagues, associates and public figures.
I hear calls for the army to be deployed; for water cannons to be used; for curfews to be in place and enforced with lethal efficiency; even for an immediate return of National Service to drum a sense of order and responsibility (and also control) into the minds of our young people.
None of this does anything to address the roots of the problem. I'm certainly not saying that any of what has taken place is acceptible. Burning, looting, violence and robbery is totally abhorrent and needs to end, but few are considering what this is going to cost us all.
The sudden outbreak of rioting is caused by a fundamental disenfranchisement of everyday people in this country. In the upper classes this disenfranchisement manifests when the rich emigrate, or move all of their assets and taxes elsewhere. In the middle (and largely educated) classes, the sense of displacement and injustice can be seen in voting for extremist political groups, massive support for broadcase satire (which has become a platform lambasting every move any public figure makes) This should not be underestimated as it represents a general dissatisfaction with everything around us; in the poorest classes, and those with the poorest education, this disenfranchisement manifests in the only option available: lashing out at everything to hand and grabbing as much for one's self as possible.
What are the causes of this disenfranchisement? Abuse of power. Everytime a council ignores the pleas of local residents and builds an unwanted runway or windfarm. Every time an insurance company uses a technicality to deny a payment to a legitimate claimant. Every time a lawyer uses a loophole or procedural mistake to free a true criminal. Every time the government uses taxpayers money to fund illegal and unwarranted military action abroad to support our addiction to petrol, instead of using that money to find a credible domestic alternative. Every time a banker pushes the poor further into poverty through carelessness only to be rewarded with an annual bonus comprised of a sum of money the like of which most people will never see. Every time a big company with influence is granted permission to take action which damages our planet. Every time jobs are taken away from our own country and moved to cheaper economies elsewhere, only to sell the products back to us at an inflated price we can no longer afford.
All of these things chip away at our sense of hope; our sense of belonging and our sense of justice. People no longer believe that they can be heard by the world around them, inspite of the unparalleled access to communication we now enjoy. We can no longer pretend that the powers that be cannot hear us. They can hear us. They choose to ignore us because it is not in their vested interests to change.
But the response has to be something other than rioting. It simply has to.
When you use force, it has to be met with an equal or greater force in order to stop it and push it back. The authorities want to restore the status quo. By resorting to riots, the people involved are giving the authorities the excuse to use greater power. They are also causing enough outrage among thinking citizens to allow them to do this without complaint. I know several people who would not bat an eyelid if the police or military deployed tear gas and rubber bullets to disperse the crowds. We are affording the government the permission to take away our freedoms even further.
The responsibility lies with the rioters. For every building you burn, you endanger our freedoms. For every item you steal, you endanger our freedoms. For every rock you throw, you endanger our freedoms.
This has to stop, before we all become greater victims.
And to the governments, the leaders, the chairman and the shareholders - you have to understand that this outpouring of desperation says one thing and one thing alone. The people of this country are not happy with the way you are managing the direction of our home. These events are caused by the ever-widening gap between rich and poor and it is only the rich that have the power and resources to do anything about the situation.
Labels:
anarchy,
freedom,
london riots,
politics,
trade justice
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?
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?
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.
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.
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)
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.
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.
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)
Labels:
Achievements,
games,
good,
infamous,
infamous 2,
morality,
player choice,
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Resident Evil,
Role-playing games,
social networking,
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