Curmudgeon Gamer
Curmudgeoning all games equally.
15 May 2008
Review: Defender of the Crown (GBA)
For $3, I couldn't pass up a used copy of Defender of the Crown for the GBA. The classic game I'd loved as a youngster, now in handheld form? Brilliant.

I'm happy to say that the nostalgia comes through nearly unspoiled. The graphics remind me of the Amiga version whose screenshots I'd envied back when I played the Commodore 64 version until the disk drive wore slam out. The music is more modern, and I think I actually prefer the SID version.

As for gameplay, it's exactly the same. You play a little RISK-like strategery, claiming land and building an army. Occasionally you raid castles, try to rescue a damsel, or joust at a tournament. (Ok, there is something new in the tournament. I don't recall ever bashing my opponent in a one-on-one mace battle.) Ultimately, you want to take over the entire country and claim the crown.

The random setbacks (losing a territory, money, or sabotaged catapults) feel a little too frequent for my tastes. And the swordfighting I found to be frustratingly hard. In the original there were only two opponents, now there are ... four? Forget it, I'll stay a bachelor until I'm king. Also, how the heck does jousting work? It seems completely random to me.

I've seen some reviews complain that this game could have used some extras. Ok, sure, paying full price I can understand the disappointment. On the other hand, it makes a perfect cheap game that is way easier to pull out and play than my Commodore 128 system.

(Or, you could just play the official versions online. For essentially free.)

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--jvm at 11:27
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Mirror's Edge Teardown
Mirror's Edge, a new title from Electronic Arts, looks really amazing to me. I think its new take on the parkour action genre has the potential to make Ubisoft's upcoming Prince of Persia game look stale. (Caveat: We've not seen the new PoP, so we can come back and compare once Ubisoft's game is shown.) When I look at the games I've really enjoyed in the past couple of years, they're mostly third-person action games like Prince of Persia: Sands of Time, Tomb Raider: Anniversary, Uncharted: Drake's Fortune, and the God of War series. I hope Mirror's Edge will be a fresh title to add to that list.

Anyway, the official trailer is a lot of fun to watch, and even more fun is this teardown of the trailer by GameTrailers.

Via Rock, Paper, Shotgun.

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--jvm at 10:49
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The words I wish I got to define
So, a little while ago I posted a query on Curmudgeon Gamer, namely What is Ludology? This was an honest question, but asked with ulterior motives (more on that later). And the answers I got were perfectly reasonable.

But then I had to get all fancy-pants and search the Web. As always, big mistake. Not accidental porn big, but big.

At this point, I will digress by explaining those ulterior motives.

When I was young and naive, I came across a brilliantly excitingly named branch of mathematics called "Game Theory". Naturally I said to myself, "holy crap! Pretty darn smart of me to become a mathematician -- now I'll get to play games for a living!"

In case you aren't aware, "Game Theory" is a bait-and-switch ruse right up there with "Greenland". Somehow they managed to take the field of strategic game-playing and restrict it only to games no one would ever want to play. (Apparently there was some analysis of actual games in there at the beginning, but that was swiftly excised, lest anyone actually enjoy themselves.) Even worse, it turns out Game Theory is actually useful in economics, so there are hundreds of books on super-boring "Game Theory" that are actually not about games at all, just taunting me.

Now, as time went on, my interest in games has actually increased, and I desperately want to make a living from analyzing and studying (and playing) games. Real games, that are fun. But I had learned that "Game Theory" was not that.

So while explicitly I was asking "What is ludology?", implicitly I was pleading "Ludology is the immensely fun and cool analysis and study (and play) of games, right? And someone will pay me to be a ludologist?" I mean, how could it not be? "Ludo" is from the Latin for game (ludus), and "-ology" means "study of", so ludology must mean study of games, which is what I desperately want an official legitimate-type word for, right? (Put your hands down, eager beavers -- we'll get to it!)

Now let's return to that horrible "search the Web" idea.

It turns out "ludology" is in fact a pretty widely used term in the field of "game studies", which is a catchall term which presumably includes analysis of the play of games, but also refers to things like game sociology, game criticism & history, game computer science, and pretty much anything that some academic wants to publish that refers to a game. (How game studies should relate to the design of actual games is a topic of some debate.)

But of course ludology doesn't mean what I want it to mean. Oh no. Ludology is both a field and an ideological position, in opposition to the field/ideological position of narratology. Narratology is meant to encompass the study of essentially anything with a story, abstracted from its medium (so movies and books and soap operas and arguably videogames all use narratives, and can all be understood under the narratology umbrella). Ludology pushes back, saying that games are fundamentally _not_ just narratives. Just like narratives occur in different media, so do games (board games, card games, tv game shows, videogames, etc.) and instead of just lumping them in with the narratives, the ludologists say, the play and rule elements of games set them apart and they should have their own umbrella field that discusses the nature of games (abstracted from the medium) the same way narratology treats narratives. And that field is ludology. (The perspectives with horrible -ology names doesn't necessarily stop there: here's an article promoting a "paradigmological" approach.)

While the five word definition of "ludology" is still "analysis and study of games", the meaning behind that is very different from what _I_ was talking about. It asserts a political standpoint (games aren't narratives), and because of that standpoint it is necessarily chiefly concerned with the ontology of games, which is a fancy way to say trying to answer the question "what is a game?" Furthermore, the conflict between ludology and narratology as disciplines pulls them both further away from usefully relating to actual games, which of course require both gameplay and story.)

I understand that any "-ology" needs to make some effort addressing what they're all about, but that's Chapter One of the Intro to -ology book. (Remember reading the "What is Life?" section of your biology book?) The rest is the interesting stuff. You don't take archaeology and spend the whole time learning about "what is old stuff? what makes this the old stuff we study and that the old stuff we don't study?"

Oh, and am I the only one who's annoyed by taking a random word and putting "-ology" at the end of it? "Narratology" is obviously made up, and the natural counterpart "gameology" is equally stupid (no offense intended). But who thought digging up a Latin word to put before the (Greek) -ology would make it more acceptable?

Thankfully, their failing is my last shot. Someone stole Game Theory, Ludology seemed like a good idea but someone stole that too. However, "pediology" would be more consistently Greek -- although people might think it has to do with studying children and/or feet ("paidia", I am told, means "a childish game or amusement"). Equally confusing would be "scholeology", but perhaps even more appropriate: according to footnote 7 on page 5 of this paper (PDF link), the Latin ludus might have been used as a conscious parallel to the Greek schole, which referred both to leisure time and to school.

So, I coined it, I get to define it: I'm a scholeologist, which means that I analyze and study forms of games and game rule systems, both in terms of objective strategies and results and in terms of entertainment value and human-game interaction. I don't study the role of games in society or the society of gamers (what I would call game anthropology), although we might have useful things to say to each other; and I don't study games solely as vehicles for learning and cognition, although that's exactly what I'll tell the funding bodies when I apply for grants, if they'll buy it.

There might be ludologists who would say what I do is ludology (certainly it's not narratology -- I plan to never use the word "Aristotelian" again, and they seem to like it), and maybe I'll come around, but for the moment it sounds too political and "the nature of game-ness" for me. If the hypothesis "the positive effects of rubber-banding such as in Mario Kart for casual players can be achieved with less negative impressions from competitive players if more information is hidden from the players" isn't ludology, then I'm happy to make it scholeology. (I don't know if it's a true hypothesis or not -- possible future paper? :) )

Just in case there aren't enough links in this post, and/or you got here because of a conjunction of search terms, you might want a summary bibliography of books from various sides of game studies. For that, check out this excerpt from yet another book.

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--Bob at 03:37
Comment [ 1 ]

14 May 2008
NYT Crosswords vs CrossworDS
It's possible to take it for granted these days that, if it's a casual kind of game made for the DS and it's not published by Nintendo, then it's a sucky piece of trashware produced solely to cash in on the system's huge user base. And conversely, that Nintendo has produced a similar game that is much better.

That had been the case with Nintendogs (as opposed to Catz, Dogz, Horsez, and the horrifying "Babyz"), with the severely underrated Clubhouse Games, with the two Brain Age games... heck, the Sudoku applet in Brain Age is so clearly better than every other version of the puzzle on the DS that it brings one to a kind of despair. Why is Nintendo's Sudoku minigame so well-made when others' full Sudoku applications are so crappy? Putting these things together is not brain surgery. It's enough to make one wonder if Nintendo doesn't have a patent on non-stupid number grid entry on portable gaming computers (USPTO # 951827364).*

It would be easy to assume that Nintendo's version would be better than Majesco's. It is not, by a long shot.

From looking at the games, initial impressions would seem to indicate the usual first-party upstaging. Crossword DS has a brilliant interface nearly as good as Brain Age Sudoku, and with better character recognition despite having 16 more glyphs to distinguish. It's not obvious at first that Majesco's game HAS character recognition. Furthermore, that game's color schemes range an odious gamut from ugly to unreadable, while Nintendo notices that a crossword game that's not black boxes on white squares is a slight against the memory of Arthur Wynne.

Majesco's game commits a few other grave offenses, although they're only obvious compared to Nintendo's interface. NYT Crosswords shows only Across or Down clues at a time; Crosswords DS shows them both at once. NYT uses a thin-stemmed, seedy newsprint typeface for clues and what looks like hateful Comic Sans for entered letters; Crosswords DS uses sharp, thick-lined sans-serif characters for both. NYT uses annoying button assignments that make it far too easy to accidentally receive an irrevocable hint, and only offers one type of hint at that; Crosswords DS uses the book orientation popularized by Brain Age, ignores button presses in favor of a visual interface, and will give stuck players the option of seeing a single letter, a whole word, or even providing alternate, easier clues, ala GAMES Magazine's World's Most Ornery Crosswords. And while both programs offer more than a thousand puzzles, Crosswords DS also provides Word Search puzzles and Anagrams.

And yet, of the two, despite Nintendo's typical meticulous attention to usability, their product is far inferior where it counts. Ultimately, in a collection of crosswords, the quality of the puzzles is
paramount. The New York Times is just about the most respected source of puzzles out there, and Majesco's inclusion of several years of their output shows that, while they may not be the best at putting together an interface, they care about the puzzles themselves. And once gotten used to, the interface isn't really so bad.

The handwriting recognition particularly turns out to be pretty good when used, even if the drawing area is restricted to a small input box. The ugliness of the interface can be remedied by entering a code. This essential code is "up up down down B B Y Y," and instead of being hidden away on GameFAQs, it should be printed in large, boldface type on the front of the very box, just beneath the title. Thankfully, once entered it's saved to the game file, allowing players to forget the low-contrast sins of the original color scheme.

While NYT Crosswords features years of top-notch puzzles, ranging in difficulty from a relaxing pastime to uncommonly challenging, Crosswords DS's puzzles... well, to be honest, I don't really know how hard they become. You see, in the same way that Brain Age Sudoku starts out with only a selection of low and medium-difficulty puzzles available and a bunch more that must be unlocked, Crosswords DS also forces players to begin with easier puzzles before letting him tackle harder ones.

This wouldn't be so bad, except that the easy puzzles are grievously simple! We're talking 4x4 grids here, progressing up to 11x11 for the harder ones available at first. You should know that these puzzles are included in the game's puzzle count, so when the back of the box says over 1,000 puzzles, a good percentage of them is this slight fare. Even the New York Times Monday puzzles, the easiest of the lot in Majesco's title, are full-sized grids.

Furthermore, while the NYT clues are filled with the wit and cunning for which the Times crosswords are famous, Nintendo's clues honestly read like something better suited for elementary school students. Fill-in-the-blank clues are over-common, as well as slipshod "partial word" clues along the lines of "the farmer in the d _ _ _". While it's possible, should the player persevere through the featherweight stuff to get to the harder puzzles, that the package redeems itself, it is unlikely to match the New York Times' Will Shortz-edited output.

Yet even one of the subgames in Nintendo's package fall prey to this kind of shoddyness. The very first Anagrams puzzle accepts, and in fact requires, "lase," which is a real if obscure word defined by Answers.com in regards to lasers, yet rejects "ale." The Word Searches seem to be okay, although they are hampered by the fact that they're word searches, the decaffeinated coffee of word puzzles.

Were this a perfect world, or at least one less encumbered by exclusive licensing, we would have a game that combined Nintendo's wonderful interface with Majesco's formidable puzzle assortment. It's possible that the problems with Nintendo's game has to do with them trying to play to both kid and adult audiences, which would explain the near-beer clues and word search inclusion. I usually dispute claims that Nintendo's efforts to keep most of their games friendly to children ruins them for adults. For insecure adults, maybe. But in this case it certainly has.

* Don't look that number up; it's a joke.

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--JohnH at 06:31
Comment [ 1 ]

13 May 2008
Videogames -- still not evil
Just a little link to direct your panicked parent friends to: in what must be a surprise to everyone, a big 'spensive study found no evidence that violent video games make kids violent. Who'da thunk it?

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--Bob at 09:51
Comment [ 2 ]

08 May 2008
Chains of Olympus for PS2 for Xmas '08
This isn't an announcement, but a prediction. Provided the porting of Daxter from the PSP to the PS2 is true (see here, originally seen here), then Sony has to be seriously considering porting God of War: Chains of Olympus to the PS2 as well. Keep in mind that both Daxter and God of War on the PSP share some engine code, so a port of the former would accelerate a port of the latter.

According to NPD's figures, Chains of Olympus sold well over 300,000 copies in its first month on the market. A PS2 version would easily sell a million and would complement a $99 PS2 model quite well.

Given that I completed the PSP game twice (something I almost never do for long-form action games), I'd probably end up picking up the PS2 port. So make that a million copies, plus one.

In an ideal world, Sony would also get someone to port the game to the PS3 and sell it for $15 on PSN. But this is Sony we're talking about, so it will never happen.

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--jvm at 09:24
Comment [ 0 ]

05 May 2008
Giving It Away (or: Why the State of North Carolina now owns a lot more videogames)
My alma mater, NCSU, has a videogame collection. What they have covers newer systems and mostly popular games. So when they sent out requests for more games recently, I responded.

Last week I gave nearly every Atari 2600 and Atari 7800 game that I own to them. In total 120 games, many with boxes and manuals, which I've listed below for the curious.

There are some items there that are probably worth a few dollars. I don't keep up with the scene any more, so I don't know how much a Limited Edition Okie Dokie cartridge goes for nowadays. (Mine looked like this, but with #49 on it.) Nor how much a special edition of Qb (#93) fetches on eBay, complete in wood box with source listing and the original broken version circuit boards. When I was collecting, it was a big deal to get games like Track & Field, KLAX (2600, boxed), and Road Runner. I suspect demand is lower today, but at least NCSU has them without the fuss.

I only regret that I sold my two Swordquest Waterworld cartridges (both found in the wild, one with instructions and comic) and Motorodeo and way back when. I even had a Shuttle Oribter -- I wish I could have given that to NCSU too, but it was long ago liquidated.

In the coming years, I plan to donate the rest of my collection -- NES, Genesis, SNES, Jaguar, Lynx, PlayStation, Dreamcast, PlayStation 2. Those later systems will be more difficult, surprisingly. Whereas I spent a lot of time collecting Atari games with which I had little emotional connection, it's quite another thing to think of donating my original copy of Tomb Raider for the PS1 or my copy of Metal Gear Solid 3 for the PlayStation 2. [Note: Originally the word "selling" was used above. I meant "donating", as the text now reflects. The items I've given to NCSU were donated, and I declined offers of money to "defray costs" of transporting the items to Raleigh in person.]

I'm not sure on a timeframe, but my dwindling free time makes having this library in my home less desirable. And, I can visit it any time I want. There is even talk of some public events, to which I would be an invited guest. Neat.

Oh, and I did keep one Atari 2600 cartridge. Which one? The Stellalist Beta Cartridge. It's special twice over: my dear friend, Ruffin, gave it to me and it has code on it that I wrote. As far as I know it's not available anymore.

If you're interested in what I just gave away, just click here to see the inventory sheet.

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--jvm at 20:27
Comment [ 0 ]

01 May 2008
Video game canons and flesh colored band-aids

I was obviously asleep when the announcement was made that this stab at a video game canon was announced last year:

Mr. Lowood and the four members of his committee — the game designers Warren Spector and Steve Meretzky; Matteo Bittanti, an academic researcher; and Christopher Grant, a game journalist — announced their list of the 10 most important video games of all time:


Okay, I can pick at the list. Anybody can pick out a list. Did they screw up? Sure. Where's KABOOM!? (kidding on that one -- for now)

What concerns me is that these guys are, well, just that. All white guys. Sure, it's a pretty good crosssection of dark haired white guys. There's a short one. One that's not ashamed of his poor vision. Two -- no, on second glance, three -- major facial hair decisions. Still, as humans go, it's a pretty diversity challenged group on its face, har har.

What else unites the Superfriends of Ludological Canonization? That they all decided not to make their rationalizations for picking these ten easily Googleable [by me].

In any event, even if white guys too largely made the games and white guys too largely play/ed the games, is that really a good reason that white guys should pick the games? I imagine these guys would likely find my dimestore critique here uncontroverstial, but then why not branch out before announcing your list at the Game Developers' Conference and posing for the NY Freakin' Register of the US Times?

Insert smilie.

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--ruffin at 11:46
Comment [ 6 ]

29 April 2008
GTA4 lockups: what did reviewers play?
I let my 60Gb PS3 install GTA4 tonight while I fixed dinner. When I checked on it later, it had run through the intro and locked up after giving control over to the player. (I wasn't there, so I didn't see it happen.) Apparently lockups are happening with some regularity to a lot of players and not just on PS3.

The whole situation reminds me of how Champions of Norrath on the PS2 locked up for a fair number of consumers, but no reviewers mentioned it. Seemed odd to me at the time and I did some asking around to find out why.

Turns out reviewers didn't review the same kind of disc sold in stores. One reviewer told me he reviewed Champs o' Norrath on two single-layer DVDs as opposed to the dual-layer DVDs sold to us commoners.

Makes me wonder if the same thing happened here. The reviews are pretty much all pegging the 10 on the review-o-meter, but I haven't heard about the reviews talking about lockups like folks are seeing on normal systems. If I had the time, I'd start asking around -- someone should.

Meanwhile, I hard reset my PS3 and played about 15 minutes up to the first save point. So far so good. Now if I only had time to play more, but real life has me elsewhere. Ah well.

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--jvm at 21:21
Comment [ 5 ]

27 April 2008
Ludicrous Ludology
From Ruffin below:
This pseudo-academic tripe gives every ludologist a bad name.


Without disagreeing with Ruffin on this point (see End of the World predictions in comments to that post), I fear that most people who've heard the word think that ludology is by definition "pseudo-academic tripe".

I solicit your considered opinions: should there be ludology (or, if you think that's too high-falutin' a term, "game studies" or "game analysis" or "game commentary and criticism")? If it isn't tripe, what is it? What makes good ludology? Is it essentially the same as movie criticism for games? Or is it mathematical "game theory" applied to real games?

I'm sure there's commentary about this throughout the web (ludology.org as well as gamasutra spring to mind), but they're a bunch of yahoos. What do the curmudgeons think?

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--Bob at 09:02
Comment [ 2 ]

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