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Worth Reading: 01/09/2014

2014 doesn't have many links yet. Don't worry, I've got it covered.

The beginning of a new year is strange. We feel compelled to make changes, even if it doesn't really feel like anything's changed. It's not until we're a little ways into the year that it begins to sink in. You know, around time you stop writing 2013 and start writing 2014 on a regular basis.

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I've been asked by a few people if I have any plans for 2014, at least insofar as my gaming habits. That's a question that needs some more thought, but I wouldn't be upset if I simply continued with one of my resolutions from last year: try new things. It sounds simple, but our time is valuable, and learning new things is hard. For many, games are a "fun" hobby, and it might not be exactly enjoyable to wrestle with the learning curve of a new genre or franchise.

But I implore you to do that. Whenever it feels like games are getting boring, I remind myself how many games I've never tried. That's the time to expand your worldview. It's why I played 999, Monster Hunter, and Fire Emblem in the last few years. None of those game types--visual novel, teamwork, strategy--would have been in my repertoire, and each of those games have opened my eyes (and gaming) library to brand new--games.

As a result, Dark Souls and Spelunky are the first two games I'm embracing in 2014. Sure, I played enough Dark Souls when it was released to get a sense of what it was about, but not really. I'm tired of thinking of Dark Souls as "the really hard game," and I've already found the joy of victory (and defeat) that comes with beginning to master a set of strict, unrelenting mechanic that reward patience and understanding. Spelunky's much the same way, but it also violates one of my core gaming habits: a game with an ending. Yeah, there is an "ending" to Spelunky, but it's not an ending in the traditional sense, and it's not really where the game ends.

I'll have more to write about the design DNA in those games and why it's been so satisfying to play both of them at the same time, but I'll save that for a later date. What are you doing in 2014?

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Worth Playing: 01/10/2014

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And You Should Read These, Too

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There are psychological reasons driving why some games hook us more than others, even if that's an uncomfortable way to consider why we like what we like. It's not that simple, obviously, but Maria Konnikova has a fascinating article about the underlying drivers behind the first-person-shooter genre, breaking down the elements of the genre and talking to experts about what's appealing to so many of us. Game writers tend to use the term "immersion" without considering what the definition of immersion even is, but this story takes a very close look at the idea, and figures out why shooters are able to immerse most of us.

"'Flow,' writes Csikszentmihalyi, 'is the kind of feeling after which one nostalgically says: ‘that was fun,’ or ‘that was enjoyable.’' Put another way, it’s when the rest of the world simply falls away. According to Csikszentmihalyi, flow is mostly likely to occur during play, whether it’s a gambling bout, a chess match, or a hike in the mountains. Attaining it requires a good match between someone’s skills and the challenges that she faces, an environment where personal identity becomes subsumed in the game and the player attains a strong feeling of control. Flow eventually becomes self-reinforcing: the feeling itself inspires you to keep returning to the activity that caused it."

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Gone Home was one of my favorite games from last year. No, seriously! I put it on a list and everything. But doing holiday traveling, I read an essay from Ian Bogost about what Gone Home not only says about game storytelling but storytelling in a larger cultural context. He suggests Gone Home represents a step forward for video games, but not only is it weird and sad that it's taken video games this long to take even this small step, but is Gone Home's impressiveness part of general, mainstream acceptance of adolescent standards in storytelling?

"What if Gone Home teaches us that videogames need only grow up enough to meet the expectations other narrative media have reset in the meantime? After all, we're living in an age in which the literary mainstream is dominated by young adult fiction anyway. Adults read series like Harry Potter and Twilight and The Hunger Games with unabashed glee. Comic book film adaptations have overtaken the cinema. What if games haven't failed to mature so much as all other media have degenerated, such that the model of the young adult novel is really the highest (and most commercially viable) success one can achieve in narrative?'"

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You're looking at the article that convinced me to start playing Spelunky. I didn't make it any further than the caves when Spelunky came out on Xbox Live Arcade. It didn't click, and the prospect of playing a game that had no "end' wasn't interesting. But, then, Doug Wilson wrote this incredible breakdown of a one-man eggplant run in Spelunky, an analysis easily readable by anyone who has never, ever played Spelunky before. Wilson not only makes high-level Spelunky play accessible to a newcomer, he conveys the excitement of what's happening in such a way that it makes you want to discover what's driving people to such extremes yourself. So I did.

"Once you have a Mystery Box, you must sacrifice it at an Altar. Again, luck plays a factor. Unlike most items, you can't carry a Mystery Box with you between levels. That means you need to wait until the game generates a level that contains both a shop carrying a Mystery Box and an Altar.

Only then, if all these pieces fall into place, will Spelunky reward the player with the mysterious Eggplant.

Until this summer, fans had failed to find any additional purpose behind the enigmatic item. However, with the arrival of the Windows port and the subsequent flurry of livestream activity, the legend of the Eggplant spread quickly, reviving speculation as to possible uses. Meanwhile, rumors began circulating; supposedly, the game was still hiding an undiscovered secret."

If You Click It, It Will Play

Like it or Not, Crowdfunding Isn't Going Away

  • Kung Fury has, uh, "robots, dinosaurs, nazis, vikings, norse gods, mutants and a kung fu-cop."
  • The Interactive Canvas wants to talk to game creators about their inspirations.
  • Cara Ellison is raising money to do embedded journalism around the world.

Where'd These (Steam) Walking Dead Season Passes Come From?

  • XRZ9N-?MZR2-IWQ59
  • PJYAY-0W86I-DK?8R
  • CQQ?I-H4ZQI-KKVMY
  • ?VZ08-CKNCI-G07KA
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  • T?KMC-L7ZX3-THXBR
  • 4ZAGR-88?HM-EF7Z0
  • X8WRX-ZRHB8-T?02Q
  • KP6K4-P?XBC-YTY3Y
  • 9M?7R-7P8GQ-M88ZX

Tweets That Make You Go "Hmmmmmm"

Oh, And This Other Stuff

Patrick Klepek on Google+

78 Comments

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edgeCrusher

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So, I read that FPS article. Despite claiming in the opening paragraph that it's not just the first-person perspective and the violence that draws players in, the conclusion was that it in fact is the first-person perspective and the violence? OK, thanks.

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pocketroid

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Edited By pocketroid
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benderunit22

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Edited By benderunit22

BioShock uses audio logs to tell backstory = developers are lazy and story-telling is bad

Indie game uses audio logs to tell backstory = important step for story-telling in video games.

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ultrapeanut

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Edited By ultrapeanut

I love Christmas Duck.

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TreuloseTomate

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No mention of AGDQ 2014?

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viking_funeral

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Glad that you're finally taking the plunge into Dark Souls.

I find Dark Souls to be the spiritual successor to Castlevania on the NES. Now hear me out. The original Castlevania required patience, learning the enemy routines, had a very punishing attack animation, and a place to explore with secrets.

But then again I find Fez to be a modern take on the original Zelda on the NES, where people had to fight and collaborate with people to find out how to get to the 8th dungeon or get through the graveyard. So what do I know?

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zzzellyn

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Edited By zzzellyn

@benderunit22 said:

BioShock uses audio logs to tell backstory = developers are lazy and story-telling is bad

Indie game uses audio logs to tell backstory = important step for story-telling in video games.

That's half true, but you're leaving out the fact that the audio in Gone Home is unavoidable, completing each 'stage' of exploring the house triggers audio automatically. In Bioshock it's quite possible to miss a lot of interesting stuff in the audio logs if you weren't searching all over.

To be clear, I don't think audio logs are lazy storytelling, just saying that trying to skirt the line like Bioshock does (most are relatively obvious) can lead to people missing important stuff.

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benderunit22

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@weaponboy: I honestly found it even weirder that a relevant audio recording just so happened to play in your head, giving some explanation as to what you were just looking at. Especially once you find out what these audio recordings were at the end of the game.

I wonder what the game would've been like if it didn't have these audio hints and you just read a long diary at the end.

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inspectorfowler

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"Adults read series like Harry Potter and Twilight and The Hunger Games with unabashed glee. Comic book film adaptations have overtaken the cinema."

Wow, that is a pretty snotty quote.

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DCam

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Edited By DCam

I thought Spelunky was a little outside your wheelhouse. Now I makes sense.

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Bam_Boozilled

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Thank you for that mod review video, Patrick. At first I was thinking 'holy hell, 1 hour?! this dude is insane!' But that was really thoughtful and well put together. I might just have to re-install mount and blade and get that mod.

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Wilshere

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In the fall of 1992, a twentysomething college dropout and former juvenile offender named John Carmack was hard at work in Mesquite, Texas, on a new concept for a video game.

Such a classy way of introducing one of the legends of the industry.

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BisonHero

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I thought Gone Home's story was fairly trite and not particularly well-told. Sam's diary entries brought to mind the young adult books on tape I used to listen to as a kid. I don't think most video game stories are very good, but it's weird to me that so many people seem to think Gone Home represents a massive step forward in video game storytelling. It's novel, but novelty and quality are very different things.

I'd read Bottle Rocket Hearts in a literature class right before playing the game, and that book hits upon the same themes dramatically better than Gone Home does. Gone Home felt too grasping, too self-consciously "important", to get me suspend disbelief. It's one of those games that I think people love more in theory than in practice.

Bogost more-or-less admits this (and its uncanny resemblance to young adult novels) but seems to like it anyway because of what it represents. That's fine, but again, novelty and quality shouldn't be mixed up. His use of wording like "an overdue contribution to the cause" and "the fact of the game's very existence becomes more important than its aesthetic ambitions" says to me that he's blurring those lines. A piece of art can strive to do something amazing and not really meet that goal. That's Bogost's problem with BioShock -- and I largely agree with him on that -- but I tend to see Gone Home in a similar light.

I think he's spot on about how weirdly low the games press's bar seems to be for game storytelling. A lot of the hyperbole written about Gone Home read to me as disingenuous -- people writing things they didn't really believe because they had a sense that Gone Home was an important game that important people liked, or at the very least that Gone Home was an important event that needed to be celebrated for the good of "the medium" (a term that's always a red flag to me). "The medium" is not going to be elevated by patronizing and fawning over every game that strives at greatness, especially when that's at the expense of criticizing faults.

When the same people think BioShock Infinite, GTA V (assuming it's like IV, since I haven't played V), and Gone Home are A+ games, how am I supposed to know when a game is truly special and not just "cinematic" or "important"? What score would they give a truly exceptional narrative-based game, and what adjectives would they use to describe it that they haven't already exhausted?

I should say that I agree with most of his piece, and it's one of the more interesting and grounded pieces of games criticism I've read in a long time. There was a level of serious thought and rigour there that is pretty rare.

I'm a little late to comment, but I just wanted to say I think you've summed up the situation nicely.

It's not that Gone Home is bad, but man, the games press is fawning over it a little hard just because it is more or less the first game to cover those topics that has higher production values and high graphical fidelity. Plenty of small developers, from Anna Anthropy to Zoe Quinn, have made similarly personal, small games that don't get nearly the same attention from the games press, except they might get a nomination or win for an IGF award if they're lucky (Cart Life, for example).