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Fuck Citizen Kane, where’s the Seinfeld of gaming?

The game defined who I was, and what I was going to do, far before the first bit was flipped. In the conceptual stage someone said “This is a hero’s story. The player will save the world.” Well, what if I don’t want to? What if I’m tired of fixing stupid problems in your world? Protip: I am.

In a 1994 interview in the magazine Fami-Tsushin, Shigeru Miyamoto talked about what he felt RPGs should be like.

Miyamoto: Let’s say you tie someone completely up – even their individual fingers – and then wait a while. Then, if you start to untie the ropes one by one, they’ll of course be happy. Anyone would. The method of sticking someone in an incredibly tight situation then untightening it little by little and then saying, “There! Aren’t you happy now?” becomes very boring as soon as it becomes evident. So, instead of that, my personal theme when making RPG-like games is, “What can I do?” I don’t think creating happiness comes from starting from a negative and returning to zero. It’s starting from zero and ending at one hundred, and I try to think of ways to allow that.

Stopping a meteor from crashing into the planet in Final Fantasy 7 is a return to the balance of “world-destroying meteors don’t crash into the planet all the time, and one crazy fuck doesn’t rule the Lifestream.” GTA4 is about a return to the normality of “gangsters aren’t trying to kill you and your friends all the time.” Heavy Rain and Alan Wake are about “putting an end to a fucked up killer/evil-force, and thus making the world safe and normal again.” But then again, that’s almost every game. Just look at Oblivion and it’s dreaded portals to other worlds.

Sure, Oblivion was fun, but it was silly. Those Oblivion Gates stayed open FOREVER on my game, and it had no adverse affect on the world! Some threat they turned out to be. Why? Because I was having far too much fun reuniting long-lost families and journeying into paintings. Sure it’s easy to say that “Well, that’s why the side missions are there, but the Oblivion Gates are the main thrust of the game!” Maybe in YOUR game, but absolutely not in mine.

My game was not the story of a nameless, faceless, world savior. I was a budding thief imprisoned and then turned loose under bizarre circumstances he didn’t give a shit about! What did I do with this new-found freedom? Why, I set out to fulfill my career as a world-class thief, of course! (And let me tell you; I did it. I was no common thief.)

No, my story was not one of a world savior who was a thief, but a thief who eventually got so bored he decided to save the world. Of course, the game never knew this, and that’s the problem with most games today. They’re not REALLY interactive. Not where it counts, anyway. Not the story.

If you want your game to be cinematic in presentation, that’s fine. In fact, it’s commendable. I’m perfectly fine with “making the game experience cinematic,” as obviously the visual cues of video can be grandfathered into games. But be aware that cinematic refers to camera technique, and how it can influence/inform the viewer. Being cinematic does not necessitate that the story be linear, that’s just the inability of developers to do new things. One new thing. The one thing that really matters any more.

Imagine, instead, that Oblivion’s main plot was removed. Imagine it kept count of each of those times I pick-pocketed, picked a lot, or stole. Or the amount of time I spent doing those things. Imagine it compared that count to my time spent on the main quest. Imagine I agree to a mission of stealing some grand jewel for a princess, so that a prince can’t use it for dowry to marry her, but before accomplishing this, I have to save and quit the game.

The next time I started the game, the game could recognize that I’m a sly thief, not a quick-tempered barbarian, and we could see cut-scenes of my previous exploits with, “The notorious thief again returns to the prowl, preparing for his biggest score yet, the (grand jewel name here)! Can he outsmart Prince X? Will he save Princess Y by stopping her wedding? Will he get caught, and be banned from the city Z?” (Whereas someone who’s spent more time killing, a warrior, may instead approach the problem with a sword, prompting the game to ask “Will he kill Prince X?”)

And it shouldn’t just be a bunch of linear missions for the player to complete, but a gameworld with interesting characters that conflict. A gameworld where the death of a prince matters to everyone. A gameworld where, if I marry that princess, I become King, and people plot against me. Or if I let the Prince marry her, they plot against him. Most games narrowly define the player, as framed by the story. I imagine a game that narrowly frames the story as defined by the player’s actions. That’s the game I want to play.

And the rest of the games? The ones that set up a rat maze for me to run through, that have a narrative with a beginning, middle, and end? One that promises variance, but really just has a few branching plot elements and a little flavor text? I’m tired of you. Really, I am. I’m tired of it, and if you’re not careful, I’m just going to stop playing. Please, I’m begging you. This is getting old. And you pussy-footing around and dipping your toes in it won’t get the job done here. I need a sign that you get it.

Related thoughts that didn’t fit coherently into my final post:
Rockstar, let Tarn “ToadyOne” Adams give tips on your next sandbox game. In fact, give him final say. You can create the content, and just let him give you lessons on worthwhile world building. You don’t get it. He does. I’m sorry you had to find out this way. It’ll be okay; I still love you and am interested in LA Noire.

I’m tired of fighting Bad Guy X. If I’m to be Don Quixote in this pointless exercise, at least let me pick which windmills are important to me. Mass Effect 2, I don’t care about disappearing human colonies so much as I do my friends, despite the fact that I play a “good guy.”

Bethesda, I’m all for your upcoming Elder Scrolls MMO… Just don’t make it about time spent grinding. Levels shouldn’t factor that heavily into things, nor should weaponry. I know that’s very counter-intuitive, but, you know I’m right. Good/creative players should win out, not the one who’s been around longer.

Fuck Citizen Kane, give me Seinfeld. Wait. Let me back up. I loved Citizen Kane. I think it still stands tall today, unburdened by all the merit lauded onto it. And for the record, I’ve seen less than five episodes of Seinfeld. I’m sure it’s awesome, but it just never grabbed me like it did so many others. That said, I think at this point games could probably learn more from serialized TV than film. That “previously, on Lost,” sets up EVERYTHING. (Actually, this thought will probably be recycled… But I’m keeping the title, as “a game about nothing, necessarily,” is pretty much what I want.)

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Two quick notes:

A) Fallout 3 is indeed the shit. If you remotely enjoyed even the ideas of Morrowind or Oblivion, or just like post apocalyptic fiction, you really owe it to yourself to play this game. The writing is so much better here (and more vulgar, admittedly, but it fits the fucked up world it takes place in.)

The Karma system makes the game a tease from hell for players like me. I was absolutely a good guy in Oblivion, but I stole everything that wasn’t nailed down. Everything. I’m not even joking. Every god damn thing. But in this game, you lose karma. Stealing makes me a bad guy, so, I can’t steal! It’s horrible! See, normally I treat Bethesda games like they’re _my_ world. For me, they’re God games, in a sense. I decide what’s right, and what belongs to me (everything,) but when it comes to others livelihood, I do my best to make everything great for all involved. If you could Speechcraft the Dark Brotherhood in Oblivion to being good guys, I might’ve done those quests instead of killing them all. But, in Fallout’s Wasteland, Bethesda reclaimed the role of judge, and I’m in their world, I cannot be the kind and just God I was in Tamriel. Of course, I think the world is worse off, but regardless, I must abide by the rules of man. No theft.

And the action? The FPS can be difficult, but I imagine frantic shooting _would_ be difficult given that a ten foot tall green hulk looking guy is running at you. That’s why God gave you VATS. VATS is far better than bullet-time or any such device. Instead of slowing everyone else down, it completely stops them while you spend ‘action points’ to shoot your weapon at certain limbs, and it gives you a rough estimate of what a successful hit would take off. And if you damage a certain limb enough, the enemy will drop their weapon (if an arm,) start to hobble (if a leg,) or become dazed and confused (if the head.) Of course, continue to damage that limb, and it will gib, and they will die.

Of course, having played it on Xbox 360, I can’t help but think “God I wish I had a PC worth playing PC games on!” The mods for that game will be amazing. Period.

B) Left 4 Dead. I’ve only played it offline, and even then just a few levels, but I was blown away. I’m a hardcore ‘slow zombie only’-junkie, but damn does this game deliver. I swear to you, the farmhouse standoff literally had my blood pumping. After a brief juant through a corn field infested with zack (zombies,) you come up to a two-story farmhouse where you have to fend off attacking hordes of zombies while waiting for help in the form of a military transportation vehicle.

After much trying, I finally corralled the three AI bots to where I was hiding out; outside of a second story window on top of the porch ceiling. Sure the zack still come, but there’s far fewer choke points for them to access you, so, it worked. Then an AI partner shouted “There’s the truck! I can see it!” I turned around and saw the headlights cutting through the fog as the truck approached from a side of the building where I couldn’t see it. They grew brighter and brighter until the truck stopped just in view. We seemed to be at a slack point in zack, so we jumped off of the roof and ran for the truck… And then a HUGE zombie ‘tank’ (a Hulk looking zombie,) came out of nowhere and instantly creamed me and one of the teammates. Out of commission, our only hope is to lie there and shoot while we wait for our teammates to come and heal us. There I am, lying on the ground bleeding out, shooting like a madman, hoping my two teammates are able to take the Hulk… And then another horde of zack pour out of nowhere and ravage me and my other downed teammate. We never had a chance.

And then I realized my heart was thumping out of my chest. I need to get the internet again. And I need to get these amazing games. Man, I need a secondary job.

Both of these firmly earn my approval. (I think I’m going to have to create a logo; Jeffool’s Maharoof.)

Game of the year? I honestly don’t care to pick.

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TFChess

So, I’m not good with segues…

Jeffool's TF Chess

Players choose their class and wage war! The VIP (King) starts on each players ‘fortress’, marked here:

Each player attempts to capture their opponents Fortress with their VIP. If your VIP takes an enemy’s Fortress for three turns, you win.

If your VIP is checkmated, then he is placed back on your fortress (or the nearest open square of the taken VIP’s choice.)

If a VIP is checkmated by a VIP while on his Fortress, he loses.

Choose any of the classes to begin, and set up your side appropriately!
Demoman

Engineer

Medic

Pyro

Sniper

Soldier

Scout

Spy

And that’s not all! The Scout and Spy have some ‘special abilities’!

Scout
The Scout can move any two pawns forward one space (or diagonally to attack) in the same turn by audibly shouting “Bonk!” If the players are not playing in real time, Vent, Skype, or some other method of audibly getting the point across is required. If the opposing player doesn’t have speakers or headphones, the Scout is screwed.

Spy
The Spy starts with the exact same setup as the Soldier, but has a very special ability. At any time the Spy can reveal that any of his pawns is in actuality the ‘VIP’! If this is done when the VIP is attacked, the attacking piece is killed! When the VIP is revealed, the VIP and pawn must switch places to reveal their true nature.

More special abilities to come in future expansions! :D

Hrm. Wonder if I could find an online chess engine that lets players define rules…

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