My wife collected 121 stars
Super Mario Galaxy: A breakup note
 Last week we picked up Super Mario Galaxy. It has always been a private shame of mine that I never truly experienced Mario 64, despite all the accolades that it has garnered. Years ago, I played for the first level, enjoyed running about and marveling at the scenery. But then, as I recall, the game became impossibly difficult. Not for all people. Just for me. Completing precision jumps across lava filled 3D chasms while ominous monstrosities slobber at my heels is my own private form of hell.
The hot hookup But Super Mario Galaxy has received universally great reviews; it maintains an ample 97.3% on Gamerankings.com. It is also supposedly relatively easy to beat and the controls are dead simple, a stance in line with Nintendo's lovely new casual bent. So, what the heck. Targét, the local French emporium of stylish goods, had it on sale for 35 smackers. I figured I'd give it a shot.
So I plopped it in the Wii and sat through the drearily long intro movie. First impressions...the camera still sucks, but it is cool that you can tag the little star bits with the wiimote. Ooh, a spherical world. Wow, this camera really does suck! I'm suddenly navigating upside down and my head is cocked at a 90 degree angle. I barely know where my little dude is heading.
So I gamely struggle with the wonky interface up until the first black hole. I immediately drive my drunken Mario tank directly off the ledge into the hole's waiting maw. Boom, back at the beginning of the level I go. And I lose a life. Confusion sets in. Shouldn't there be like a quicksave or something that lets me try this dastardly trap again? Surely, a mistake made in a fraction of a second surely shouldn't be punished by a minute long replay penalty.
The frustration of not finding your soul mate Oh, but it is. At this point I'm pissed. For me, the first hour of Super Mario Galaxy simply isn't any fun. It is stressful, irritating and it punishes me when I make the slightest mistake. And then it gets worse. I jumped from enjoying WiiSports to playing Super Mario Galaxy. The difference in expected play styles is quite the shock.
- Time between failure and retry is too long: If you make a mistake, retrying again should only be less than 15 seconds away. Even a minute is too long. The easy levels of Knytt are just about right...3 to 10 seconds between retries. Something like Braid promises to be even better. Replay just as much as you need to.
- Lack of dynamic difficulty: My wife died five times in a row trying to run around behind a giant tromping plant. How hard is it to reduce the difficulty level of an enemy if they end up blocking a player's progress? Make the monster tromp slower. Require fewer hits to kill. We build games in a one size fits all manner when the obvious reality is that there are lots of different types of players. Try to meet up half away instead of asking the player to do all the work.
- Blocking linear challenges: Naturally, my wife quit the game after this repeated punishment. Classic burnout. Never block the player with a challenge that presents no option but continued failure. When the player is presented with challenge after challenge in a linear manner, eventually they get to one that they can't pass. Beating your head against such an obstacle is frustrating. Instead, let the player try something else. (Eventually you gain access to multiple galaxies at once, but not soon enough. Also most individual levels remain quite linear)
- Too much of a focus on learning through failure and repetition: A good 80% of the levels teach the player new skills by killing them if they screw up. A player new to the 3D platformer genre is expected to rack up hundreds of deaths before they reach the end. Many areas require a half dozen or more attempts, each lasting minutes, before success is achieved. And this is fun?
If you fixed these things, it wouldn't be a Mario game None of these problems are the fault of Super Mario Galaxy. I'm playing the game incorrectly. My suggestions are like trying to improve a lover that isn't quite the right match. Mario is a game about all those things I want to fix. You see, when I play, my most happy moments are exploring and chatting with the little cute mushroom guys. All this jumping crap just gets in my way. But the point of Mario is the jumping crap.
Super Mario Galaxy is all about mastering physical skills. If you map out the skill atoms, everything relies on movement and timing. This is reptile brain stuff that is learned in one very simple manner: repetition. Remember, Karate Kid? Wax on, wax off. The game design is a slave to this biological requirement. If you want to encourage the player to master navigate a narrow path above a black hole, you need to force them to perform variations on that action a thousand times. Each failure improves our muscle memory a fraction more.
This is core of Mario:
- Move accurately.
- If you fail, you die and try again.
- If you succeed, a new challenge appears where you must move with even greater accuracy.
There are of course some lovely exploration elements and cute graphics mixed in with the basic activiities. However, if you removed the core elements of timing and jumping, you wouldn't have a Mario platformer any longer.
It's not you, it's me Sometimes, it is the player, not the design that is at fault. Somewhere along the way, I have diverged from the traditional gamer path. Those simple pleasures of twitching in sequence to bizarre spacial/temporal puzzles are lost on me. Instead of finding them fun, I find them to be obnoxious time wasters.
This goes back to the work of Chris Bateman, Nicole Lazzaro, Nicholas Lee and others exploring different play styles. Not all people enjoy the same sort of games. It's an obvious statement that is still making itself heard throughout the gaming ecosystem.
For example, on Nick Lee's motivation assessment test, I happen to score high on exploration and socializing tendencies, but don't really give a damn about in-game achievement.
- I'll put up with fighting enemies or solving puzzles into order to see new vistas or get some coin to help outfitting my character. I'm not in it for the joy of the battle.
- For a person like myself, Street Fighter is the single dumbest game of all time.
- On the other hand, wandering about in Animal Crossing and planting sweet rows of pretty apple trees is pure crack.
With the advent of casual and indie games as well as the efforts on the DS and the Wii to broaden the market, I'm starting to see more games that I enjoy quite thoroughly. Games are beginning to finally emerge from their geeky, masochist roots and it delights me to no end.
I should have never listened to his advice The rest of the ecoystem hasn't quite caught up. That 98% score for Super Mario Galaxy on gamerankings.com is so horrendously polluted by a self-selection bias that it is laughable. What percentage of the reviewers fit any of the following criteria?
- Never played a 3D platformer.
- Mostly enjoy casual games like Bejeweled.
- Prefer social board games like Pictionary or Scrabble.
That's a random smattering of non-hardcore play styles and skill levels present in the broader population. I suspect you'll find less than 5% of professional game reviewers fit any of those profiles. The quality signals sent by the extraordinarily biased press are completely inappropriate for anyone who hasn't been playing games as their primary hobby for the past five years.
What will it take for the game industry to adapt to the fact that different gamers like different games? I'm not sure that expert game reviewers, describing their personal tale about their unique experience with the game, have a place in telling most people which games they should play. It's like taking dating advice from a Guild Navigator, so loaded to the gills with the spice of genre addiction that they've mutated into an alien being.
For me, the solution is all about trying the game out before I purchase. This is an area where immense improvement is possible.
- Customers need to learn to seek out demos. They also need to refuse to buy sight unseen the products that fail to offer a free trial. This is a culture change that will likely take years to complete. It is inevitable. People don't like making $40 mistakes.
- Developers need to learn the fine art of making great demos. A great demo is a viral marketing engine that cuts out the middleman. They improve customer satisfaction and can improve the margin that a developer takes home. There is a huge opportunity here to merge the lessons of free-to-play service models with the mechanics found in current downloadable games. Unfortunately, building a demo that provides instant value, an incentive to purchase and makes users want to pass it on to others is a skill that is rarely found at most game development shops. We are seeing some early attempts on Xbox Live, the PS3 and the DS download stations, though at the moment, the demo is often a separate from the full version. As the concepts of 'free to play' and 'demo' begin to merge, developers will need to address this disconnect.
- Platforms need to make demos the default method of promoting a game. If a game is released in the store, I should be able to download a demo online. If your platform doesn't encourage this for most games, your customers are being punished. Ideally, customers can purchase the game from within the trial. This is already the case for the casual download market and I expect it to spread quickly into other areas of the game market.
If Super Mario Galaxy had a demo, I would have tried it out and likely given it a pass.
If only I liked you... In a way, all this makes me sad. There is an entire herd of twitchy game developers, trained for decades to worship fare like Mario Galaxy. They are out there, busting their beautiful balls to make more games that push the same exact psychological buttons as the pedestal lounging AAA titles of their childhood. They are building some great games, but those games aren't for me.
It's like meeting a girl who is cute and smart, but really, really likes the whole dressing up their boyfriend in black duct tape and then whipping them until they bleed from unmentionable orifices. You'll eventually back away, but there is always that slightest tinge of regret.
You'll find someone This tale has a happy ending. My wife picked up the controller after I set it down in frustration. The last platformer that she played was Super Mario Bros on the original Famicom, but she figured, what the heck. She came back from being crushed by the first boss, read the walk through sites for tips and finally defeated him. From that point onward, she's been clocking in six to eight hours a day and just picked up her 60th star. She dies over and over again. The addiction and delight on her face when she ends a level is palpable. For her, the game clicks.
Perhaps after she's done, I'll pop into the levels she's already conquered and cherry pick the handful of experiences that fit my style of play. There is a beach level with a cannon and a lagoon. There isn't much there, but it is rather relaxing to hang out with the one scaredy crab (I kill off the hurtful ones) and taking the occasional lazy swim through the pristine waters.
Conclusion Even universal acclaim is not enough to justify a purchase. Each player has their own distinct playing style and many of these preferences are rarely captured by the hardcore journalists who review most games. Instead of complaining about the game post-purchase, it is far better to grab a demo and experience it directly. This goes for even such gems as Super Mario Galaxy.
Happy New Year, Danc.
Updated 10:01AM, January 2nd: Clarified some of the minor bits and added a conclusion so that the main point isn't completely lost in the red haze that comes from hearing a heathen's encounter with the Holy One. :-)
References
Labels: All, LackOfReflexes, personal
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Discovering Comet-san
 Last night, my wife and I watched Cosmic Baton Girl Comet-san, an anime series aimed at roughly five to ten year olds. I have been avoiding such experiences for quite some time. I’ve watched a handful of Miyazaki films in my lifetime, but somehow I side stepped the raving fanaticism that tends to burn in the souls of your stereotypical Japanoholic. There are numerous splinter factions within the geek culture and I’ve always considered myself somewhat of an accidental mainstream nerd. There is no doubt that I bear the nerd mark burned upon my forehead. My membership in our little minority was sealed early on once the Community discovered my love of citing scientific studies and my penchant for lugging about Greg Bear novels. At least in America, this is the rough equivalent of not speaking English as your first language or having chocolate skin. Chop, chop…into the box you go. At age seven, you don’t really know enough to make a fuss.
However, the niche Star Trek, Anime, LARPing, Linux subcultures never held much personal appeal. These were the obscure hobbies of my friends, akin to knowing someone who really enjoys raising champion poodles. I’d nod and smile politely before moving on to topics of mutual interest, like differential geometry. Occasionally, I’d borrow a manga that my friends recommended with giant, pleading saucer-like eyes, but any sort of repeatable addiction never really caught fire.
Later in life, I married a wonderful woman. She was smart, stylish, loved long meandering walks in the park and had the sort of dry, razor sharp wit that I imagined only mythical New York café lasses possessed. It was only a couple years later that it fully sunk in that she was in fact Japanese. Talk about being put in a pickle. Once you get the nerd brand, being married to a woman who happens to speak Japanese is instant entry into an entirely new universe of stereotypes. The default assumptions abound. Did you know that I now adore anime? And of course all my previous girlfriends were Asian since I naturally have a certain (wink, wink, nudge, nudge) predilection for very short schoolgirl outfits. Oh, and I speak fluent Japanese due to my extensive stay teaching English in Japan. None of these happen to be true, but how can you not find them mildly amusing?
As a bit of a contrarian, I’ve resisted some aspects of this packaging. Until very recently, it had been years since I had rented anime or read manga. The former are the equivalent of seeing La Vita è Bella (Life is Beautiful) dubbed by the cast of Scoobie Doo high on crack and helium. With the later, I can imagine better uses of my money than spending a tenner on an initial hour of entertainment that promises $400 worth of episodic cliff hangers in the future.
Enter Comet-san Comet-san is the tale of a magical young girl of about 12 who enjoys twirling batons. The entire show sparkles with wonder. There aren’t merely raindrops falling from the edge of the roof during a rainstorm. Instead, they are little drip people whose job it is to drip with all their might. The animation of the drop creatures pushing themselves away from the ledge with determination and glee inspires me. There are none of the odd sexual overtones, just delightful child-like innocence.
There is a highly appealing animist spirituality woven throughout the series. Ancient trees snore. Miniature worlds fly about the heavens like playful children. This is a feeling that I’ve been attempting to capture in my artwork for many years. We’ve downloaded 21 subtitled episodes over BitTorrent and are merrily munching through them. Each one leaves us both with huge smiles on our faces. I realize that this series is only one of many such series in Japan and that it likely isn’t even a very good one. Yet, I feel like a foreign exchange student in the 90s who has been introduced to Michael Jackson for the first time. For the elite, it may be passé, but for me it is the seed of a brilliantly fresh insight.
We need more child-like delight and wonder in the worlds we create. Enough with the grim, sexually explicit brownness of next generation games and high budget American fear frenzy films. The presence of color and vividly imagined life stirs something creative inside of me that has been dormant for an unfortunately long time. Wouldn’t it be wonderful to just create a game world about a city park grove that thrives with huge moss covered tree gods and scampering, mundane spirits? The everyday world is an appealingly surreal and magical playscape when seen through the proper filter.
Upon watching Comet-san, I’m reminded of a song by King Missile titled appropriately “The Boy Who Ate Lasagna And Could Jump Over A Church”
Once there once was a boy Who was very happy most of the time. His life was almost completely complete. He could sense however, That there were two things That were missing from his life, But he didn't know what they were.
One day, his family took him to an Italian restaurant. The boy had never had Italian food, And was mesmerized By all the exotic sounding names of the dishes. He asked about the lasagna, And it sounded delicious, So he ordered it. He ate the lasagna, and it was delicious.
The boy knew that one of the things That was missing in his life Was no longer missing. Take care Danc.
Labels: personal
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The game design behind the five things blog meme
First, let's start off the exercise with an example. Here are three things about me (because I write too much for five to be worth wading through), as requested by at least two enchanting human beings, Mr. Edery and Mr. Booth. Note the links to their websites and consider the form and intent of the entries below. 1) Doctor WhoTelevision was uncommon in my household growing up for a variety of reasons. First, it clearly rotted your soul. Second, due to our unique location in the hinterlands of Maine, we received a mere three stations, two of which were pure Canadian syrup and one of which was PBS. Luckily, generations of liberal elite had conclusively proven that any show on PBS builds enormous pulsating (and vaguely British) brain mass. Look at Ira Glass. I’ll bet he watches PBS. My parents were fans. Every Saturday night, my amazing mother would bake a whole wheat crust pizza and we would climb up the rickety ladder to the perennially unfinished television room at the top of our sprawling hand-built home. There, around an ancient television (the sort whose tube seemed nearly spherical), the entire family would gather and watch the latest glorious episode of Doctor Who. Cybermen, Saurians, the Master, and Chameleons circuit all rock my world. This was a tradition that continued for at least a decade, through puberty, graduations and death. Every Saturday, whole-wheat pizza and the church of Doctor Who. The core of my being still sparkles when I see long scarves and alien rubber masks. I vividly recall the second episode: time travel, petrified forests, static electricity powered Daleks. The Bible never had a chance. 2) ChocolateOnce a month, we sneak off to a strip mall Starbucks where we greet the waiting cadre of chocoholics. With a flourish, we reveal our latest decadent discoveries. The evening becomes a whirl of luscious single origin dark chocolate, roasted nibs and bon bons. Roll the sound of that word around your mouth. “Bon Bon.” We’ve dabbled in local salt caramels and liquor filled delights purchased with adult credentials, but hell, anything less with than 65% cacao is barely worth the time. There is a ritual to the evening. First, each owner snaps off small pieces of their sacrificial bar. The sound, hardness and texture noted. The aroma is inhaled. Next, each dark nub is placed upon napkins with its own special number. Then each person simultaneously lets a small fragment melt upon their tongue. “Oh, what a delightful front taste!” someone will exclaim. “I think I taste a fruitiness, perhaps a kiwi-peachish mélange?” queries another. We take careful notes. “ No. 1: kiwi-peachish mélange? Right.” We completely make it all up. I don’t even know what kiwi-peach or burnt almonds taste like. There is an unspoken rule that no one criticizes anyone’s commentary, no matter how ludicrous. Chocolate tasting, it turns out, is not the exercise in snobbery I expected. There is no status to be gained or sommelier to impress. It's all a thinly veiled excuse to gorge upon one of God’s most marvelous sins. (Give the Michel Cluizel Concepcion try. Pure chocolate nectar.) 3) PhonesI’m a reasonable social fellow and enjoy chatting on the phone or receiving phone calls from others. But making phone calls? Not so much. Throughout college I managed to never order pizza. This required intense subterfuge and occasionally Byzantine plotting. Starvation was certainly an option, but eventually someone else would be hungry enough that they could be bribed, manipulated or coerced into making the dread call. My deeply rooted quirk manifests not as a phobia, but more of a nearly unstoppable subconscious urge to defer, to procrastinate. My productivity shoots through the roof when someone recommends I make a call. I clean, write old friends, start Very Important Essays, paint, etc. I can easily put off calls for months or even years. This drives my wife crazy. She is the Phone Master. Just today she tracked down a foreign exchange student that my parents knew a decade ago. Phone call, after phone call until she had the girl's name, number and location 17 times zones away. For this I, the broken caller, worship the very ground she floats above in that angel-like Phone Master sort of way. I won’t nominate other people because the chain must die at some point. Take care Danc. PS: A short analysis of the “5 things about myself” from a game design perspectiveNow that the example is out of the way, let’s get a wee bit meta. What we here is an elegant social game. You play it by writing something about yourself and then nominate several more people to write about themselves. Some call it a meme, but it can be easily described in game design terms. To wit: - Tokens: the Writer, the Readers and the Target(s).
- Basic Verbs: Write, Nominate and Read.
I leave the drawing out of the various atomic rewards as an exercise for the reader. :-) Here are some highlights. - Writer reward: The writer is rewarded because they get users to drop on by and see their post. Incremental feedback that suggests one’s reputation is increasing within a community is a strong motivator for many bloggers.
- Reader reward: Readers are rewarded because they pick up new facts about the writer. This allows them to update their social model of the writer and typically increases their overall trust in the writer. This information allows them to rank the information on the site more appropriately for use in future decisions.
- Writer action: The writer also gets to target others. This provides them with a very direct and low cost way of updating their mental model on information sources that they use on a regular basis. If they chose someone who continues the game, they also tend to get a back-link that leads more traffic to their website, pumping up their reputation score.
- Target reward: The targets get immediate rewards through A) being given social attention and B) more concretely through the flow of traffic to their website. However, it gets a bit stickier than just that.
- Target punishment: There is an opportunity for punishment as well. If the target chooses not to play, the writer will feel that their invitation was spurned and the relationship damaged. Since relationships are powerful social tools, having one damaged is a strong form of punishment that most people will seek to mitigate. In simpler terms, targets feel peer pressure to continue the game.
StrategyHow you play the game matters. The execution of each action has subtle ramifications. Uses of the write verb: When writing the five things, there is an urge to appeal to your target audience and build trust in your validity as an information source. If you are boring, readers experience burnout, you hurt your reputation and get double dinged for being the blind follower of a very silly fad. In my example above, each element targeted a very specific audience that I know reads this site. Uses of the nominate verb: The choosing of Targets is the most interesting part of the game. The obvious strategy is to pick someone with whom you share a pre-existing social bond. Otherwise, the punishment feedback cycle has no hold over them. You also typically select someone with whom you would like to build a deeper long term relationship. The sharing of links is the modern equivalent of breaking bread together. There are less traditional uses of the Target verb. - You can target blogs that are much more popular than you are. If you can score a link back, you can reap substantial traffic. The trick here is to provide a hook that overcomes the lack of peer pressure. Note that there is a little cost if you fail. For example, I could challenge Digg reader to provide 5 things that no one knows about them.
- You can select blogs that you wish to validate on a personal level. Perhaps they intrigue you, but you’d like more details. I could challenge the good folks at the Escapist if they hadn’t been tagged already.
- You can end the game.
Labels: game design, personal
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UI tool for game developers - Anark Gameface
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