Showing posts with label adventure game. Show all posts
Showing posts with label adventure game. Show all posts

Thursday, 30 September 2010

Sam & Max and my research

Again, it's been a while. I have the excuse of spending the last few months running my main data collection study, though I have also been playing games throughout. Maybe I've been quite busy, but maybe I also haven't felt like I've had a lot to say. Recently though, I've been thinking more and more about one particular series I've been playing and how I got back into it after being convinced to give it another go as a result of one of my data collection sessions.

Over the past few months, I've been asking participants to keep a set of gaming diaries and to come into the lab we've set up in the department to play games. They had to keep the diary for three weeks and come in on three seperate occassions so I could hook them up to various physiological equipment (to measure changes in muscle tension, galvanic skin response and heart rate) and observe them playing games. The sessions lasted about 2-3hours so all in all it was quite an investement from them. Even when all I could offer was a Amazon voucher just to say thanks, 9 people actually agreed to take part and for that I am very grateful :-)

Anyway, during the first two sessions I would ask people to bring in a game of their choice, preferably something they'd been playing. But for the final session I would pick a game for them. For my first participant - who is also a friend of mine but for the purposes of anonymity, let's call him Matt - I chose Sam and Max: Save the World . It's a point and click type adventure, with lots of puzzle solving where you play Sam and Max who Wikipedia describes as "self-styled vigilante private investigators, the former an anthropomorphic dog and the latter a 'hyperkinetic rabbity thing'" as they set about uncovering a hypnotism conspiracy.



I picked the game up ages ago for the Wii and though I played for a bit, I got stuck at one point early on and just never went back to it. I'm going to be honest here, while I wanted to choose something Matt hadn't played before (and that contrasted in pace to his own choices - survival horror/FPS), I also chose it because I thought he would find it boring. And I wanted to see whether all that physiological data I've been collecting would reflect that. I'm still working on the data so I'm going to have to save the in depth analyses for later on (and hopefully publication...) but he didn't find it boring. He liked it. That didn't mean he wasn't frustrated by some aspects of it, but he seemed to enjoy it. What really surprised me was that him liking it made me want to try it again. So I did, and I finished it this time. And then I bought the next series, Beyond Time and Space on Steam (because it wasn't on the Wii) and finished that. And then I played the latest series The Devil's Playhouse, and had to wait for Telltale to complete the last two episodes so I could finish that too.

So what happened? Why did I write the game off only so soon? What made me go back to it? How many other games do I have that I never really gave a fair shot? Looking back, I remember wanting to like Save the World but getting a little annoyed by all the dialogue and getting impatient with some of the puzzles. Even though I did think it was funny, I guess I didn't think it was funny enough to keep playing. So when I got stuck, maybe it didn't feel like there was enough incentive to go back. It was a good couple of years ago now when I got the game so I can't say for sure, but I also imagine that I got distracted by other games that I had at the time. So I forgot about it, until I started my study and had to come up with games for other people to play. That's already going to put it back on my radar, but then Matt seemed to enjoy it and we talked about it afterwards, and it made me want to give it another go. I think the fact that we are also friends who talk about games has something to do with it too. Though I don't think he's played the game since, him playing it in the session made me feel more like a shared experience, and when I refer to the series he knows what I'm talking about. Could that alone have increased my involvement with the game? I think it might have. And I'm glad it did.

I'm not saying it's a perfect series. Like most point and click adventures, the puzzles are less about creative problem solving and more about trying to figure out how the designer wants you to solve it. The dialogue is funny, but there is a lot of it and the story doesn't always really make a whole lot of sense... It was ok playing it with the Wii controls but the later games weren only out on Steam so I had to switch. I think the second game, Beyond Time and Space was the weakest of the three I played - it felt rushed, shorter than the others, with puzzles that made even less sense than normal. But the more I played, the better I got at it (and yes I did sometimes resort to walkthroughs or increased the in-game hint level, but I noticed as time went on this happened less too). Maybe I learnt how to think like the designers, but the puzzles didn't feel as frustrating. So even if the narrative was a little out there, I kept progressing, and I still wanted to know what was going to happen next. But I needed a reason to get past the initital hurdle I came across and that seemed to come from sharing the experience with someone else. Without them even being in the same room! And now it's got me wondering what other games I would have enjoyed? Also, I'm wondering what I would have given up on if I hadn't had others to share the experience with?!

All of this ties in with my reseach because I'm not just interested in what happens when we play but why we choose to play anything in the first place. Like I said, the analysis is at a pretty early stage but if I can uncover at least part of that, and explain how it all might relate to learning, then I might just have something decent to put in my thesis ;-) Plus, it's something I need to consider when I am doing my analysis - if my participants had an impact on my game-playing, then how did I impact theirs?

Friday, 27 November 2009

Trine, Borderlands and Assasin's Creed II (PS3)

First off, I need to say thanks to my mate Paul for sharing his PS3 with me over the last couple of weeks - I promise I will get one myself but it's going to have to wait till after Christmas...



So first, we played Trine (from Finnish developers Frozenbyte and you can also get it on PC) And it was good. A physics based action/platformer/puzzle game? That you can play with up to two other players?! Awesome!!! It looked pretty too (see video above). I have to admit not really caring about the storyline so much, but I did love the gameplay. Especially when we had to stop and think about what we needed to do next. I seemed to gravitate towards the thief most - I liked the fact she used arrows (so I didn't have to get too close to enemies) and I guess I just like jumping! I kind of left the wizardy stuff to the more experienced player as he seemed to have a good handle on when to do what but we would sometimes switch depending on what was going on. All in all, Trine did a brilliant jump of encouraging enjoyable coop play and I think it gave plenty of examples of problem solving and collaboration in action. My only issues with it were the occasional glitches that occurred when one of the characters goes off screen (similar to LBP) and the end. The last level really wasn't very difficult (in comparison to earlier ones!) and the n the game just ended - not really satisfying at all, but please don't let that put you off trying a pretty innovative game.


Then, there was Borderlands (see pic above). It's a first-person shooter (FPS) with role-playing game elements (RPG) set in a post-apocalyptic world full of bandits, guns, leftover cash in boxes and scary looking dog like creatures called skags. Paul likes it a lot but I'm not sure it's really my thing... This game made me realise I have a tendency to panic when something unexpected happens that threatens my character. It happened in Trine too - I ran away from a big scary skeleton when it first appeared, even though I was the warrior with the big sword! But when I panic in an FPS this means I lose all sense of spatial awareness (which isn't great to begin with) and start shooting all over the place. And then I die. So that's not much fun. Plus, I don't really care about guns and I don't like the feeling that I'm not very good at something. I also think my lack of progress levelling up and getting enough money to buy better (i.e. more powerful) weapons also added to my disatisfaction with the game. And god that robot guide at the start is annoying! My feelings are a little mixed on the game as a whole though because I did enjoy some of it. Like when I could see I was getting a little better - my aim did improve while I have to admit there was something really satisfying about nailing those head shots and also when I did eventually level up. I could even see myself picking up simple strategies like remembering to crouch down behind something when reloading and running backwards while shooting. Plus, playing with a more experienced FPS player made it a lot easier because it meant I also had someone to tell me what to do. Then there was the really hilarious moment when we heard growling, got scared and both ended up hiding in the same shed waiting for the skag to come to us! Though you may have had to have been there for that one... So yeah, mixed feelings about Borderlands.


Finally there is Assassin's Creed II from Ubisoft. I really liked this - a lot more than Borderlands. Probably because the third person action-adventure genre is one I'm more comfortable with and maybe because I get to a lot more jumping in the form of free running around beautiful recreations of 15th Italy. While the avatar facial expressions are a little disconcerting (e.g. a lot of them seem kinda cross-eyed), the rest of the game is seriously stunning (see pic above). I found the storyline intriguing too, especially at the start where I ended up getting quite into the whole revenge plot. Though I have to say this doesn't seem to have sustained itself, as now I feel more impatient to just get on with the missions. And sometimes it wasn't clear how to get from a to b (or maybe we just haven't figured out the maps properly yet?). I did like the fighting here more too, though I have a feeling I prefer punching (i.e. hitting buttons repeatedly) and assassinating (killing someone without getting in a fight) than sword fighting (which seems to involve a mixture of timing and skill that I'm still getting the hang of). I have also learnt how to spell assassin properly ;) All in all though, it is a game I would actually like to spend some time playing on my own to how much I get into it, even though it was still fun to take turns at it.

So, that's a few more games than usual, and a lot more killing than I have done in a while! I don't think I've ever had much of a problem with violence in games - I know it's not real and of course I know it's not an appropriate to behave outside of the game - but I guess it is strange to realise I actually enjoy a lot of it. At least, when I do it well... So maybe, as Przylbylski et al. suggest (see here for a good summary), it's more about competence than violence? I think lack of competence may be why I don't like FPS games that much - I feel I have too much to get a handle on in terms of learning the controls, orienting myself spatially, comparing weapons I really don't know much about etc. Maybe I'd enjoy them more if I spend a little time practising but when there are so many other games I enjoy playing (and get to grips with quicker),I think something else will probably get priority. Until the next time a friend wants me to play an FPS anyway. I also liked the way that these recent experiences have all been quite social. When it wasn't a coop game, we took turns, and when we played Trine there were other mates around who were happy to watch us. Sharing does seem to make things more fun, or at least make things fun in a different way. And I think working together can also be quite satisfying though I imagine this might also depend on who you're playing with!

It's been good but I really am going to have to get my own "serious" console soon...

Reference:
Przylbylski, A. K., Ryan, R. M. & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.

Friday, 13 November 2009

Machinarium (PC)

Go and play Machinarium.

It not only looks good - it's set in a sort of rusty cute looking robot world - but manages to engage without a single word of dialogue being spoken (at least not as far I've played it). It's an independent point-and-click puzzle solving adventure without the tedious dialogue. Don't get me wrong, I love the narrative and humour of the Monkey Island games and I've even been playing the new episodic ones but it's the pretty much the same formula,though it is done well. But you can also get that wrong - like with A Vampyre Story. Czech designers Amanita Design have done something different here and have managed to communicate a storyline through the use of thought bubbles and (pretty cool) drawings alone.


Not only that but they've included a really clever little mechanism for getting help within the game. I think I've mentioned this before, but I do use walkthroughs when I get stuck. There are just points where I don't have the patience to keep trying something, and if the information is out there I don't see it being massively different to asking a friend for some help. But, in order to access these walkthroughs (or tips or whatever) I have to leave the game and go online to find out what I need. And once I've caved and started looking at the walkthrough I then run the risk of ruining the gameplay by reading ahead so I don't have to come back for the next puzzle... However, in Machinarium, I have two other options. The first is to click on the light bulb on the far right to give you a hint for how to solve the puzzle. If that's not enough then you click on what looks like a locked journal of some kind. Now this will give the solution but (and here's the bit I really like) you have to play a somewhat boring mini-game to get to that solution. The reason I love this so much is because it means it stops me from ruining the game by easily accessing the walkthrough whenever I want - I have to decide whether it's worth playing the game first. So while the mini-game isn't very interesting (or very long for that matter) it makes me think twice about looking up the solution. But if I really am stuck, then I have a way to fix it without ever having to leave the game! Genius :-)

So I finally posted something about a games again (and not conference related!). I've been playing a few different things lately so I'm hoping there will be more to follow soon.

Monday, 26 May 2008

On the Rain-Slick Precipice of Darkness: Episode One (PC)

Ok so I'm not sure if this counts as a seventh generation game as such, but it has only just been released and I did really enjoy playing it so I'm going to write about it.



Created by Mike 'Gabe' Krahulik and Jerry 'Tycho' Holkins from Penny Arcade, in conjunction with Hothead Games, On the Rain Slick Precipice of Darkness allows you to enter the 1920s world of New Arcadia. After a bit of a random intro sequence where your house is crushed by a giant robot, you get to join Tycho and Gabe as part of their Startling Detective agency in order to figure out just what is going on. Then you're off of on an adventure involving Tycho's niece Anne Claire (who has been recast from the comics as some sort of scientific/engineering genius), battling various hobos, robotic 'Fruit Fuckers', clowns, mime's and barber shop quartets with your trusty rake, exploring Desperation St, Hobo Alley and Pelican Bay on a quest that will ultimately involve destroying a god.

It's all a bit random and thoroughly enjoyable because of it. It reminded me of when I used to play Lucas Arts games like the Monkey Island series, and Grim Fandango, which is not surprising given Ron Gilbert's involvement in the project (he helped create the first two Monkey Island games). Partly this was due to the look and feel of it, but also because the game has a sense of humour. It's funny in that 'it makes you smile' kind of way because it treats you as someone who gets the joke. Maybe it helps to be familiar with the characters from the web-comic, or the tongue in cheek humour of Monkey Island but I'd like to think most people would appreciate this is not a serious adventure game. It seems that some of this will depend on whether you do get the in-jokes or not, which in turn depends on what knowledge you bring into the game in the first place. I wonder whether the role of humour has been examined with respect to games and learning? Is it really just another way of making things fun or does it have a more fundamental role to play?

Another familiar aspect of the game was it's player friendly design. It's very hard to die, but if you do the consequences are pretty much negligible. Plus, you can save whenever you like. The combat scenes may seem a little confusing at first, especially getting the hang of each character's special moves, but you quickly get used to the turn based combat and rolling of the 12 sided dice, and start to enjoy the amusing fight sequences that often ensue. Oh, and you can pick up various exploding items, power ups and downs during your travels that can aid you during a fight. Then there is the Detective Agency screen where you can examine case logs, check your inventory and look at the files which contain info on pretty much everyone in the game.

The language in the game - fighting Fruit Fucker robots and looking for somewhere to live in the Shithole - and it's M rating makes it clear has not been aimed at a young audience. There are also pools of blood in certain areas, and a subplot involving the selling of hobo meat to a charity worker (which sounds a lot darker than it is and the hobos attacked us first - honest!). However, it's not supposed to be a disturbing game, so you also get mime's fight moves like 'pretending to throw a grenade' and clown's blood that looks like paint, which means you get fight scenes that end up looking like an over enthusiastic round of paintball. The humour might be a little dark in places, but I guess I quite like that.

Most of the time you do feel like you are running around inside a 1920s comic book world of robots, the occult, while meeting some very odd individuals in the process. The look and feel of the Penny Arcade comics are especially preserved by the polished cut scenes. But there were a few glitches that need addressing. There were silly things, like the fact one of my eyebrows always appeared in front of my hair in the cut scenes. There were also more annoying things like needing to click on an object three times before my character would actually go to it. Then there was the most annoying thing ever - during the final battle, if you called the cat (T. Kemper from the comic) to perform a supporting character attack, the game crashes and you have to start the battle again. So I hope they figure this sort of stuff out by the next installment.

See the other thing about the On the Rain Slick, is that it is an episodic game. That means it's short. Short enough, and entertaining enough, for me to finish within a few days. There is something about this that appeals to me as it means the game is broken down into distinct yet manageable chunks which I stand a chance of completing. However, it will probably end up costing me more as I will have to buy and download the rest of the episodes from Greenhouse Studios. Worst of all though, I now have to wait four months for episode two.