"She doesn't want to walk any more, she's tired."
"Her little legs aren't fast enough to reach the frisbee, but she's really trying!"
"She's a bit pesky when you take her on walks, you need to tug at the leash."
[players were] adept at creating elaborate back-stories to make sense of character reactions. Façade successfully provides the player with ample material (hints at conflicts and topics relevant to the story) for creating these back-stories.
I actually had few hopes for this game, after Advance Wars: Dual Strike. Dual Strike suffered from an over-extension of the game mechanics, needlessly introducing 27 different "Commanding Officers" (each with different battlefield statistics boosts). Even worse, a tag team mechanic teamed COs together, varying the buffs, a special attack called a "Tag Power", an affinity ranking for how well two COs work together and even experience points that level up the COs! Despite a strong critical reception, the game had become needlessly obtuse, losing sight of the original battlefield strategy for a meta-game of CO juggling.
The storyline fared little better, achieving a feat of becoming convoluted in very few lines of actual text, as well as revelling in self-referential dialogue that newcomers couldn't hope to understand.
It was a mess.
Advance Wars: Days of Ruin is a much improved game. Intelligent Systems took the brave step of removing the old story-line in its entirety, for a new cast and setting. All the needless additions to the Advance Wars formula that plagued Dual Strike were stripped away, exposing the base mechanic; allowing it to shine. However, there are people for whom this is a problem. Dan Shu's review at 1UP:
..."the game also loses a lot of other features from Advance Wars: Dual Strike. And we mean a lot. Casualties of war include dual-screen/two-map matches, CO experience points and leveling up, Hachi's store (which let you buy new options and maps), Survival mode, and Combat mode. Fans can argue that most of that stuff's just fluff, but the missing elements do make this sequel feel less beefy" (my emphasis)
It's hard to tell whether Shu was grasping at straws to make a point or really believed that the loss of levelling up was a problem. Can the loss of superfluous game modes really be lamented, when the game is offering better core gameplay?
The gaming media, and gaming public, clamour for originality and stronger base game mechanics, but then seem to apply this rule unevenly. Advance Wars: Days of Ruin is too light on features, or GTA IV is smaller than GTA3: San Andreas. There are some who would argue GTA3 was better than GTA3: San Andreas, as the Liberty City design was much tighter and more rewarding to those who learnt the shortcuts and backsteets. It seems that the media have an idea of what the game should have when they arrive at the game based on their experience and affinity with previous games in the series.
Instead of congratulating developers for having the courage to trim the fat off their games, exposing the core gameplay that the we ask for, we choose to condemn sequels based on bullet-point lists of quantifiable features against previous editions. Perhaps a BMI measurement would be a better indicator.
The problem for the "Western" area is that culture, as a whole, extends far beyond simple politeness principles. Literature, music, fables and such are all different in different countries. Game development used to embrace the cultures of their birth: the UK development scene in the 80s gave rise to Python-esque games littered with British humour that simply didn't translate elsewhere. The GTA series are perhaps the last games to make any "British-style" jokes.
As an example of the disjoint, the above video for the canned Acclaim version of Juiced appeared on Digg some time ago, under the title "One of the worst video game intros. Ever. 3:36 of pain." As per usual on Digg, the comments were vitriolic and merciless, mainly from North Americans. However, Acclaim's marketing team probably thought they were doing the right thing! The video tapped into UK grime, a popular underground movement at the time. While the actual composition of the video is poor, the music itself would have been well received. In the UK.
All games are now positioned to take on a global market, which, thus far, has lead to a drastic homogenisation of what it means to be a "Western" game, mainly towards what appeals in the United States. The UK largely escapes this unscathed, with a culture that is rapidly becoming much like the US. However, countries like France and Spain must fare worse.
Is it too much to hope that companies may begin to culturally localise games within the Western territory? Must we, yet again, place our faith in indie development on XBLA and PSN to bring "niche" games that carry greater appeal to certain countries?
It needs to be tried in a full environment. I'd love to work in Crackdown, but that never hit the PC. Grand Theft Auto has been modded, but it's all nasty hacks. It seems the best candidate would be Neverwinter Nights 2. It can store state well enough, but the script itself is not extensible, although the development environment is. There's no way I could, for example, query WordNet. I could create a huge conversation tree with a plugin that gets compiled down, but that's not really good enough for trying anything with NLP. More research needed on this.
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Research Notes is a semi-regular column about being a Computer Science PhD student at UC Santa Cruz.
Microsoft have done very well in their handling of the issue, sending out replacement Xbox's speedily. Here in New Zealand, a shipping label is emailed to customers to place on a box to ship the 360 out for free. Microsoft Support should be commended for their professionalism.
We all know that Microsoft have spent a lot of money trying to rectify the problem, but how much of a problem is it? The Times has an in-depth article on the issue.
Microsoft are quoted as saying that "there is no single root cause or systemic issue with any of the Xbox 360 consoles." Many gamers around the world would probably scoff at such a claim, and with repair centres estimating over 20% of consoles suffering from a Red Ring, it is becoming increasingly easy to find people who's Xbox have failed. The team at 1UP Yours have begun referring to the issue as an inevitability rather than a case of bad luck.
Diarmid Andrews, a director at GT Electronics, a Dundee-based repairer which is still offering to fix the machines despite having only a 70 per cent success rate, said: "It's a big, big issue. My estimate is that about a quarter to a third of units are experiencing this problem."
Mr Andrews said his company was now getting more than 100 Xboxes with 'Red Ring' a week, and had taken on 3 extra staff to cope with demand.
How can Microsoft have engineered a system with such workmanship? Consumer electronics, from iPods to Playstations to washing machines have never suffered such catastrophic failure rates without a full product recall. Microsoft has not done this, and one is left speculating as to why. Is there really no systematic issue (doubtful)? In face, the answer is probably right under our noses: the mainstream media has not taken up the cause. Without anyone holding Microsoft's feet to the fire, the problem doesn't exist in the greater public's consciousness. Consumers around the world are paying out for expensive pieces of hardware, with no knowledge about the crap shoot that Xbox ownership has become. Microsoft would be fools to change that perception, and so there never will be a mass recall of 360 units. The marketing department of Microsoft has trouble enough as it is, sullying the 360 brand would be commercial suicide.
My Xbox arrived yesterday. One can only hope it doesn't take another trip.
This has been the way it's been ever since gaming became the hugely profitable industry it is today (I'd say... read more
on Pay For My Game: Suffer The Price