Holiday spirit.
So here’s what I’m thinking: A christmas variant for Wesnoth or based off of pokemon or something like that: basically some kind of game where you have a party made up of elves with RPG elements.
Every time one of your units level up, it’s elf-aggrandizement. This of course makes their stats go up: elf-improvement. After a battle, you can give them rewards for their performance: elf-approval. They can have personalities, and if you match the right reward to the right elf, they will really like it and perform even better next time: elf-satisfaction. Get them to a high enough level, and you can choose advanced clases for them to take, but to pick the right one for them you have to go through a process of elf-assessment. If a particular unit is losing a fight, you can spend some resources to give them a temporary stat boost: elf-pity. But most units will be at least compitent: elf-reliance. There can be a special unit that takes control of enemy units using elf-hypnosis.
If I actually make something based on this idea, then that means this post was an elf-fulfilling prophesy.
F*R*A*G: They were playing Christmas music in the games room. I couldn’t help myself.
Not 24, just straight forward at the begining.
My name is Peter Duncan. It’s 2:58 am, and my wife and daughter have been kidnapped.
Then there is a scene where with a car driving a high speeds down city streets at night. Slow close in on driver’s face (Peter)
Right. After that I guess…you go after to mob cause they have your family. Turns out the mob is actually a faction of the government, this leads to a military installation. You rescue your wife. Your daughter was taken away and experimented on. Secret laboratory. Your daughter is being used as a catalyst to…raise some demigod (to later harvest it’s power) or something. You fight the robot guardian in the lab as a distraction so your wife can go rescue your daughter. It’s slighly too late. The wife and daughter are safe, but then the demigod wakes up and kills the boss who wanted it’s power, all the scientists, and your family. Then flies away. you go insane. Another driving scene, following the glowing demon as it flies over the city. It takes roost in a skyscraper, transforming it with it’s twisted will. You fight up the tower until you get there and… I guess kill it after a long and intense battle. Very likely taking both of you off the roof. A feeling of relief washes over you as you see the demon disintigrate as you fall, and with nothing left to live for you are at peace with the fall. Slam into the ground. Then you open your new demon eyes.
Leaves room for a sequel.
Issues: 1) why is peter and or his family a part of all this? the pureness of his daughter? his underworld tie ins? the mother is also of divine lineage? 2) how to we make the player care for the mother and daughter so killing them is a really dark twist?
Analysis of Bob and Bub as characters.
(The following is what I submitted as a paper for my Designing Interactive Characters class. I made some point which I wish to share and get feedback on.)
Many a well wisher has suggested to me that I change my characters before starting this assignment. “How are you going to actually analyze Bob and Bub?” they ask me. “With gusto!” I scream, as I put on my space commander helmet and jump out the window with cape trailing behind me. I think it’s important to point out that a game doesn’t have to have deep and well fleshed out characters to be fun. Fun being the overarching goal for any game, in my opinion. Yet at the same time, even simple characters need to make sense. Need to fit to their role in the world they’re inhabiting. And based on their appearance, world, actions (both on their own and under player control), we can still gleam a lot about their nature and mindset. Sometimes, being a vague character can even help the immersion of the game. The player is allowed to inflect their own story onto the character, and most times the story will be one the player can closer empathize with to be better connected with this character, or one which makes the character so outlandish that it deciding their actions and seeing what choices they’ll have to make in the future is so interesting the player is inclined to follow the character. I played Fallout 3 in both these ways, and the effect worked. When a character who is designed to be a blank slate is also the most interesting character, something about the role of characters in games as compared to other mediums needs to be examined.
But this is trailing away from Bob and Bub. A couple of dragons on a quest to defeat some monsters. We can start here by looking at the physical aspect of these two. They’re dragons. Classically dragons are huge creatures of myth with immense power and some control over the elements. If you allow bubbles to be an element, then this holds fairly true. If we hold all of these true, it even goes to say something about the monsters inhabiting the world. They are also huge, and so powerful that the only creatures more powerful then them are the legendary dragons. Being dragons lends to the fantasy setting of the game, and also manages to lend a element to the game play: without the spines on their backs, they wouldn’t be able to pop the bubbles containing enemies, thereby defeating them. I’m sure that there are other creatures they could have been, and the game wouldn’t have been all that different, but at the same time I can’t imagine any creature better then they could be. They’re imaginary, they’re powerful, and when something as majestic as a dragon is rendered in such a cartoon style, it’s impossible not to understand the lighthearted and fantasy setting that they were setting out to achieve (and did achieve, by my account at least).
Of course, that’s just the physical. While they accomplish their roles there very well, when it comes to the other aspects of their character they seem to fail. Bob and Bub don’t have a past other then “we’re dragons, we’re going on an adventure to defeat monsters.” No explanation as to why. Why do they need to defeat monsters? Why are there monsters? Why can they shoot bubbles? Was fire too good for them or something? Is it possible that they know they’re just PC’s in a game? And my question: Is that so bad?
They are characters born in a different era. An era of skill and points and quarters. People playing a game in an arcade – or just at the machine in the local pizzeria – didn’t have time to follow the adventures of some blond mercenary with a giant sword and a sorted past of dopplegangerism. All they needed was, “President Harry has been kidnapped. Are you a bad enough dude to get him back?” and then you got right to the punching and finding out. And then 3 lives later you ate your pizza and went on with your day. It was a short engagement mentality which followed on to the early home consoles. The only strange part about this was the fact that the lives system followed. Lives were something to keep people plugging in quarters, but when you’re at home it’s free to play. (If anything, this makes me question why people are bugging about the “hand up” system in the latest Prince of Persia game. It seems to me that it’s actually finally accepting something that’s been needed for a long time.) But it’s not like the new home setting required more story telling. “Bowser stole the princess. Get her back,” is a story that got inumerous people through 8 worlds of simple running and jumping and in fact instilled exhilaration into them when they finally rescued the princess. And then they went on with their lives. If you want to fill a game with character development and plot, there’s nothing wrong with that. It’s just importaint to remember that a game doesn’t need that. Books and movies do need that, but games don’t. As long as they’re fun to play, they can succeed regardless of story.
Bob and Bub are out to defeat the monsters, and the evil wizard who seems to be behind them all. Just the fact that they’re the characters and are the ones doing all the monster popping tells me that they’re characters of strong will with a sense of morality that leads them without failing them. To me, that’s more then engaging enough to make me want to help these guys defeat that wizard.
While I’ve just said that to fill their roles Bob and Bub don’t need to be deep characters, let’s continue this analysis by trying to figure out how they fall on the Big Five matrix. Because the given information about them is so limited (we’re not explicitly given anything except for “it’s adventure time to the cave of monsters.”), most of it is going to be either inferred or speculated or plain old made up through my views of them, as I am the one doing the analysis. Still, let’s see what happens.
Openness: If they are as steadfast to their morals that “the wizard is evil, we stand for good, we are the protectors of the land from evil.” then I can’t imagine these two to be to open. Not to say that they’re mean or unkind creatures, just that their world exists in terms of black and white, good and evil. For the simplicity of the game, I’m actually able to accept that as their world very well. Just means they’re not going to be open at all. But such openness just doesn’t exist in their world.
Conscientiousness: From the point of dependableness, I suppose that depends on how you play. The farther you manage to get through the game, the more dependable you are. But considering that through all the levels they leave food lying all over the floor and then will eat it without a second thought…it doesn’t say much for their organization, or cleanliness for that matter.
Extroversion: From the friendly noises they make throughout their games, I’d be willing to believe Bob and Bub are extroverted creatures. Kind and friendly, willing to do things for the good of everyone, they take this adventure together. In Bubble Bobble 2 there even bring two more dragons along for the adventure. This could be a fallacy, however, because we don’t see how the dragons interact with the rest of the non-monster populace. It’s possible dragons stick to themselves and they only went on this because the terrified populace had to seek them out. Once they found them they were nice and went on this quest, of course. But at least among dragons they seem to be extroverted, even if the dragon race is somewhat aloof.
Agreeableness: Bob and Bub are quite possibly the most agreeable creatures known to man. Always friendly, willing to help, doing their best to never be mean or critical, and possibly even being gullible to some extent.
Neuroticism: While it take a very large amount of stress to make these dragons crack, they have been shown in some of their games to be in situations with characters who make them cautious, even to the point of freaking out at times. We could actually take this back and have it be a argument for introversion, as the only thing shown to make Bob and Bub falter is when they meet new non-dragon characters who they are unfamiliar with. It even goes back to openness, as it’s only characters they’re not familiar with that makes them stress out. The only thing to make the hesitate is people who they aren’t familiar with. Other then that, these dragons seem to be in control and completely at ease in all situations that they find commonplace.
I honestly believe that a game doesn’t need characters to be a good game. Game and play are synonymous, not game and story. A good story won’t fix a bad game, but a good game can make a bad story good enough. Although a good game and good story combination is best. However, I think the story much balance the game. If the story starts to overshadow the game, it becomes a question of why even bother expressing your story through a game. Bob and Bub are a good example of story enough story behind a good and fun game.
F*R*A*G: If assholes could fly, this place would be busier then O’Hare.
A buttery-fingered grip on the English language.
See, when you come up with a sentence like, “It was like playing a horrifying and mesmerizing game of ‘what has been up my ass today?’,” you realize you’ve been awake too long. Then you go to bed.
F*R*A*G: Now that his days of public speaking are behind him, Jimmy Carter likes to spend is days doing the occasional bear fights.
Physics and Psychics
Okay, I present you these two videos. I want you to watch them both at the same time.
First, Burnout 3 Takedown:
Second, Forza Motorsport 2:
Now then, astute viewers should notice a difference. This is something I’ve found myself explaining to people over the course of…a while now. Mainly: Burnout is a racing game, and forza is a driving game. Some people are skeptical when I say this, but let me explain.
Driving games are technical. You need to use your brakes. Perhaps driving “simulator” is more accurate, but it’s generally thought of as a game because it’s built around competitive races. But usually they are closer to simulators, attempting to test your skills as an actual driver. Turning, braking, maintaining momentum, tuning, shifting, drafting, drifting, passing, not hitting other cars, etc. These are some of the skills you need for driving games. Some driving games are: Forza, Sega GT, PGR, Grand Tourismo, Sega Rally.
Racing games are visceral. Their basic teachings are “Go fast. Faster. No, go as FAST as you FUCKING can. See that guy in front of you? Fuck him. If he deserved to win he’d be going faster then he is. GO FAST.” Many times they are designed so that you do not need to use brakes (to any reasonable amount), they have very exaggerated physics, and they generally test your skills of mastering the game’s engine, rather then actual driving physics. Also, many times they have weapons or power ups. Some racing games are: Burnout, F-Zero, Mario Kart, Micro Machines, Crusin’ USA, Megarace, Carmageddon, Kirby’s Air Ride.
I want to specifically bring up Kirby’s Air Ride, because I think it makes an importaint choice. Your “cart” is constantly accelerating in that game. You interact by applying brakes, using power-ups, and steering. But I think they do what Return to Sector 9 did with shooting – namely, doing it for you. Both these games take the most integral part of the gameplay and make it an inevitability. In Grand Tourismo and even Burnout, you have the option of never acclerating. Just sit there on the starting line and go make a sandwich. But that’s unexpected, and defies the objective of the game. Not in Kriby’s Air Ride. you have no choice but to move. Just as in Return to Sector 9, shooting is the point of the game, and they do it for you. In a way, be removing that option, they’re removing a choice from the player which forces them to focus on other aspects of the game. In RtS9, it’s doging and aiming, and in Kirby it’s steering and power ups. I think this is interesting and can make a game more fun…somehow…I’ll experiment with this later.
Yeah, my point is basically that, in the back of your mind, you knew that people who like Mario Kart might not like Grand Tourismo, but you may not have thought of separating them more then by name.
F*R*A*G: ‘Fast’ is one of those words that starts not looking right when you write it more then 5 times in a row.


