January 28, 2016
Today I ran across the question about why when searching through Metacritic there are more high scoring reviews on video games as opposed to other entertainment mediums. It’s a good question on face value, but there’s actually more to the answer then you might think.
Say that you are writing a review of a game on a scale of 1-10. In 1986 a game like Ulitma IV might have easily garnered a 9 or 10 because it was the pinnacle of that genre, remarkable as a video game in general and an overall exceptional game. It had many notable “new” features such as an exceptionally large game world, lots of NPC interactions for the time, a morality system of sorts, etc… It was also cutting edge in the use of audio technology (on the Apple it supported dual Mockingboards allowing 12 channel audio, which was simply unprecedented at the time as most games of this era might only use a computer’s built in speaker, if that to generate clicks and buzzes).
Ultima IV released exactly as it is today as a new game might only garner anywhere from a 5 to a 7 because while it is still a well done game it is now an overused concept and unoriginal by current standards and expectations.
In contrast, an exceptionally filmed movie from 1930 can still be just as visually compelling and artistically comparative to a contemporary film made now. Consider the movie Metropolis. Even today this movie is visually impressive and story wise, quite contemporary in its subjects of worker oppression, class elitism and surprisingly… A.I.. Granted, while the silent presentation and slower pacing may prove difficult for some to watch, it can be quite enjoyable for a modern viewer and it is easy to both acquire and watch without much trouble. The only options for variation in experiencing this movie are between watching in a theater or on a TV. Granted those experience differences can be significant they are typically not considered a factor in a review.
To carry our analogy, Ultima IV may be enjoyable for modern players but they must also endure the added burden of many significant technological barriers to overcome before they can even try to experience the game in a way that in the end almost certainly will not be the same as the experience of 30 years ago. You can still potentially go to a movie theater and watch Metropolis with a live pianist. Finding a complete, working Apple //e with Mockingboards and functional game media is more of a challenge, and that’s if you decided you want to try and play the Apple version and not the MSDOS-PC or Commodore-64 ports (most people these days only play the PC port via DOS emulation). Which takes us to our next topic…
Ratings in video games unlike any other medium are highly context sensitive to the technology used and moment in time they were written for which is why a review generated in 1986 for Ultima IV is more relevant than a review written for that same game today. The prevailing attitude in video gaming culture is that there is literally no way a contemporary reviewer could write a review with the same level of enthusiasm or appreciation and recognition as a period reviewer. To that end, “retro reviews” are typically considered of lower value than period reviews. Another aspect of retro reviews to keep in mind is that many of them now are performed under emulation using non-standard controllers which may effect the overall experience (eg, NES games played on a PC via an emulator using a PS2 style gamepad controller. This is simply not even the same experience.). Even things like up-scaled pixel resolutions or the lack of scan-lines on modern displays (an artifact of CRT based display technology) can effect the visual experience of a game when the designer incorporated something about that legacy viewing system into the visual aesthetics of a game’s art design.
Let’s consider another example… Stunt Race FX for the Super Nintendo. My magazine at the time gave this game a combined review score of 94.0/100 spread between four reviewers. I distinctly remember this game being visually impressive and I spent hours playing and enjoying the game.
Recently, based on those fond memories I dug out the SNES, dusted off the controller, loaded up the game cartridge and tried to play it. I found the game almost impossible to view let alone play. It was an incredibly jarring experience. If a game like that had been released right now on a modern platform and I was reviewing it, I probably would have tanked it.
As I eluded to above, video game scores take into consideration aspects such as the player interface as part of a review (eg, the responsiveness of the controller, the screen resolution of the video output, etc…). For the most part movie reviewers do not consider popcorn quality or sticky floors as a relevant element in a movie rating (granted, the quality of the camera and projection format may impact movie reviews but that’s generally the exception, not the norm), yet in video games, interface elements of the user experience are generally intrinsic to a reviewers scoring.
Lastly, you can’t look at gaming scores as a spread spectrum the same as other mediums. You really need to quantify your data, be it by era, platform, etc… as those extra parameters are just as relevant to the nature of the score beyond the raw play experience itself. I suppose movies and music have similar strata but the differences between eras in technologies aren’t typically as critical to the content as they are with video games.
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November 1, 2015
I’ve been digging through all the old archive materials I have in storage from Game Zero and realized I have quite a few VHS tapes from publishers with all kinds of content on them from the mid 1990’s. I did a cursory check and found that quite a few of these videos are not actually on-line. So if you’re interested, stop on by the Game Zero channel I’ve setup on YouTube and browse through the growing library.
I’ve already posted a couple of things that turned out to be of interest to people. One of them was an video recording I made back in 1995 of an hour-and-a-half of gameplay of a beta release of Biohazard (Resident Evil).
I also discovered in one of the media b-rolls from Sega is a snippet of footage from SegaCD release Virtual VCR: Prince and the N.P.G. – Diamonds and Pearls… which to the best of my knowledge has no known footage on-line for it. I have even read speculation that it didn’t actually exist. Well, I can assure you it existed enough to be in this preview reel recorded for distribution at the 1993 Winter CES. I can only imagine the title was scrapped due to the feud with Warner Bros which led to him changing his name that very year.
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May 8, 2015
I was trying to clean up my Inbox and found an e-mail from a month ago that I had somehow missed previously. I’m really glad I didn’t delete it as it contained a surprise that put a smile on my face. It’s in relation to some video game maps I made back in the 80’s. I’ll just reprint the e-mail below:
Hi there,
I just wanted to share with you a picture of something I’ve kept for nearly 30 years. My brother and I played Ultima IV back in ’86, and your map files were given to me by a friend in high school. Well, I printed them on our dot-matrix printer and spent several days actually coloring each character (you can see I kind of gave up being accurate on the ocean tiles).
Over the years I’ve googled The Red Pirate without success, just to see if I could find who made those, and I finally discovered your page last week. I pulled my map out of storage, laid it out on the floor and took a picture of it for you to enjoy.
Thanks for the memories!
Ken
Thank you for writing and sending the photo, it was really fun to see.
Anyone else still have your printouts stashed away? E-mail me your story and a photo and you might see it here on my blog.
Cheers!
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March 10, 2015
Years ago, researchers decoded the complete genetic sequence of Smallpox. Since then labs have decoded other variants but for this thought exercise let’s talk about “Variola virus strain Bangladesh 1975 v75-550 Banu”, for which a complete genome decoding was submitted to the CDC in 2006 and is currently available to the public from the National Center for Biotechnology Information (NCBI) website. Yes, you read that correctly. You can download the entire genetic sequence for Smallpox from a public web page and have been able to for some time now. As of 2014, complete DNA sequences of roughly 50 smallpox samples are available to the general public.
Granted this availability of the data (even when it was only printed in journals) has been a point of concern and debate in some communities. The common discussion carries around concerns of someone recreating a synthetic Smallpox virus to infect people. This was even discussed as a key concern for why the last strains should not be destroyed just last year in 2014.
What I’m more fascinated in though, and something my wife pointed out recently, is that by carrying the complete genome of Smallpox into a digital form and putting it in a public space the virus has in effect jumped hosts/species.
Countless web crawlers, archivers, and random web users (of all intents) have made copies of the web page holding this code. I’m sure there are even pages that duplicate the content and those too have been crawled, archived, etc…
Even if humanity destroyed all living strains of the virus, this digital version has the potential to persist indefinitely at this point (or at the least, indefinitely from the perspective of you and I). Where the virus goes from here is really anyone’s guess, but for now it is actively replicating and being transmitted globally and automatically by it’s new digital host, the Internet.
And no, I’m not linking to the virus… go ask Google.
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August 22, 2014
Well I succumbed to the hype and pulled down P.T. for the PS4. It’s a free download, so why not? I’ll admit up front that I have not played any of the Silent Hill games (not sure why though), but I have played all of the Resident Evil titles and other games in the genre. Having the crap scared out of you while playing a game, for me, dates back to playing Doom in a dark room at 1 am in surround sound, creeping down a dark corridor and some demon noise makes you jump out of your skin. Good fun.
As a demonstration on just how scary and how many times you can be made to jump while doing nothing more than walking down 200 ft of hallway over and over, this demo unquestionably set the bar. One scare elicited yelps from everyone in the room and startled all the pets! Impressive to say the least. But unfortunately, that’s where the nice things I have to say about this demo comes to an end.
We did have some problems and hope they aren’t representative of what will be expected of the player in the full game. For instance, the key element for progressing the demo was completely non-obvious to me and everyone in the room watching. It wasn’t until about a dozen laps in when I had a flash of something on the screen (that we figured out later, was triggered by zooming) that forced me to finally gave up and look online to see what was going on. That’s when I learned about the puzzle. Sigh.
Also, play mechanics… It was quickly obvious that I had the ability to zoom my view, but it was not obvious what the point was. It didn’t actually zoom my view down the hallway, and only seemed to be effective as a way to add some closer focus on a nearby object, but even then it wasn’t much of a zoom/focus. It was more like an “I’m staring here” button. I stared at the clock, I stared at the radio, I stared at every blurry picture on the walls… hmmm. Why could I stare at things? Granted after I learned about the puzzle I quickly put the zoom to use in solving it. There were a few other times after this where you needed to stare at something but those later times were a little more obvious.
Next was the action button. The action button that apparently is only good for one action, and doesn’t work as an action button anyplace else in the demo. Open doors? You chest bump them. By the time it came time to use the action button, I had already pressed it dozens of times (along with all of the other buttons) and received absolutely no response so I had naturally inferred none of the buttons did anything other than the zoom. When my son finally looked online after I had been stuck for a few more laps, he told me to push the action button at this one location. I replied “what action button”? We worked it out but I wasn’t pleased.
On the one hand, I’m happy that the game wasn’t full of in your face hand holding (eg, Splinter Cell: Conviction or just watch Sequelitis: Mega Man Classic vs Mega Man X). On the other hand you have to give the player some kind of clues, even something as simple as a controller map in the options screen that showed that “X” was the action button would have made the experience that much more effective.
All of that aside though, the real killer for this demo and why I might simply skip Silent Hills out of fear that there will be more of this, is the ending of the demo. The “ending” (say it with air quotes) that is apparently so random that even the people who’ve gotten to it can’t tell you what they did. We let the demo sit for three hours after getting every other trigger fired in the end sequence and we never received the final event. What started out as fun, engaging and novel quickly turned into tedium, boredom and then just flat out irritation. Ultimate we turned off the system and nobody really cared. I had already seen the trailer on YouTube and asked if anyone wanted to see it… Nope, no interest. They were back off to play Kerbal Space Program or whatever else. Pretty much anything but deal with this demo anymore.
I don’t know about you but I’m not sure that was the take away feeling they were looking to deliver. Then again, this is Hideo Kojima we’re talking about. The guy who likes to complicate his characters with incest themes and loads up his stories with irritating, personal political rants. Yeah. I’m not sold. So much promise though 🙁
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