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Forums - Nintendo - The Malstrom thread 2: Revenge of the Lapsed Gamer

Khuutra said:

LtNK, you have managed to make an invisible post.

How do you do that.


<_>

Actually that was me. I was trying to do some html hotwiring, and it seems that path confusion is what creates these invisible posts

 

Lock and try it again!



Monster Hunter: pissing me off since 2010.

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Mr Khan, LtNK did it too. That's why there are two invisible posts now!



Khuutra said:

Mr Khan, LtNK did it too. That's why there are two invisible posts now!


Still me. I think i may have made a 3rd or 4th invisible post. I figure since i already wrecked it, i'm gonna keep experimenting till i get it right.



Monster Hunter: pissing me off since 2010.

It happened again! He did it again! Oh sweet Jesus it just keeps happening! It's all invisible! I'm going mad!

Edit:

Interesting. When you make an invisible post, the topic listing shows the topic creator as doing it.



Nope. Still not happening. And i have no idea why....

 

Banana trucks are converging on Austin specifically where Retro is located. You might ask, “Why does Retro need all those bananas?” Why, for this:

Above: This reminds me of a certain painting that has a certain boat in a storm.

 

People are looking at these beautiful shots and saying, “Man oh man, wouldn’t a 2d Metroid done by Retro be awesome!” It would! But there is something even MORE awesome than that.

I want you to imagine the successor to the Wii. Let us call it the Yii (who knows what Nintendo will call it). The Yii will be in HD, of course, and it will be significantly more powerful than the Wii. The launch game for Yii is Super Mario Brothers 6 (which will be named ‘New Super Mario World’ or something).

Imagine a new 2d Mario with that graphical splendor. Wouldn’t that make you want to rush out and immediately buy the Yii? Imagine if Mario 6 retains its four player mode and even includes Internet play. Imagine if Tanooki Mario returned.

People would cry.

I doubt Nintendo would ever allow an outside company to handle a Super Mario Brothers game. But just imagine that artistic wonderment on a new 2d Mario.

Nintendo MUST keep making games like 2d Mario (and 2d games in general). After Super Mario World, we were very excited to see Mario 5 in how it would push the SNES to its limits. We got DKC instead which was OK I guess. But when N64 came around, we couldn’t wait for the new 2d Mario. We had to wait 18 years to get it. Wouldn’t it be amazing to have a new 2d Mario game be a launch title of new Nintendo hardware?

Wouldn’t it be magical?



Monster Hunter: pissing me off since 2010.

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Okay. That worked, but i had to edit all the images out of his html, but not the embeddable flash. You'd figure that would be creating the problems, but his image embed code seems a little strange...



Monster Hunter: pissing me off since 2010.

@Mr Khan

Now you know what I have to go through.

 

Minecraft is Game of the Year

Agdhgkdljfht!!! I cannot stop playing this game! I haven’t seen a game this engrossing in a long time. It’s budding phenomenon on PCs reminds me of a certain game in the eighties. Like Minecraft, that game from the eighties was very ‘blocky’, was made by one eccentric bearded engineer, was graphically behind gaming by decades, yet it took over the world. Imposters! Step aside! This is the heir to the Tetris phenomenon.

Can you imagine Minecraft on a portable player? I’d be using every available free time to ‘sneak in’ some extra mining or building.

Without a doubt, this is one of the best games I have ever seen. It reminds me of when I first played Seven Cities of Gold for the first time (“Your computer is building the New World!” it said while loading…) or even Sim-City or an MMORPG. Minecraft’s potential is so off the charts that it makes you realize how gaming is the New World and how other games, mimicking Hollywood, are so far astray from what gaming actually is.

For the readers’ pleasure, I will divide this post up between those who have no idea what Minecraft is and for those who have played it.

If you have not played Minecraft before…

 

The best way to explain Minecraft is to show you the experience. X’s Adventures demonstrates this well (and even got shown on ABC News for Minecraft). So if you don’t know what Minecraft is, just watch these first few videos (and if become more interested in the game, keep watching the videos).

Skipping many videos, here is one where he gets his cave to be more fleshed out.

One thing that will surprise you, dear reader, is that this game is SCARY. Remember how I would say the worlds in the old games, like Metroid and Zelda, used to be scary? Monsters were all over the place. In Minecraft, you never know when a monster will appear. You will be scared to leave your shelter at night. You will be terrified exploring deep caverns.

While many game makers make monsters into HD or ‘more realistic’, these blocky oldschool monsters are scarier than any video game monster in the past decade. Creepers deserve a place on the table as one of the ‘scariest monsters ever’ as they are quiet and explode on you (and can blow up your house!)

The reader wants to ask a question. Very well, reader. What is it?

“How big is the world?”

As big as you want it to be.

I think this is the biggest world that has ever existed in the history of video games. I think its maximum size is nine times larger than the Earth, but you will never hit that.

There are some people who do not even mine in Minecraft. They might mine to get some iron to make swords and all. But what they do instead is make a boat, make a sword, and go off into the world. They never stop. They just keep going with endless wandering. There are no ‘walls’ to this game world. It is the closest we’ve seen to infinite especially in 3d form. And what you are not seeing in that fly through is that there is a rich, vast underworld of linked caverns full of underground rivers, magma, and minerals.

 

In other words, Minecraft has more content than most games put together.

There are some people who question whether or not the Minecraft phenomenon is real. Is Notch just doing some slick marketing? After all, he says the servers are failing because “it cannot process all the people who are trying to buy the game.”

I can tell you the phenomenon is real. I didn’t want to initially buy this game (it is around $10). But now that I have, I cannot stop playing it. The last time I’ve seen a game this engrossing was in 2004 when World of Warcraft came out.

If you have played Minecraft before…

I am going to pre-empt and cut out all the BS that is going to dribble forth from the gaming press, game developers, and publishers of their upcoming ridiculous answers to the question: “Why did Minecraft become so popular?”

First, let us focus on what Minecraft does NOT have…

-No character.

Your character has no character. You are ‘Human’ but that is about it. You do not have a name. You do not have a family. You do not even know why you are on the world in the first place.

There is no voice acting.

Your character does not ‘speak’.

Your character doesn’t say a thing. Yet, Minecraft has tons of character. How is this possible? It is because the true character of the game is the Human playing it. Are you listening Sakamoto? No, he is probably too busy planning out the sequel to Other M which will focus on the ‘budding romantic relationship’ between Anthony Higgs and Samus Aran. But in Minecraft, there is absolutely NO CHARACTERIZATION. Yet, people would argue Minecraft has more characterization than any other game out there. Why? It is because you can shape and reshape the game’s world. This puts Minecraft to be similar to games like Sim City, Civilization, and Populous. But let us remember that games like Super Mario Brothers became extremely popular in part due to how the player can reshape its world by breaking bricks. (There was no block destruction in Mario Brothers or in the Donkey Kong games.) I remember many people would stay in 1-2 and just break EVERY BLOCK IN THE LEVEL. Why? Because they could. And because they might find a surprise. As the Mario games went on, this element was slowly removed and appeared to have disappeared entirely with the 3d Mario games. People love being able to interact with the environment. And by interacting, the player wants the option to level the entire level or construct a tower.

-No story.

The game has no plot. Although Notch, the game’s maker, has acknowledged there needs to be some sort of ‘Endgame’ where you can actually ‘beat’ the game, at least in single player, but it is so refreshing that there is no stupid story made by a game developer who thinks he is God’s gift to creativity.

The reason why games are not as interactive as they once were is because the gameplay keeps being placed in a straitjacket known as ‘story’. Games don’t need stories.

-No adviser.

There is no fairy or imp or magical being giving you ‘advice’ or telling you what to do. You learn as you go just like how it is in the real world.

-No artstyle.

This game has no artstyle. It isn’t even trying to get an artstyle. And this is how games used to be. Some say games of the Atari Era or 8-bit Era were the way they were because of ‘limited technology’. Yet, I see kids wearing shirts of 8-bit Mario and Zelda proudly and these kids were born after these games came out. Many point to these ‘pixel’ based games as ‘art’. This is quite ironic since these games had no intentional art-style. Their focus was trying to be a game with an interactive world.

So while Nintendo debates among itself whether which artstyle is better, perhaps they need to ask that having no artstyle is the best choice of them all.

-No ordered world.

This I absolutely love. There is nothing scripted in this game. The world is randomly generated. The monsters randomly spawn. In the old games, such as RPGs, monsters used to randomly spawn and all. But all of this is never seen in games today. Today, everything is nicely ‘ordered’ in games and the gameplay is like a vehicle for the player to drive through the developers’ “brilliant” scripts.

If you believe anything you read on this site, know that Zelda originally became popular precisely because there was no ‘order’. You would pick a direction and go exploring. In Zelda II, monsters randomly spawned like other RPGs of that era. In Zelda I and LTTP (and maybe even Ocarina), YOU COULD GET LOST EXPLORING THE WORLD. Developers and publishers think the gamer does not want to get lost. How wrong they are! We desperately CRAVE to get lost. People are sick of games that feel like going through corridors.

The Big Myth: Minecraft is successful because it is a ‘sandbox’ game.

Expect this to be repeated over and over again. It looks like a ‘sandbox’ game only by a surface only analysis. Look deeper.

Because most games suck, I do not have many examples I can point to and say, “This is what real gaming is.” Finally, I have a golden example.

There are three big reasons behind Minecraft’s success.

-Accessibility

This game is obviously designed to be as simple as possible. However, let us pretend I made Minecraft, and I worked for Nintendo. I would present this alpha to Iwata. What would he say? I guarantee he would disagree that the game is ‘accessible’. He would say, “The world is too big,” or “There are too many items to craft,” or “You can get lost too easily in the world.”

The game runs in a Java applet. How much simpler can you get? Minecraft tapped a Blue Ocean by not focusing on features every other game does (like graphics and “production values”) to focus on creating a MASSIVE world with MASSIVE interactivity. Note how the massive world and massive interactivity does not SCARE away players, it ATTRACTS them.

I don’t have much to say about the accessibility. The controls are so ridiculously simple. The concept of the game is so ridiculously simple. Like Tetris, everything is simplified to blocks.

-Feeling of Growth

What fuels playing behind RPGs and, especially today, MMORPGs is the feeling of growth. You keep playing to get a better weapon, better armor. The more you play, the more you grow within the game. (Zelda used to have this. Ever since Zelda went to the scripted nonsense, you only get nice things when the linear story allows it.)

One of the best examples of ‘Feeling of Growth’ is Ultima VII. In Ultima VII, due to its unique engine, everything in the game is interactive. What many players do is that they make a secret house, they hoard armor and weapons, they stock up on food, they buy a boat, they get tons of stuff not needed to beat the game. People commonly do this in most RPGs as well such as MMORPGs.

Are RPGs or MMORPGs considered a ‘sandbox’ game? No. They are ‘feeling of growth’ games.

The issue is that sandbox and ‘User Generated Content’ games already exist. Why does Minecraft sell and those games do not? Perhaps it is because they are not the same.

I think the sandbox meme got started when people looked at people doing crazy stuff like this rollercoaster and thought, “Oh, a sandbox game!”

Anyone who has played Minecraft will tell you that something like that rollercoaster took a TON OF TIME AND EFFORT to make. And I am not talking about building it. I am referring to mining the materials, dodging lava, avoiding rivers of water coming from the ceiling, going through caverns full of monsters, etc. I contend what you are really seeing is ‘feeling of growth’. People are making a castle not because they are responding to Minecraft like a box of legos. They are making a castle because it gives them a ‘feeling of growth’. If you ask people, “Why did you make a castle?” they might answer, “Because of the monsters!” Currently, the monsters could do nothing against a castle. Monsters can’t even jump over anything two blocks high. Minecraft requires the player to create a shelter to survive in the early game. But the player doesn’t stop! The player keeps going, and going, and going, and the shelter gets bigger, BIGGER, and BIGGER! The player doesn’t know he has overshot the threat of the monsters.

In the same way, players tend to get to level 99 or some absurd high level in RPG games. Why? They don’t need to level that much. But they do so anyway. The reason why is that the player MUST level at the beginning of the game. This creates a feeling of growth. The player loves this feeling of growth so much that the player keeps leveling, even getting every job for their characters. Note how none of this has anything to do with a ‘sandbox’. A ‘sandbox’ is properly defined more as a construction kit. Minecraft is not a construction kit game although it may have started out that way. The big, big reason why Minecraft is striking such a chord is because of the last reason…

-Emergent Gameplay

Emergent gameplay contrasts with the more scripted gameplay. Scripted gameplay has become so prevalent that developers no longer imagine any other sort of gameplay. “Give me freedom, developer! Let me go explore!” “No! Here is another cutscene for you to go through. And once you finish the first dungeon, you get your item. You must do it my way.” Emergent gameplay is the game acting like a well tuned clock rather than a conveyor belt (trying to ram ‘experiences’ at you).

Emergent gameplay is something like random monsters in old school RPGs. The monsters are always a surprise and every player has a different experience. Civilization is another good example of emergent gameplay as wars, enemy civilizations, and all just ‘emerge’ and none of it is scripted to a particular plot. Each game of Civilization is different. RTS games, like Starcraft, also have emergent gameplay in that your enemy could surprise attack you at any time. Oh no! Cloaked banshees! What do you do? You were not planning on that! While video game analysts wonder why gamers are flocking to multiplayer, has anyone considered it is because multiplayer depends on emergent gameplay and not scripted gameplay?

Above: The guy accidentally burns down his house. This is emergent gameplay. It is the king of all surprises.

Iwata says video games, like any entertainment, depend on ‘surprise’. So Nintendo keeps trying to come up with ways to ‘surprise’ people. While with mediums like novels and movies, things like plot and character surprise people. Video games do not have plot or character and the ones that do are often very poorly made. Much of the element of surprise from video games comes from emergent gameplay. If I kill the monster, what loot will drop? No matter what happens, it is a surprise. If I explore through this wall, what will happen? If something happens, the player will be surprised. If nothing happens, the player becomes disappointed that the world is so scripted, so boring. The player will conclude the world feels small. But with emergent gameplay, the world feels large. This is how games like the early RPGs such as Final Fantasy and early Zeldas could FAKE being a huge epic world due to the unscripted experiences occurring to the player.

Minecraft is quite a master of emergent gameplay. First of all, the entire world is randomized and extends into infinity (not really but might as well). You have no idea what is over the next hill or what is in the next cave. Surprises are all over the place! When mining you don’t know what is going to come up. Sometimes you might run into some coal. Or some iron. Or some dirt (eww). Or some water or lava! It is a constant surprise.

How the monsters were done in Minecraft is brilliant. Monsters spawn whenever there is darkness. So monsters spawn during the night (and burn to death when the sun comes out). During the night, a monster could surprise you since he could have spawned on a mountain or somewhere you didn’t expect. Most brilliantly, monsters spawn in the underground because it is dark. If you spread out your torches, no monsters will spawn. But a friend of mine, who was building a tower, spaced his torches too far and there was a small area that was pitch black. A skeleton spawned there and shot my friend in the face with an arrow while he was on the ladder. He was so stunned, he lost his grip on the ladder and fell to his death. My friend told me that when got shot with the arrow, his body jumped out of the chair full of adrenaline. This sort of surprise could only occur with an unscripted experience, only with emergent gameplay.

Show me a major Japanese game franchise, and I will show you how the towers of Japanese gaming were built on Emergent Gameplay. Since the Japanese only make games of Scripted Gameplay today, it is no wonder their towers are crumbling.

Final Fantasy was founded on emergent gameplay. You could define your party, define your party’s skills, and monsters were random. While the game obviously corralled you to certain areas, you were always free to go back and stay in an earlier level if you wanted (such as going through the Ogre Hall again and again and again and again).

Super Mario Brothers was founded on emergent gameplay. Mario was the first video game character that I can recall who could reshape the game’s levels. Mario could remove blocks. Also, Mario could skip parts of levels by going through pipes. Mario could go through a level in many different ways (perhaps running on the top, perhaps by engaging each enemy). Hell, in Super Mario Brothers you could skip entire levels via the Warp Zone. That was huge back then. Today, 3d Mario is very scripted. When playing through the level, you MUST get the item in order to beat it. Each level can only be finished a CERTAIN way. And do not think about hopping in a Warp Zone and going to the end of the game. There is a script that you are forced to go through.

Legend of Zelda was founded on emergent gameplay. You were not told to go into the cave to get the sword. The player’s own curiosity brought him there. You did not have to upgrade your sword or get better armor. But players did so anyway. While the world was not random, the world felt so vast that it was easy to get lost in. And it was because of that, encounters would occur that the player never expected and took the player by surprise. Zelda used to be about exploring because you never knew what was around the next corner. You felt like you were in a vast world. When a Zelda player is asked what he wants in the next Zelda, you will find this answer common: “I want to get my sword and just go out into the world, any direction I choose, and go exploring. Just drop me off in the middle of the world with my sword. I don’t need any other of the baggage.” What the player is really saying is that he wants the emergent gameplay that once defined Zelda. In older Zelda games, nothing was scripted or felt scripted. You could choose different tactics to defeat enemies. Today, Zelda is entirely scripted with tons of baggage (i.e. story). From Zelda I to Spirit Tracks, you can see a clear but slow moving away from the emergent gameplay to more and more scripted gameplay. Now, Zelda games even have some character, which you can never get away from, telling you which way to go and what to do. And Nintendo wonders why their market data of disinterested gamers say they ‘feel video games are like work’. This is why I consider Aonuma’s comments on Skyward Sword to be a ‘red flag’ because he talked about ‘taking away Link’s sword’ for a scripted experience (a dungeon encounter). This tells me Aonuma has no interest in making emergent gameplay but only desires to make ‘scripted experiences’. Consider this: many players have said they are tired of the Zelda ‘formula’. They even suggest that the dungeon and overworld blur where it is unsure where one begins and one ends. What the player is really desiring is that emergent gameplay where nothing is scripted, where events ‘just happen’ because Link accidentally ran into some monsters who happened to spawn on top of a mountain instead of the valley, where Link accidentally did Dungeon 3 first and then discovered Dungeon 1, etc. Instead, Aonuma will think the game needs more unique ‘scripted experiences’ such as a dungeon that doesn’t look like a dungeon but resembles a bakery. Aonuma will think this is ‘surprising’ and ‘creative’ to make the bakery into a dungeon. The player will not be amused and will be fed up. The issue isn’t WHAT TYPE of scripted experience, the issue is the premise of scripted experiences in the first place.

Look at Metroid. No other series has a more blatant example of emergent gameplay de-evolving into scripted gameplay from Metroid I to Other M. Like Minecraft, Metroid I had the player blowing up blocks, floors, anything and accidentally running into enemies and falling into the lava. But the player did this in hopes to get a goody (an item). The player considers this all part of the adventure. For decades, Metroid was defined, for better or worse, as ‘exploratory’ and ‘backtracking’ meaning that players thought of the game as breaking up their surroundings and exploring every crevice. Sakamoto considers the exploration and ‘hunting for items’ to be ‘boring’ and thinks players put up with it only to enjoy the environment or story. Other M was made on that premise. The hostile reaction should be a clue that the Metroid ship went the wrong way and landed on the rocks. Emergent gameplay would be more in line with the earlier Metroids (Metroid I, II, and Super) and would explain why Metroid became popular in the first place.

I can go on and on about this subject. But Minecraft has torn me away from Starcraft 2 and is keeping me from answering your emails or updating this blog. Anyway guys, I’ve got to go back to the bottom of the Earth to hunt for some diamonds. The New World is awaiting…



I am starting to read more of Seth Hearthstone who takes the initiative to counter almost every Sean Malstrom blog post. Here is my favorite where Seth Hearthstone outs Sean Malstrom as just another hardcore gamer who wants to be a "lapsed gamer:"

SOURCE: http://sethhearthstone.wordpress.com/2010/01/21/malstrom-revealed/

Malstrom Revealed

The prolonged death throes continue over on Sean Malstrom’s blog.  If he was really quitting, I suspect there would be a lot more “not posting” and a lot less “continuing to post”.  But as we wait for rigor mortis to (finally) kick in, let’s take a look back at who this dying blogger once claimed to be.

Sean Malstrom often took time to declare that he was a member of the “expanded market” or “expanded audience”.

“Readers should realize that my gaming habits do not match the hardcore. They do not even match the Nintendo core. I am a member of the Expanded Market. I give reactions to game announcements only because there are no members of the Expanded Market on gaming forums. “

Sensible enough.  Enthusiasts are the only ones enthusiastic enough about games to write about them for free, and no paying publication would hire an unenthusiastic writer to write noncommittal articles about games they have no passion for.  It’s the same with movie reviews, which are generally written by movie buffs.  The “outsider view” is often overlooked, and can provide a unique perspective on the trees that enthusiasts can’t see through the forest.


Above: can you spot the tree in this image?

Certainly the hardcore crowd would stand to gain the most from such an interesting perspective!  An outsider journalist would recognize this, and present his views in a manner inviting the traditional gamer to see things from a non-traditional point of view.

Quote:

“Since I am a member of the Expanded Audience, and I play my multiplayer games with other Expanded Audience members, I will put forth my views in not just how I view [this game] but in how I believe the Expanded Audience will view it. If you happen to be a Hardcore Gamer and are offended that I am leaving you out, too bad. This game is not about you.”

What is this attitude?  I thought it was the “Hardcore Gamers” who were exclusionary, shooing others out of their treehouse!  Yet Sean persistently mocks self-identified “Hardcore Gamers”.  But was he always this way?

Quote:

“I was a hardcore gamer in the 80s, and I loved my computer games”.

Quote:

“The best definition for myself would be a classic PC gamer. I respond best to arcade type games and Atari-NES era type games.”

Well this is unexpected!  It seems we’ve found some hardcore skeletons in Mr. Casual’s closet!  How can a hardcore gamer become a casual gamer?  Sean is quick to “expand” the definition of the “expanded audience” to accommodate his predicament.

Quote:

“The Expanded Audience consists of two types of people: the former gamers and brand new gamers”.

Ah, yes.  The “former gamer” label.  I would contend that restored gamers are not an expansion of the market per se, but I’ll let it slide.  So when did Sean leave gaming?  If only he had posted a gigantic list of games he bought, then we could start to get a picture of his gaming history…

Quote:

“In a conversation I’ve had with a friend, it came to my attention that I was a ‘day-one’ buyer for many of the biggest, or rather, most ‘magical’ games that have come out. I remember buying, day one, games like Civilization [1,2,3 & 4], Populous, Wing Commander [1,2, & 3], Railroad Tycoon, Master of Magic, Master of Orion, Ultima [1,2,3,4,5,6, & 7] … Ultima Online, Ultima Worlds, and the Ultima Underowlrds …  Doom, Quake, Unreal Tournament, Star Control [1 & 2], Paradroid, Command and Conquer, Warcraft II (and the rest of the Blizzard and Westwood games), and on and on. While memories get fuzzy at times, I know that while I didn’t buy day one, I certainly fast bought other greats when it became obvious they were great. Archon, M.U.L.E., Mail-Order-Monsters, Mega Man [2 & 3], Grand Theft Auto (I, II, and III), Raid Over Bungling Bay, Sim City, Unreal”.

My, that’s quite a list!  A quick visit to Mobygames reveals that these “day-one” purchases (how hardcore!) are spread rather evenly over quite a few years.  Here are the years that Sean bought games on the same day they came out:

  • 1981
  • 1982
  • 1983 (NES is released)
  • 1985
  • 1986
  • 1989
  • 1990
  • 1991 (SNES is released)
  • 1992
  • 1993
  • 1994
  • 1995 (Yoshi’s Island is released)
  • 1996 (Nintendo 64 is released)
  • 1997
  • 1998
  • 1999
  • 2000
  • 2001 (gamecube is released)
  • 2004
  • 2006 (Nintendo Wii is released)

Exactly when did Malstrom “leave gaming”?  Around the turn of the century?  (Only to return 4 years later?)  There’s really no gaps immediately following the supposedly cataclysmic Yoshi’s Island release.  And aren’t there a lot of hardcore PC games on that list?  Further weakening Malstrom’s casual gamer facade is his participation in the world of UCG:

Quote:

“Keep in mind that I am an old school PC gamer. I am a maker of mods and various maps that have appeared from Warcraft 3 to Quake to Unreal Tournament to all the way back to Lode Runner. People ask how someone can not own a PlayStation console. Well, that is how. I was quite busy.”

Quote:

“I am a long time Blizzard RTS map maker and mod maker. In other words, I know my JASS.”

Funny how Sean wasted all that time on something he couldn’t sell.  Hey, did you know Sean once called the HD Twins “Casual PC Games”?

Quote:

“The games feel and look like PC games. This doesn’t mean they are bad games, many are very good, but they do not feel like CONSOLE games. They feel like PC games. Even to this day, playing a FPS on a console (especially with those dual sticks, ugh) feels as absurd to me today as playing Ultima on the NES. Yes, it is possible. And there is certainly an audience for it. But it feels ‘watered down’. In other words, ‘casualized’”.

Did he just call modern console games “retarded PC games”?  So you’re telling me that the Real Casuals are… the console hardcore? That can’t be right.  Let’s get things straightened out once and for all.  Two questions must be answered:  What is a hardcore game, and who is a hardcore gamer?

Quote:

“A game being hard does not make it ‘hardcore’. Wii Play tanks is hard and Brain Age’s Sodoku can be hard. But they aren’t ‘hardcore’. And a game being easy does not make it ‘casual’. Most ‘hardcore’ games are easy to beat as any old time gamer can testify. What is hard about the hardcore games is that they suck up tons of time to finish.”

That’s more like it.  “Hardcore Games” are long-form entertainment, which naturally can only appeal to, or be enjoyed by, demographics with the largest quantity of leisure time.  This would be children with few responsibilities, or young adults with few social demands (and often socially maladjusted ones that have even fewer social demands).  As logical as this seems, Malstrom has one additional prerequisite for the aspiring hardcore gamer: a condescending mindset.

Quote:

“Here is how you determine if you are a hardcore or not:

Do you hate motion controls?
Do you hate Wii Sports?
Do you hate Wii Fit?
Do you hate Super Mario Brothers 5?
Do you hate people who play these games?
Do you despise Grandma gamers?
Do you believe that graphics and online are the only worthy elements of gaming?
Do you believe that local multiplayer is obsolete?
Do you believe Nintendo is destroying gaming?
Do you think that epic story is the most important part of games?
What about texture mapping?”

In the style of George Carlin reducing the ten commandments to two, let’s chop this ten-item list down to six:

Do you have a strong preference on gaming input options?
Do you strongly dislike some games?
Do you dislike demographics that you don’t belong to?
Do you have a preference on multiplayer options?
Do you believe that gaming can be destroyed?
Is there a singular aspect of the games you like that you believe is more important that any other?

Are these starting to look familiar?

Sean Malstrom is not a member of the “expanded audience”.  He is a Hardcore gamer, and desperately wishes to pretend he is not.  “Expanded Audience” members do not have the patience or desire for games that require a large investment of time to learn or complete.  Sean Malstrom is a fan of RTS games, which require memorization of complicated development trees and large-scale battle planning and resource management.  (He was even a beta tester for such a game!)  He is a fan of RPGs, which drip-feed light fantasy stories between endless battles numerically driven by character and weapon statistics, effectiveness strategy diagrams, and usage rulesets.  He’s gone on record about playing Gears of War every night for days running, not to mention his love of other hardcore shooters like Unreal Tournament and Quake.  These are not the interests of the the expanded audience.  These are the interests of a late-80s console gamer; a 90s PC gamer.  Certainly not the expanded audience.  It would even be a stretch to use the recently-forgotten term of “lapsed gamer” if he only skipped the games of 2002-2005.


Above: The tree we were looking for earlier.
Nothing says hardcore quite like a flowchart!

If we define a hardcore gamer by the games they play and the attitude they express towards people interested in games they don’t fancy (and really, what else is there to them?), Sean is a hardcore gamer through and through.

This revelation is starting to make me question my own self-image.  Malstrom and I are polar opposites.  How can we both be hardcore gamers?  Some very disturbing thoughts keep going through my mind…



I just want to know Malstroms response to the 3DS price estimate.



“When we make some new announcement and if there is no positive initial reaction from the market, I try to think of it as a good sign because that can be interpreted as people reacting to something groundbreaking. ...if the employees were always minding themselves to do whatever the market is requiring at any moment, and if they were always focusing on something we can sell right now for the short term, it would be very limiting. We are trying to think outside the box.” - Satoru Iwata - This is why corporate multinationals will never truly understand, or risk doing, what Nintendo does.

Khuutra said:
LordTheNightKnight said:

Those 4 games had the most action, with the fewest things that got in the way. Even Link's Awakening got in the way of the action at points.

This is kind of a fair point (though you mean five, not four), but Phantom Hourglass is the best-selling Zelda since Ocarina and has the least action of all games in the past twelve years.


I meant the four that sold a million in Japan, and PH just missed that.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs