Friday, August 23, 2013

Cooperation is the Name of the Game

No post last week due to some birthday celebrations. Next week will have no post as well unfortunately due to it being near moving day. This week's post however will be a two partner post. This week's post will focus on Cooperation mechanics in games and how they evolved to reflect gamers for nearly 30 years. The post after will then focus on Guildwars 2 for PC, focusing on the cooperation mechanics in it and how they compare to current MMO's in the market.



With that in mind, it's a great idea to first get acquainted with the onset of playing cooperatively rather than competitively. In Pong, one could play against both the computer or another player. Competition was encouraged and while the game was simplistic, it started a trend as the first successful video game to play against a friend rather than with them. Usually when we think of games, we think of a player by themselves or playing against another player. Back when games were taking off in the 70's the limitations on technology blocked the progress of co-op. Therefore some of the earliest co-op games were beat 'em up/brawler games like Double Dragon or Streets of Rage which came out in the 1980's and culminating popularity with Street Fighter II. Later on when more advanced games came to home consoles, they reached a new level of popularity. Some series like the Tales games were unusual in that they were co-op RPGs. They had the ability to play with up to 4 players which otherwise would have been controlled with AI. Games like Sonic, Donkey Kong Country and co-op sports games continued the trend which continued until the introduction of 3D games like the N64.





Once the N64 came out with 4 ports for controllers, other consoles followed suit including Dreamcast, Xbox and Gamecube. With the new threshold came more delay in co-op as the 64 was limited in capacity at first. Two games even required extra ram which was sold separately a few years later but only had competitive multiplayer in Donkey Kong 64.

It's as fun as a mine cart full of monkeys (and apes of course)

On the PC side however, technology was introduced much faster by nature of the PC itself. This rapid improvement led the PC to become a mainstay for co-op gaming. Doom, release in 1993 led the way for FPS's. While it's competitive deathmatches were most popular, it did support co-op. Diablo the help of Battlenet let characters complete campaign modes together. It wasn't much of a jump then until the early MMOs then started to emerge. MMO gaming changed the whole outset of how many gamers play games today. The ability to actively fix a live game for bugs rather than live with a defect or to interact with players experiences and wishes gave rise to the notion of a connected gaming community. In games like Baldur's Gate and Neverwinter Nights. The most well known MMO of course is World of Warcraft. By partying up to work on completing quests and later on in Dungeons, world bosses and raids, players could collaborate on a much wider scale and could then accomplish feats that simply weren't possible with console games. Antics such as the famous Leeroy Jenkins meme show the consequences of individual's actions on the group are that much more magnified as such acts can have widespread repercussions. Everything is live compared to redoing or restarting a game. Taking the time to plan dungeons runs or strategies to take down a boss are dependent on everyone withing a group.


Yay! They did it!

 Games such as MMOs could also retain a constant presence in cyberspace as it could be played around the world. Some more recent MMOs that are great examples of games that have complex co-op games such as EVE Online (a truly neutral environment), Left for Dead 2 (one of the most popular Steam co-op games) and Guildwars 2, by Arenanet. Guildwars 2 uses WOW's techniques and builds upon them, stressing cooperation between other players on the server by not dividing a set amount of loot when dropped by an enemy. Each player receives their own nominally equal share of the loot. In addition, one gains experience by reviving a fallen player. More will be discussed on this and how such reciprocity affect the culture of Guildwars 2.



The Claw of Jormag, a rather fun battle that can draw players from all over the world map.


The next time you play something, try thinking about the general atmosphere and culture of the game you're playing. How does it compare between competitive games and co-op games. While many competitive games are great ways to release tension and aggression, co-op can can be help in creating community and bonds between players as they much work together to solve a problem which I think can be under appreciated sometimes. Every player has their own preferences of course, but I must encourage others to think on the amount of positive impact they can have as compared to competitive games, especially for younger gamers.


My own toon. If you're on IoJ, maybe you'll see me.

Monday, August 12, 2013

JRPGs Today: The Dissipating Health of Full Blown JRPGs in the Global Theatre

When was the last time you played a proper JRPG? No, I'm not talking about something on your phone, or a ported DS or Vita version of something, I'm referring to one which you can view on that flat screen of yours in all its glory. Such occurrences and getting fewer and fewer as many JRPG's that are localized are  either being ported to handhelds or simply not making their way to the States or the EU at all, forcing lovers of certain series to obtain translations or find non region locked handhelds in order to play the next installment  What happened? Is it simply a money issue that we aren't seeing such games? Was the 90's truly the end of a golden age for non Japanese RPGers?

When I talk about RPGs or Role Playing Games to those that are new to the genre, I'm typically talking about some grand epic that you have a party of characters setting out for in a turn based or RTS based setting. Such games usually get the most bang for your buck if you are speaking simply about content completion, having many games span over 40 hours and more if you intend to play any side quests that are frequently there to flush out the game or incorporate character development. One of the most important aspects of such JRPGs is the bonds that you create with your party. After developing your characters for hours living a story with them, you tend to grow attached to them. When a game can get you caring about a character by the experiences you've shared with them, I'd like to say that makes a great game.

A perfect example of some of the issues I'd like to bring up can be found with the Tales Series. Developed mainly by “Namco Bandai Games (formerly Namco), and primarily developed by its subsidiary, Namco Tales Studio” (wikipedia), It has had the issues of lack of localization, porting to less powerful systems, and overall, a general lack of advertising outside of Japan. While advertising has always been an issue for any non American game in the states, the ability to procure legitimate copies of games or games on their original formats is quite troubling. You can find a list of the games in the series here.

Tales of Symphonia was the first 3d Tales game and the first released on GC in the States. Tales of Phantasia here is the first game of the series and used a side scrolling battle system for their battle mechanics.

With the Tales series, if you had wanted to play Tales of Phantasia, the first game in the series in America, you had to wait til 2006 from 1995 to play it. A difference of 11 years is rather much. And while each game (with a few exceptions) is an independent installment of the next games, the fact that such things are so out of touch with outside markets where there are plenty of fans and potential customers seems to only harm the outlook of future games. In addition, Tales of Phantasia originally started out on the SNES. While in this instance being ported to GBA was an inprovement in systems, the difference of 11 years needs to be taken into account as Nintendo wasn't selling regular Game boys at that point. For Their newest released games which I am currently playing, Tales of Xillia released August 6th of this month here in the states. In Japan, Tales of Xillia 2 is already out. The original Tales of Xillia being released there in 2011. While a difference of 2 years is much more understandable, especially in regards to laws and the task of translating, my interest is piqued as to why at this point in time if trends of popularity for games such as this have been proven, why not incorporate alternate subtitles upon release of the original game? Money and capital are usually the answer to this, but I would think that with a greater length of time to sell units would be a plus compared to waiting years to possibly release something on a global scale. Namco isn't a small company. 

The first Tales of Xillia

While most people new to RPGs would think of the Final Fantasy series being the first JRPG that they would think about, Square has had different issues to contend with. Unfortunately, while they have been great about porting their games within a understandable time frame and their rendering abilities have only increased, their content, use of rehashing older installments, and general lack of understanding the MMO world have dropped them from being the crown jewel of JRPGs. No I don't think they are dead, but they are floundering. I believe the upper echelon has become stagnated, and that they need to work on new IP. With the renaming of Final Fantasy XIII Versus to Final Fantasy XV after years in development limbo, I think they've lost their focus on trying to make a great game instead focusing on increased cup size and  of  boob jiggling Lightning, their Protagonist for the Fabula Nova Crystallis series.

 B to a C eh? Lemme just use some of my magic here and distract these Malboros from using bad breath. 

 The apparent trend to cater to fan service while leaving story and strong female leads to the wayside tells me that Square is falling prey to following rather than leading in the market. The originality of story line and mechanics were defining factors back in their hey day. Do I think they can rise again to their former greatness? Possibly, but they're going to have to act fast or fail if the next few games keep disappointing us with sub par gameplay. In addition, with there being much more female gamers within the demographics now, ostracizing and focusing on male geared fan service probably isn't the best tactic to use. While I love alternative outfits and JRPGs have always had a penchant for the impossible as far as keeping things in their proper place, it's getting rather ridiculous when the characters starts to lose their sense of self in lieu of some extra boob jiggle.

So while I hope to get as many games as I can legitimately, if I have to I will find a way to play Tales of Destiny here in America, I'd just rather pay Namco properly you know? Unless they really do want to keep such games just for Japanese, but I don't think that's just the case. In the mean time, I better go brush up on my Katakana or look for a translated script...

Monday, August 5, 2013

Logo Progress

No formal post this week, I'm working on a new logo for the site here. Posting will resume this weekend. The topic for this week will be The state of JRPGs in the current market. Are they doomed to be moved to handhelds (which are being ousted by smartphones themselves)? How about the free to play,  or pay to win models? We shall see...


A rough drawing of what's to come.



and... a color version. Now to figure out how to adjust it as a header and all that jazz after adding some swanky font.