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	<title>mispeled &#187; multiplayer</title>
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		<title>A Gamer’s Perspective on Too Big and Too Hard</title>
		<link>http://mispeled.net/2010/05/08/a-gamer%e2%80%99s-perspective-on-too-big-and-too-hard/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=a-gamer%25e2%2580%2599s-perspective-on-too-big-and-too-hard</link>
		<comments>http://mispeled.net/2010/05/08/a-gamer%e2%80%99s-perspective-on-too-big-and-too-hard/#comments</comments>
		<pubDate>Sat, 08 May 2010 08:38:58 +0000</pubDate>
		<dc:creator>luke bergeron</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[complex games]]></category>
		<category><![CDATA[gamepro]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[single player]]></category>
		<category><![CDATA[too big too hard]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://mispeled.net/?p=510</guid>
		<description><![CDATA[There’s an article recently posted on Game Pro (April 30th) called Too Big and Too Hard (no, it’s about games, not the writer John Davidson’s unfortunate seedy club bathroom experience with a guy named Bruno). The article talks about rethinking the way players approach games and the disconnect between game reviewers that praise games which add more content and complex systems and players who may not want games that complicated.
First, I’m glad someone said something like this. It’s something I’ve been considering for a long time, all the way back ...]]></description>
			<content:encoded><![CDATA[<p>There’s an article recently posted on <a style="color: #800517;" href="http://www.gamepro.com/article/news/215033/too-big-and-too-hard/">Game Pro (April 30th) called Too Big and Too Hard</a> (no, it’s about games, not the writer John Davidson’s unfortunate seedy club bathroom experience with a guy named Bruno). The article talks about rethinking the way players approach games and the disconnect between game reviewers that praise games which add more content and complex systems and players who may not want games that complicated.</p>
<p>First, I’m glad someone said something like this. It’s something I’ve been considering for a long time, all the way back to the summer I spent playing Elder Scrolls 3: Morrowwind. The game is awesome and huge, but much of the content, rather than being strictly unique, is just copied and pasted locations and creatures. It wasn’t uncommon to hike all the way across the huge map to a “new” objective, only to get inside and say, “Oh, okay. This is cave design number three. Big deal.”</p>
<p>Add to that the trend of shorter games becoming fan favorites – Portal, Trine, the Uncharted games, and the Call of Duty Modern Warfare single player campaigns – and it seems as though some players tend to value a short, powerful, and memorable experience over another twenty hours of copy and pasted content. Gamers may indeed want more, but they don’t want more of the same. </p>
<p>If a fifty hour game was released that was full of dramatic set pieces or interesting puzzles all the way through, I’m sure gamers would praise that, but more often than not, all the good ideas are used up in the first ten hours and the other fifty hours are just a rehash. It’s no wonder most gamers only play for five hours before dropping a game. Quality will always trump quantity as long as the quantity is sufficient for an immersive experience. This is where games like Portal excelled and why no one will shut up about, even years after the game came out.</p>
<p>Single player games, if they have a corollary, would be more similar to films. They contain much more interactivity than films, certainly, but the focus should be placed on creating memorable moments and not overstaying their welcome. Even with the recent focus on sandbox games, action nodes (or whatever you want to call them) should be distinct and memorable. If you’ve done one bucket quest, one assassination mission, one steal this macguffin mission, taking those same three missions and multiplying each by ten (to get thirty missions) does not a good game make. I would rather play one awesome mission than five boringly similar missions. I’d rather play through ten unique levels than thirty similar levels. I’m cool with a shorter game if the shorter game is cool.</p>
<p>But this is probably true only of single player games and campaigns, however. Multiplayer games are a different breed, because in the multiplayer paradigm the drama is provided by players interacting with each other, not the game itself. “Did you see that headshot?” or “Man, I got pwned by the early-game rush!” or “Dude, we rocked the Lich King this time!” – these sentiments are something players provide to each other, though the game provides the playing field. </p>
<p>Multiplayer games are similar to professional sports – the rules may change over the years, but the drama of the experience is provided by the player hitting a ball out of the park or catching a Hail Mary pass to win the big game. With that as the focus, multiplayer games should focus on simple to learn, difficult to master ideal that has made things like baseball and football so successful. The focus of the game should be on providing players new and interesting arenas and methods to interact with each other. </p>
<p>There is one other thing I’d like to address &#8211;  “achievements” and “item collection.” Okay, so that’s two things, but they go hand-in-hand. These two things artificially inflate the content of a single player game and players are wise to it now. They’ve collected items and satisfied achievements in enough games now that it’s seems as though these things are ceasing to the a driving factor in what’s needed to “complete” the game in the mind of the player. </p>
<p>Unfortunately, these things have become standard in most games now, and it seems that if your game does not include them they are missing a critical “content feature.” But really, what do these things add to the player aside from satisfying OCD? Completing an in-game Item collection or jumping 500 times in a row so as to unlock an “achievement” aren’t dramatic experiences. They aren’t memorable even a few months later, at least not as awesome. If anything, if they are remembered, they are remembered with horror.<br />
So that’s that:</p>
<p>Single player games are films – they should focus on a rising learning curve, quality dramatic set pieces with memorable moments, and minimize repetitive action as much as possible in game systems, locations, plot, and locations. They should only be as long as maintaining awesome variety is possible.</p>
<p>Multiplayer games are sports – they should be easy to learn, hard to master, and focus on player interaction. They should allow for advanced strategies and skill, provide an interesting playing field, and support players for long after the game is released.</p>
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		<item>
		<title>Enhancing the Idea of the Game as an Event</title>
		<link>http://mispeled.net/2010/01/18/enhancing-the-idea-of-the-game-as-an-event/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=enhancing-the-idea-of-the-game-as-an-event</link>
		<comments>http://mispeled.net/2010/01/18/enhancing-the-idea-of-the-game-as-an-event/#comments</comments>
		<pubDate>Mon, 18 Jan 2010 23:47:25 +0000</pubDate>
		<dc:creator>luke bergeron</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[game as an event]]></category>
		<category><![CDATA[guild]]></category>
		<category><![CDATA[hardcore]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[singleplayer]]></category>
		<category><![CDATA[video game community]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://mispeled.net/?p=351</guid>
		<description><![CDATA[I usually cross post the gaming articles from my site on gamasutra, too, so if you’re interested in discussing this post you can do it here on my site, or at the cross post on gamasutra. I hate to drive people away from my site, but the discussion is usually better on gamasutra, so I wanted to point that out. Anyway, to point:
The older I get: the more money I have, the more games I want to play, and the less time I have to play games. When I was ...]]></description>
			<content:encoded><![CDATA[<p><em>I usually cross post the gaming articles from my site on gamasutra, too, so if you’re interested in discussing this post you can do it here on my site, or at the cross post on <a style="color: #800517;" href="http://www.gamasutra.com/">gamasutra</a>. I hate to drive people away from my site, but the discussion is usually <a style="color: #800517;" href="http://www.gamasutra.com/blogs/LukeBergeron/20100118/4148/Enhancing_the_Idea_of_the_Game_as_an_Event.php">better on gamasutra</a>, so I wanted to point that out. Anyway, to point:</em></p>
<p>The older I get: the more money I have, the more games I want to play, and the less time I have to play games. When I was younger – in high school and most of college, I spent most of my free time gaming. I played single player and multiplayer. I played 1st and 3rd person shooters, RPGs, strategy games, sim games, action, adventure, MMOs, those awful dance/rhythm games, and even the occasional sports game. I was a Gamer, with a capital G.</p>
<p>Of course, I graduated, got a job, got responsibilities, blah, blah, blah – you know the story. So nowadays, the free time that I have, I usually spend it reading instead of gaming, since I like that better. It’s easier to pick up and put down a book in just a few minutes and it’s also “useful” free time, as opposed to “pure” free time.<br />
Of course, I still buy games, even though I don’t play them as much. I’m not sure why. Maybe I think that sometime I’m going to have a bunch of free time and get all caught up on all the games I wanted to play months ago. Maybe I’m hoping a new game will capture my attention the way games did when I was younger. But it probably isn’t going to happen. All those games I own will probably just continue to sit on the shelf after I open them and play them for an hour or so before moving on to something else.</p>
<p>But every once in awhile, maybe once or twice a year, a game comes out that I actually rearrange my life to play. I go to the release party, if there is one. I read about it online and participate in online discussion. I talk about it with friends and try to talk them into buying the game to play it with me (or just play it so they can talk about it with me, if it’s single player). I skip a few social engagements. I stay up late, waste my whole weekend, and maybe, just maybe, take a day off work so I can bask in the sweet, sweet gaming awesomeness for an extra day past the weekend. I play the game like it’s going out of style. I play it like it’s the only thing that matters.</p>
<p>These days are magic. I get to recapture that old binge-gaming spirit, play till my eyes bleed, see how far I can get in the game before I have to return to the real world. These are special, rare times. These few moments are Gaming as an Event, and only happen once or twice a year.</p>
<p>However, once I’m back in the real world, I still want to talk and interact with the game, even if sometimes I don’t want to play the game. I know that seems backwards, but please hear me out, because it’s this community aspect that keeps me interested in supporting games with my wallet.</p>
<p>I probably spend more time thinking about games, watching reviews, and talking about games (both online and off) than actually playing games. Strange, right? But I’m not the only one like this. This is one of the hallmarks of the Gaming as an Event crowd. And enhancing the community for the Gaming as an Event crowd is what I want to talk about in this post. Because we still buy games, even if we don’t play them as much as we used to.</p>
<p>Obviously, players like me aren’t the key market anymore. However, players like me are the players who buy games and also like our games to be Events. We want an immersive experience, both inside and outside the game.</p>
<p>So my question is this: what can be done to enhance the idea of a Game as an Event? What can be done to support players like me so we keep buying games?<br />
Obviously, the best thing developers can do it make a great game. This goes without saying, but I’m saying it anyway. Making a great game is most important thing, and it should trump all other considerations. Most of the budget should be spent here, because gamers are frugal – they pay attention to reviews and a good word of mouth review is the most important thing you can do to sell your game. But after that – how can companies enhance the idea of the game as an event?<br />
Let’s think about this a little. Commonly, these are the types of steps taken to market a game:</p>
<ul>
<strong>
<li>Game demos. </li>
<li>A website with hype, marketing, forums, and trailers.</li>
<li>Product tie-ins with soda, chips, and other products.</li>
<li>Game reviews, both on major website and minor blogs.</li>
<li>Booths at gaming trade shows.</li>
<li>Midnight and day-light game release parties.</li>
<li>In-game specials for preordering the game.</li>
<li>Physical incentives for preordering, like maps, books, soundtracks, and other related merchandise.</li>
<p></strong>
</ul>
<p>These are all fine and good and are the beginning steps that any game hoping to break into the Game as an Event category should have, at the bare minimum. However, since these things are all pretty standard for big games, they aren’t enough anymore. Other steps need to be taken, too. Here are other things that gaming companies should consider if they want to continue driving big sales numbers and attracting the Game as an Event crowd that only plays a few games a year:</p>
<p><strong>More local events</strong> – release parties and social events during the release weekend (or week). Aside from a release party at the local Gamestop or Best Buy where gamers can line up and buy the game while chatting with each other or gaming on portable devices while the anticipation builds, there should be other local social events planned for the release weekend. Events at places like coffee shops, comic stores, or other places gamers hang out. These events should be planned by partnering with businesses in the local community. They should be held a few days after the game is released, to give games a few days to play the game before heading out to socialize. They should not be focused on sales, but on meeting local players to build community and relationships, as well as giving gamers a place to talk about the game. </p>
<p>Real life events create fantastic longevity within communities. I used to play World of Warcraft with a guild. Once we met in real life, at a guild meet we organized in Chicago. Years later, even though we no longer play the game, we still hang out online, talking about games and other things. Meeting each other in person cemented those relationships and even kept us playing WoW for much longer than we would have otherwise. Physically meeting is essential to help build communities. This should be encouraged as much as possible.</p>
<p><strong>More community building is needed.</strong> Most games have forums, but what about encouraging bloggers who write about the game to cross post on the game’s website? What about adding a place for user-created videos, stories, or flash-animations about the game? I know that major companies are afraid of misuse of their IP, but encouraging an online community needs two things: a place to do it (a website) and content to do it with (the game). With those two things already in place,  companies are poised to continue building community on their website, long after the game is released. There are a huge number of new art forms that have been created on the internet. Aside from just forums, games build communities by encouraging fans to share their love of the game through art. That should be done on a main site, if possible. Rather than just building a site to promote the game and then never touching it again, companies should place a focus on adapting these “hype-sites” into a place for community building and fan-created content.</p>
<p><strong>Online events like webinars and podcast</strong>s that give players an in-game incentive for showing up. Having events that give players ingame items, tips, hints, secret unlock codes, or whatever else keeps players coming to your site and looking for new content. Games should be thought of not as a single release, but as building a new community around the IP. This involves sponsoring and supporting a long-lasting relationship between the game and the fans. Maintaining community and connection is key. In-game incentives are a great way to do that. People will always show up for free (digital) brownies.</p>
<p><strong>In-game events</strong> like community weekends and specials. Gamers will log back into a game they haven’t played in months for little silly reasons, even for something like free hats for their characters, or the chance to play the game in a slightly different way. In order to encourage this, games should hold in-game events to encourage players to keep playing.</p>
<p><strong>A marketing material package</strong> that focuses on taking time away from regular life to play the game – things like fake sick notes, excuse notes, videos you can link to your boss to tell him you’re playing a game, messages to put in your voicemail, prewritten away messages for instant messanger, email signatures that link to a game’s website, and other things like that. Checklists of things that you need for your gaming event weekend – the game, the console, beverages, a junk food supply, and other essentials. These things are cheap to create – they’re jokes, really (you don’t really expect people to use it the excuse notes or anything), but the idea is still put in gamers minds that this game is an event, not just a game. It’s an experience, like going to the cinema. It takes time. It’s something you clear your schedule for. It’s a weekend event. It’s the whole package and the gaming company wants you to enjoy it so much that they thought of everything, even your sick note.</p>
<p><strong>Free game related content</strong> &#8211; webcomics, free story novelizations released online in e-book format, short youtube movie tie-ins. Not marketing and trailer stuff, but supplemental content that enhances the game experience when outside the game. Gamers like to see their games in other mediums. They like tie-ins on the internet they can check out at work, since they can’t play the game at work. But they could probably read a novelization or a web-comic. Make your game cross multiple media streams. Not just a game, but a book, a comic, a film, a short book of poems, a flash animation, other things that enhance the idea of the game.</p>
<p><strong>A short, episodic, online video series</strong> that leads up to the game’s release. This can be something high-budget, with film-quality visuals, or it can be a cast of characters who play your game, like the characters on The Guild. Cheap to make, this shows people playing the game and living your game’s lifestyle. Because that’s what you’re pushing – a lifestyle, an entertainment experience, a part of busy gamer’s lives. Any way to work with internet celebrities like The Guild people, the Legend of Neil guys, Penny Arcade, or Pure Pwnage is a good idea. Use those celebrities now while internet celebrity is still cheap. Once they get bigger, that kind of tie-in won’t be so inexpensive. These people help spread viral marketing. That’s what their businesses are based on, so get their help. Get your game into the gamer culture.</p>
<p><strong>Outside mini-games that effect progress in the real game</strong>, but are playable through a web portal or on a smartphone. I don’t mean separate games that tie into the IP. I mean a mini-games that effect progress in the actual game. Tie-ins with facebook mini-games or an iPhone app that effected stats, character growth, or other in-game assets could be huge. It keeps gamers playing your game even when they aren’t at home playing your game. </p>
<p>There are other ideas, too, but those are the major ones. So how does this all tie together? I imagine a Game as an Event release being something like this:<br />
Before the game is released I’ve already gotten game content into my hands. I’ve watched trailers and played the demo. I’ve read a short webcomic or short story that relates to the game. I’ve been watching an online series that gets me introduced to the IP and interested in playing the game. I’ve begun building community relationships on forums and a website.</p>
<p>Once the game comes out, I go to a local game release party. On the way, I’m listening to free released game music or a podcast about the game on my iPod. At the release party I buy the game, talk with other gamers, and then head home to play.</p>
<p>Over the release weekend there’s at least one more local event planned for my area. The focus of this second event shouldn’t be about buying the game, I’ve already done that, but about getting local players together to build communities, start guilds and leagues, and talk about the game. These secondary events should be held at internet cafes, coffee-shops, comic stores, or local hangouts, not just Gamestop or Best Buy. Partnerships with those companies should be created to have some copies of the game available for purchase, but that shouldn’t be the focus of the event. These secondary events should be about connecting gamers and building community.</p>
<p>These secondary events should occur sometime during the first week, preferably in the first 48 hours after the game’s release, so the people who just bought the game, are playing it hardcore, but need to take a break have a place to go to interact more with the game. Maybe I’ll meet some people, exchange usernames if it’s an online game, and begin to forge relationships with them, keeping me tied to the community and interested in playing the game longer.</p>
<p>In the next few days, I enjoy playing the game. I take a day off work, or just play throughout the weekend. But when I head back into my life, or when I’m not playing the game proper, I should be able to log in through a web portal or a smartphone application and make progress in the game. Instead of being a stand-alone side project, these sub-games should be mini-games that provide me with special items or in game rewards for playing the game on my smart-phone.<br />
After playing the game for awhile, maybe I want to write a story, draw a picture, or create a video. There should be a place on the game’s website for me to upload these things and share them with other gamers. In game rewards could also be considered for contribution to the online community surrounding the game. I could get special items, upgrades, or tips for participating.</p>
<p>See the idea? The way to capture “Game as an Event” type audiences is to get them to adopt the game into their lifestyles, both as setting up the game as the important thing, but also integrating the game into their lives through local events, culture, and access outside the game. Giving them multiple avenues for this will make it more likely that busy “Game as an Event” gamers will integrate into the fold and do more with your game. This leads to evangelizing fans, more game sales, and add-on sales. It also leads to brand loyalty and loyalty to the IP itself. It creates lifetime fans instead of gamers who just buy a game from your company once.</p>
<p>For busy people like me, Games are an Event. They are something that can only be undertaken a few times a year, when time allows, unless the release is so big, interesting, and provocative that I will take time from my life to play the game. In all ways, the game should be made as big an event as possible, even in other parts of my life. For older gamers, sitting in front of a screen and just playing the game isn’t enough. We enjoy the community and the socialization almost as much as the game itself, sometimes even more. I like reading reviews, talking with other people, and discussing the game over lunch with my buddies. That aspect should be encouraged – there should be more content and more places for those types of things. Not only does it encourage us to rearrange things to view the game as a bigger event, it keeps us around longer to buy DLC, expansion packs, add-ons, and sequels – the things that are viewed as easy money in the gaming world because the major assets and expensive engine are already created.</p>
<p>Even with all the focus on casual games in the last year, there is still a place for Gaming as an Event, both as a subsection of the gaming community and as a market that should be encouraged. In fact, the casual gaming crowd could be swayed into more “hardcore” (read – they’ll spend money on games) gaming crowd by integrating casual web-portal and smart-phone mini-games with the main game.</p>
<p>So in order to get your game to be one of the few games that gamers like me decide to focus on this year, pushing your release as an Event, not just as a game, is a good idea. Because I’m only going play a few games this year. If you want yours to be one of them, help build a community and give me ways to interact with your game and IP outside the game.</p>
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		<item>
		<title>“Quests” in Single Player Games</title>
		<link>http://mispeled.net/2009/11/13/%e2%80%9cquests%e2%80%9d-in-single-player-games/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=%25e2%2580%259cquests%25e2%2580%259d-in-single-player-games</link>
		<comments>http://mispeled.net/2009/11/13/%e2%80%9cquests%e2%80%9d-in-single-player-games/#comments</comments>
		<pubDate>Sat, 14 Nov 2009 03:43:22 +0000</pubDate>
		<dc:creator>luke bergeron</dc:creator>
				<category><![CDATA[culture]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[writing]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[quests]]></category>
		<category><![CDATA[single player]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://mispeled.net/?p=291</guid>
		<description><![CDATA[So, I play video games, but the older I get, the less likely it is that I complete them. I’m like a goddamn video game tourist that comes to your overseas city and then stays in the hotel the whole time, only eats Chinese food instead of the local delicacies, and compares everything about the foreign culture to the country I’m from (yet profess to not particularly like). So here are several grains of salt for you to have – they go great with tequila. 
Still, I try tons of ...]]></description>
			<content:encoded><![CDATA[<p>So, I play video games, but the older I get, the less likely it is that I complete them. I’m like a goddamn video game tourist that comes to your overseas city and then stays in the hotel the whole time, only eats Chinese food instead of the local delicacies, and compares everything about the foreign culture to the country I’m from (yet profess to not particularly like). So here are several grains of salt for you to have – they go great with tequila. </p>
<p>Still, I try tons of different games. I game on the PC, the PS3, the iPhone, and the Nintendo DS. I like games. I like multiplayer and single player – they both have their merits. So, kind, generous, and slaving developers, please understand that I say this in the highest regard and with the greatest respect: PLEASE STOP PUTTING “QUESTS” IN SINGLE PLAYER GAMES.</p>
<p>Now, I like MMOs. And I understand why quests are necessary in those games. You want players to keep playing and take their time, to go through your content slowly, otherwise players could max out, get bored, and stop paying your subscription fees. More player time means millions of dollars spend on making the grind interesting, and an easy way to do that is through quests. I get that not every quest can be “go kill your arch nemesis who’s been flagging your progress for the fifty levels.” Sometimes it has to be “get me 10 grapefruit” and well you’re at it, “kill me ten bears.” I UNDERSTAND.</p>
<p>But in single player games, the goal should be a focused, tailored experience. Pinpointed, like shark’s teeth honed with freakin’ lasers. Multiplayer games have to be balanced so players have a chance to be equal to each other. But there’s no reason that single player games shouldn’t make the player feel like s/he’s the goddamn HERO, the <a  style="color: #800517;" href="http://en.wikipedia.org/wiki/Kwisatz_Haderach">Kwisatz Haderach</a>, the Messiah, and at least one of the comings (preferably the second) all rolled into one. </p>
<p>The Kwisatz Haderach does not fetch 10 grapefruit or kill ten bears. The HERO pwns everything and doesn’t want to deal with a cumbersome quest log, or journal, or what-have-you that helps her deal with all the fruit fetching and wildlife slaying you’ve bestowed upon her. STOP IT. Write your games so the player is always doing something epic, and preferably isn’t doing more than three epic things at once. </p>
<p>It’s forgivable in a multiplayer game, but stop putting them into single player games. Nothing makes me leave a game faster (or worse yet, watch the review and decide not to buy your game) as quests in single player. </p>
<p>Maybe this is sacrilege, but I like short, linear, single player experiences. I like single player games that are paced by a master of the art to be exciting, heart-pounding, and able to be described with other overzealous adjectives. But once you put lameduck “quests” that make me collect 10 grapefruit and kill ten bears, I think your pacing is poorly thought out. I think your pacing sucks. I think you need better writers. Or designers. </p>
<p>Or maybe, you just need to stop being everything to everyone. Leave the quests for multiplayer. Please. It&#8217;s okay. Really, it is.</p>
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		<title>Trine Followup and New Game Idea</title>
		<link>http://mispeled.net/2009/07/20/trine-followup-and-new-game-idea/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=trine-followup-and-new-game-idea</link>
		<comments>http://mispeled.net/2009/07/20/trine-followup-and-new-game-idea/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 23:21:44 +0000</pubDate>
		<dc:creator>luke bergeron</dc:creator>
				<category><![CDATA[media]]></category>
		<category><![CDATA[game idea]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[trine]]></category>

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		<description><![CDATA[I already posted about the Trine demo, so I don’t want to go over the same things again. You can find my original thoughts on the game here. This post is mostly about the multiplayer.
I enjoyed the demo so much that must have been talking about it quite a bit. So much so, in fact, that friend bought me a copy of the full game on Steam, with the promise that I’d play it with him. Thus, I headed, Logitec Dual Action gamepad in hand, over to his house to ...]]></description>
			<content:encoded><![CDATA[<p>I already posted about the Trine demo, so I don’t want to go over the same things again. You can find my original thoughts on the game <a href="http://mispeled.net/2009/06/29/trine-demo-review/">here</a>. This post is mostly about the multiplayer.</p>
<p>I enjoyed the demo so much that must have been talking about it quite a bit. So much so, in fact, that friend bought me a copy of the full game on Steam, with the promise that I’d play it with him. Thus, I headed, Logitec Dual Action gamepad in hand, over to his house to play it with him and his twin brother.</p>
<p>We logged into my Steam account from his house, quickly downloaded the game, and jacked in our gamepads. My friend uses a 65” rear projection TV as his monitor (color me jealous), so it was a fine way to play the game. We started at the beginning, with the game set on hard.</p>
<p>Ten hours later we looked up from the screen. It was dark outside. I was thirsty and hungry. What had happened? We’d had the most fun playing a video game than we’d had in a long time, that’s what.</p>
<p>Trine allows for 3 player co-op multiplayer. Each person takes control of one of the three characters, the wizard, the knight, or the thief. All three players are active and playing at the same time, on the same screen, and must cooperate together to solve puzzles and move through the levels. And that is what happens…some of the time.</p>
<p>The rest of the time players are actively provoking each other. Three players on the same screen in an interactive physics game with enough checkpoints to make death not a big deal means that they will constantly be trying to kill each other. The wizard will destroy platforms as his friends are walking across them, the knight will throw boxes into the other characters in hopes of knocking them off platforms to their deaths, the rogue will happily grappling hook up to safety while the knight and the wizard are overwhelmed by some evil undead rampage. It all happens and it’s all awesome.</p>
<p>Playing it with my friends, we had more fun going through the levels like a fantasy combination of the Curly, Larry, and Moe, than anything else. And it’s there the game’s true strength lies. It’s possible that my experience wasn’t typical, but I’d wager it’s more typical than you’d think. Give three friends (or players) the ability to kill each other over and over, and that’s what they’ll do.</p>
<p>Of course, the makers of Trine probably didn’t intend this – they probably intended the players to work together and move through the game as a group. All that meant was we had to try harder to kill each other.</p>
<p>However, even though playing Trine in this way was fun, it leads to me to believe that there is a place for a puzzle/platform based game that encourages players to move through the levels and actively prevent the other players from doing the same. It would have been fun to be rewarded for killing my teammates, or trapping them in the corner under piles of boxes. I’d like to play a game that was almost like a platforming race, with rewards for the player who solved the puzzles the fastest and slowed down his friends. All the players would need to be in the same space, like Trine, but be able to progress independently. This would be a problem if they were all playing on the same screen, but I’m sure a split-screen or multi-screen (read: separate computers) interface would work just fine.</p>
<p>I’d like to be the first to jump to a higher platform, push some boxes down on the other players, or pull a lever that closed the short path I just took and made them take the long way. I’d like to come to a wall and spend fifteen seconds painstakingly stacking crates to create a stairway, only to get jumped over and overtaken by another player as he stole my puzzle solution, blasted my boxes to bits while I was still at the bottom. I’d like to take my revenge on him later by pushing him off a platform while he was walking across it.</p>
<p>I want to play Super Smash Brothers mixed with Trine.</p>
<p>Anyone know of anything like that? If so, shoot me a link in a comment and I’ll check it out.</p>
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