Monday, March 21, 2016

Well, I'm an Idiot

I hate being wrong. In fact, I loathe being wrong. I hate having some kind of demarcation on my record that says that I’ve made errors. I want to have a good record, a clean sheet, or a high score. However, my relationship with being wrong has changed over the years. I’d like to think that I’ve matured, because of this change. At least in video games.


In video games, I can learn from my mistakes. Take for example: Portal. In Portal, I am taught the game’s mechanics and rules throughout the course of the game, and it is up to me to apply them in order to solve the puzzle. The game design is intended to teach its players the rules and the different things that you can do with the portal gun in order to solve puzzles. What makes the game great, is that there is no time limit, and there is plenty of room for the player to experiment and try different things. The game teaches the player without words in a way that the player can understand. Yet, the player still thinks that they figured the game out on their own.


Portal never directly says that portals can only be placed on concrete surfaces, but it does so indirectly. Portal’s game design is subtle and ingenious, so that it gives off the impression of the player figuring things out on their own. This is how game design should be made to teach their players.


Too many games these days directly say to do this or that to complete some objective or to move forward. This method of teaching does, in fact, not teach the player anything. It’s simply following orders, and connecting dots that are numbered. Players are not offered the opportunity to play on their own and learn from their mistakes.


Extra Credits, a Youtube channel and a huge influence on my perspective of video games, discuss gamifying the school system. This makes sense, because a lot of video games are forgiving to the player when they make mistakes. In Super Meat Boy, a puzzle platformer, if a player gets hit, they die immediately. However, when the player dies, they get brought back immediately. Super Meat Boy is absolutely brutal in its game design, yet forgiving. Each level is quick, and packed tightly with puzzles and obstacles for players to figure out the best path through. Shovel Knight is another example of this game design. While the gameplay is different than that of Super Meat Boy, players still have an unlimited amount of lives, and the game teaches players in subtle ways so that it feels as though they have learned themselves. This, I feel is how the school system could be improved.


In school, I remember feeling so much pressure to be right, to get the correct answer, because everything was riding on the experience of me going to school. Now, I realize the trivial nature of the industrialized school system, where answers are merely regurgitated instead of learned. Opportunities to learn are few or not there at all. If school could be more like a video game in its design, where students could learn on their own, make mistakes, and be forgiven and immediately given another chance, students wouldn’t feel so much pressure at school. It would be more of a learning experience, than whatever it is now.

We have this idea of what school should be, and we simply accept it. What if we could change it, though? What if we could redesign it so that students might actually learn something useful, or learn from the classes that are being taught to them without having the teachers feeling stressed about making sure to meet deadlines about grading papers? What if the school system could be a place where students are excited to learn, as opposed to begrudging getting up in the morning just to be assigned homework? I don’t remember much from my classes that were considered “academic” but I do remember the people that I met along the way, and the teachers who taught me more about myself than their curriculum. I have some good memories of school, and none of them came from a text book.



Get Lost!




I’ve been thinking a lot about this video. I have a terrible sense of direction. I get lost both in video games, and in real life. More in real life than in video games, but I hate getting lost in video games. Why? Why is it that when I get lost in real life, suddenly my trip to my friends house becomes an adventure, when getting lost in a video game is a frustrating endeavor?


I haven’t played Axiom Verge ( the game mentioned in the video), but I want to in order to experience what the narrator is talking about. So, with that in mind, I’m going to talk about different games.


So, let’s talk about Skyrim. The design of Skyrim is that of an “open sandbox”, a phrase used to describe games of this genre where players are given a large area to explore, and said area is littered with experiences and activities to do. I think that Skyrim is a good example of this, because the player isn’t really pressured to complete the story of the game. There isn’t any kind of rush. Players can just get lost in Skyrim. The experience of getting lost in Skyrim isn’t very dynamic, however. At first, when players are low level, and can’t do much on their own is pretty scary because of the random elements that can frequently happen. Over time, the player levels up, obviously, and grow stronger. These random encounters becom more of an annoyance, and raiding dungeons becomes a breeze.


In my game of Skyrim, I play a character who only uses magic. I am a master of the elements, and I’m not even level 15. I have the appropriate gear to make my spell casting its most efficient, and I can keep enemies at bay, and I don’t even take a hit. It becomes too easy. Skyrim no longer becomes an adventure when the adversities that come my way are more of an inconvenience than a challenge. I feel confident in my exploration, yet it now becomes a task to collect all the cool things in the world of Skyrim, and completing all of the guild quests. It feels more like a to do list, rather than a genuine adventure.


Then again, being that I am trapped in the box of Skyrim, I soon learn my limts, whereas in the real world, the limitations are much farther. When I get lost, I know that it’s not that big of a deal. I’m not worried about the gas in my tank, or that I’ll be attacked by bandits and dragons. I just missed a turn. I look about, and I see different street names, and landmarks. I attempt to get my bearings. In Skyrim, I can just take a look at the map, or look to the compass at the top of the screen where my objective is constantly beaming and telling me where to go. So, perhaps the adventure in getting lost is not knowing where to go? Though, wouldn’t getting thrown into an adventure where you find the treasure, before you know what its significance is, rather anticlimactic, and honestly kinda funny?

Perhaps that’s the theme of Skyrim, and the theme of life. Things don’t always turn out the way that you want them to. It’s not always going to be a grand adventure, and sometimes you don’t get to be the hero. Often times, it doesn’t take a great quest to find what you’re looking for. At the same time, though, you do have to take a risk and step out the door. The more that you get out, the easier adventuring will become. The easier it will be to talk to new people, to see new things. Perhaps I should follow my own advice here, but life is what you make it. If you want to go out, then go out. If you want to stay in, then stay in. What matters is that you enjoy your life. Whether you’re lost in finding the next step to move forward, or you’re just trying to find the right address.

Thursday, March 10, 2016

Mystery Science Arcade 20XX

Nobody can deny that there are bad video games. There are bad movies. There are even bad books. Is there any value to these things? Yes, in a sense. They show us how it is not done. Also, they can be extremely entertaining with a friend or two.

Back when I was a kid, I got up early on Saturday mornings, not to watch cartoons, but Mystery Science Theater 3000 on the SciFi channel. It was the best thing to start off the day with. Terrible movies with funny jokes being told by a guy and two robots. Most of the jokes went over my head, but I still laughed at all the ones that I did get.




This was something that would stick with me for a really long time. Mystery Science Theater is timeless. The concept of making fun of bad movies has existed since before the show even aired back in 1988.

This concept has evolved to modern audiences on the modern platform of YouTube. Let's Players are the new MST3K. While that statement doesn't exactly do Mystery Science Theater 3000 justice, hear me out.

My favorite Let's Play channel on YouTube is the Game Grumps. I love their commentary, they always make me smile, and some of their best series come from the worst games.



It's always so great to hear their ridicule of these broken, or unfinished games. Random glitches, or poor design will usually be the topic of conversation, but the Game Grumps always have some good stories or jokes to tell.

From Iceland, there's BigirPall. These are just two guys who play bad video games, and try to break them by clipping through walls, and just by performing silly antics while the rest of the video game world turns.



It is always hilarious to see the silly antics of these two while the games themselves act so seriously. Games like Construction Simulator, or even Assassin's Creed attempt to create a genuine experience, but end up being ruined by these two, and the result is a riot.

Thirdly, there's the Super Beard Bros. of The Completionist crew. While not a regular channel that I watched, their playthrough of Saw The Video Game was very entertaining.



Jirard The Completionist and his best buddy Alex take on this terrible game. It's a drab and dull adventure highlighted with a few crescendos of genuine sadism, but over all the game sucks. With the commentary of these two best friends, they make it really fun to watch. On their primary show where they review games to the 100% completion rating, they actually did a review of the Saw game. It was mentioned that the games only saving grace was having a friend along to enjoy it with.

That's the reason that we enjoy these things so much. It's why they're so successful. It's because of the people that are involved. Whether you're with a friend and playing the game yourself, or watching a group of other people suffer through a terrible game, it can make for quite the time. Mystery Science Theater 3000 is awesome because of the quality writing, and that writing works because there are multiple characters to play off of each other. While Let's Plays have a more free-form and "improv" atmosphere, the commentators can still crack a few clever one liners.



Playing bad games is something that me and my brother used to do all the time. Well, they weren't entirely bad games, but Star Wars Battlefront 2 and Dynamite Cop were games that would have us laughing our butts off every time that we played. I'm not sure if these games intended to have stupid physics, or mechanics that just didn't work, but they were so much fun to play with each other. So, grab a friend, and play a bad game together.