Tuesday, October 04, 2016
Further Thoughts on Lego Dimensions
I've reviewed Lego Dimensions, performed an analysis of its cost, and done a little musing about why NFC toys are so appealing. You'd think the subject would be out of my system by now, but here I am, sitting on my couch with a pile of Legos spread across my coffee table, still trying to make sense of it all. Why this game? Why am I still so completely hyped on a game that continues to ask me to buy into it?
Well, let's start with the fact that it's a Lego game, and Lego games are pretty damned awesome. Traveller's Tales have come up with this formula that has pretty much universal appeal and application. Let the player wander through scenes from their favorite movies -- or completely original scenes based on their favorite franchises -- and let them smash everything in sight, compulsively collecting shiny, shiny studs. Give them a huge cast of characters to play as, each with abilities that can be used to solve puzzles and open new areas in those levels, and make those characters collectible and easy to switch between on the fly for maximum ease of gameplay. Tie the whole thing together with hilarious and quirky Lego-ized cut scenes, and you've got all of the makings for a romp. These games are easy enough that children -- the target audience -- can play them start to finish without much frustration, but complex and entertaining enough that adults can enjoy them too.
And Lego Dimensions really shows off the flexibility of their formula by making a game that's been pieced together from such disparate franchises as Doctor Who, The Simpsons, The Lord of the Rings, Portal, Back to the Future, Adventure Time, Scooby Doo, Harry Potter, and on and on. Every world that you visit in the game has its own flavor, and yet they all feel like they fit together.
Of course, the difference between Lego Dimensions and other Lego games is the fact that you have to pay for every playable character that you want to add to the game, putting content like collectibles, hidden areas, levels, and explorable open worlds out of your reach unless you pony up the money for it. And gamers are right to feel a little resentment about this because, frankly, this shit is pretty expensive. The idea of tripping through the Lego multiverse with a wild and ludicrous cast of characters sounds amazing, but it takes a significant investment to make you feel like you're getting the complete experience.
I can't really argue against that. If this is more money than you're willing to sink into a game, that's pretty much the end of the argument. But I think I'm fine with it, and I can tell you why.
Probably the most significant reason, to me, is that this is a game that was designed with the intention of being expanded upon and bringing compatibility forward. So instead of buying a whole new disc or Starter Set every year, they've kept the game in development. This year they're releasing as many new levels and adventure worlds as they had last year as free downloads that you can activate by buying the appropriate characters, and plans are to do the same thing next year. This is really awesome. It's great for consumers because it makes them feel like everything they buy for this game is a piece that they're adding to this giant world, and it's great for Traveller's Tales and Warner Brothers because they can add a license to their game without having to worry about renewing it for a sequel disc a year later. (Unless they do? I don't know what the licensing for this game entailed; it seems like it would be a nightmare.)
And really, let's talk about the licensing. I mean, you can see that Warner Brothers has really favored licenses that it already owns, like the Harry Potter movies, the DC Universe, The Lord of the Rings... But the fact is, they've really reached out to places like Universal, the BBC, and now Sonic Team and Cartoon Network to get them on board with this idea, and the game feels so much richer for it. And maybe the extra money we have to sink into the game is just the price we have to pay to live in a world where Jake and Finn get to go adventuring in Middle Earth.
There's also the question of the kind of content you get. Owning a character in a franchise gives you access to that franchise's open-exploration Adventure World, where you can roam around at will looking for missions to complete and just plain enjoying the experience of being in Lego-ized versions of your favorite franchise worlds. I find these to be kind of hit or miss -- some of these worlds feel much too small to accurately represent their franchises -- but I have to admit, I will spend hours in these things, just hunting around for secrets and new things to do. These worlds might be the strongest feature of the game as a whole just because they do give you more opportunities to play as your favorite characters for long stretches of time without having to switch out to cross obstacles designed for specific characters. And it just plain does a better job of recreating the feeling of playing with toys.
But as much as I enjoy that sort of open, undirected play, the new levels are probably the premium content here. The first couple Level Packs felt a little shallow to me. The Simpsons and Back to the Future were the worst, neither of them being particularly action-oriented, which made it seem like they were over much too quickly. But the levels have gotten better over time. Ghostbusters was a pretty decent adaptation, and Midway Arcade actually added authentic emulated arcade games into the mix, and Year 2 started off with a bang with excellent Adventure Time and Mission Impossible levels.
Of course, what I really love is the new Story Pack idea. There are going to be three of them this year, starting with Ghostbusters 2016. Not only do you get an Abby Yates figure, an Ecto 1 Mark II build, a complete six-level adaptation of the movie, and a new adventure world, but you also get a completely new build for the portal that resembles the new Ghostbusters headquarters from the movie. The new portal build looks awesome, it has a working sliding door -- I just love it to death. It really makes Lego Dimensions feel like it's this sort of pseudo-platform that they're developing a complete game for, while at the same time mixing in with the rest of the world of the game -- you can take Abby out to the other worlds, and you can bring everyone else into her game. I really look forward to seeing what they do with the other Story Packs they release in the future.
You also have to take into account that you're not just paying for software -- you're getting Legos. Each new set that I collect gives me the opportunity to sit down for five minutes and put together a tiny Lego set. It reminds me of the Lego sets that came in Happy Meals back in the 80s -- they're just these little bite-sized activities. And when you're done, hey! You've got a tiny Delorean! Or the Mystery Machine! Or BMO! Or a Weighted Companion Cube!
Now, at this point I would love to argue that Lego Dimensions is a better toys to life concept because you get actual Legos that you can actually play with, but let's get real. I'm not going to take these models apart. I'm not going to mix them in with my Lego collection and make other things out of them. These are my COLLECTIBLE MINIATURES. And although the game gives you the option to upgrade these models by taking them apart and putting them back together in different configurations, I'm not going to do that either. Those variations on the Weighted Companion Cube or the Tardis are nowhere near as cool as having the official model builds. (Although I am pretty happy about upgrading the Delorean into a hovercar.)
And let's address one point of absolute, brutal honesty. Lego Dimensions positions itself as being a better value than other NFC games because every figure also comes with a little build -- a vehicle, a gadget, an animal companion, etc. And while it's really cool to see some of the iconic vehicles and props that are associated with these characters, there isn't a lot of difference between one vehicle or another. I keep the Batmobile handy, and that solves most of the problems that I would need a vehicle to solve. And not every character really needs this sort of extra. Like, Legolas comes with this giant crossbow car because... that's what he had in the movie, right?
But even with all that said, these toys are just gorgeous. They have the sort of detail that normally goes into the Lego Creator line, where pieces have been chosen quite creatively to add texture to every model, and a surprising amount of thought has clearly gone into every design. Cyborg's power suit has several points of articulation. The ghost trap actually opens up. The doors on the Delorean open in the iconic spread-wing style. Even if you treat these toys like sterile collector's items, they're still posable and cool and just fun to play around with.
And that's probably the reason why this game has been so successful at drilling past my defenses and getting into my brain. Because I love Legos. I've started collecting and building sets again as an adult hobby, and I love it. And I would love a Portal Lego set. But Legos are pretty pricey. The Lego Portal set of my dreams would need enough pieces to actually build some test chambers that I could play around with, not to mention a fully articulated GLaDOS. That would cost hundreds of dollars, easily. A Lego Dimensions pack is kind of a reasonable compromise. For thirty dollars, I get some physical pieces that I can build and interact with, a small, playable Portal level, and a huge explorable Aperture Science Adventure World. It's as if every tiny Lego Dimensions box was a whole playset.
The last thing I have to say about Lego Dimensions -- until I figure out something else I want to say about it -- is how much I just adore the physical nature of it. I love the little ritual of setting up the portal and getting out my figures when I want to play it. I love setting out the characters that I'm going to need for the scenario that I have in mind. I love switching between heroes on the fly as I'm playing, and the need to make the most of the limited space you have on the portal -- several puzzles require you to move characters around, and if you aren't smart about how you're using your space, you'll end up fumbling around and possibly being attacked by enemies. It's something that I've loved about this game from the beginning, the idea that the portal is this sort of extra novelty controller that gives you something else to keep track of while you're playing.
Year 2 of Lego Dimensions is going to tear my wallet apart. There are so many new franchises coming in that I want to get just for the pleasure of owning these characters as minifigs -- who wouldn't want an E.T. or a Gizmo? I might be a little more sore about this if there was anything else I wanted to spend my spare time and money on, but as it is, I'm enjoying the ride.
Labels: fanaticism
Saturday, March 26, 2016
How to Get Everything in Lego Dimensions
If there's one problem with Lego Dimensions, it's the huge amount of gated content. Like other Lego games, there are tons of alternate routes and collectibles that require you to bring a character with a particular ability, but unlike most games, you actually need to buy the characters you need separately. Plus there are Level Packs and Adventure Worlds that only open if you have characters from certain franchises. What is the completionist to do?
Well, I ran the spreadsheets and came up with the answer. If you have a bottomless wallet and a burning need to see EVERYTHING that Lego Dimensions has to offer, this is your one-stop shopping list.
Level Packs
Naturally, we're going to start with all six Level Packs:
Chell
Homer
Marty McFly
The Doctor
Peter Venkman
Gamer Kid
Adventure Worlds
In order to unlock an Adventure World, you need at least one figure from that franchise. As it turns out, there are three franchises that only have one option available. So if you want all the worlds, these are mandatory purchases:
Wicked Witch
Owen / ACU Trooper
Scooby-Doo / Shaggy
Unique Abilities
You want to get all of the character abilities, right? You don't want to get stuck at a puzzle and find that you don't have a character who can solve it. If you already have the last nine packs, then there are four more characters who have abilities that you won't find in any other character:
Aquaman
Superman
Emmet
Unikitty
Sensei Wu
Now we need to start making some decisions. You'll need one of the Ninjago characters for the Spinjitzu ability and to unlock the Ninjago Adventure World. However, if you pick Sensei Wu, you'll also get the Pole Vault ability, which saves you from having to also pick up a Legolas, who is the only other character who knows Pole Vault.
Any One Legends of Chima Figure
You'll need one Legends of Chima figure for the CHI ability and to unlock the Legends of Chima world. None of them have unique abilities that you don't already get from previous packs, so pick your favorite:
Craggar
Eris
Laval
Any One Drone Character
Only two characters have the Drone ability. Again, you can pick your favorite:
Doc Brown
Cyberman
Any One Mini Access Character
Four different characters have the Mini Access ability. You only need to choose one:
Gimli
Gollum
Bart
Slimer
So there you go. Six Level Packs, two Team Packs, and eight Fun Packs. At MSRP, that's $180 + $50 + $120, a grand total of $350 on top of the $90 Starter Pack. Of course, prices have dropped like a rock at various retailers and online outlets, so it might cost you as little as $200 to play this entire children's game.
That's all you need to know! Now get out there, get a second job, and happy gaming!
Well, I ran the spreadsheets and came up with the answer. If you have a bottomless wallet and a burning need to see EVERYTHING that Lego Dimensions has to offer, this is your one-stop shopping list.
Level Packs
Naturally, we're going to start with all six Level Packs:
Chell
Homer
Marty McFly
The Doctor
Peter Venkman
Gamer Kid
Adventure Worlds
In order to unlock an Adventure World, you need at least one figure from that franchise. As it turns out, there are three franchises that only have one option available. So if you want all the worlds, these are mandatory purchases:
Wicked Witch
Owen / ACU Trooper
Scooby-Doo / Shaggy
Unique Abilities
You want to get all of the character abilities, right? You don't want to get stuck at a puzzle and find that you don't have a character who can solve it. If you already have the last nine packs, then there are four more characters who have abilities that you won't find in any other character:
Aquaman
Superman
Emmet
Unikitty
Sensei Wu
Now we need to start making some decisions. You'll need one of the Ninjago characters for the Spinjitzu ability and to unlock the Ninjago Adventure World. However, if you pick Sensei Wu, you'll also get the Pole Vault ability, which saves you from having to also pick up a Legolas, who is the only other character who knows Pole Vault.
Any One Legends of Chima Figure
You'll need one Legends of Chima figure for the CHI ability and to unlock the Legends of Chima world. None of them have unique abilities that you don't already get from previous packs, so pick your favorite:
Craggar
Eris
Laval
Any One Drone Character
Only two characters have the Drone ability. Again, you can pick your favorite:
Doc Brown
Cyberman
Any One Mini Access Character
Four different characters have the Mini Access ability. You only need to choose one:
Gimli
Gollum
Bart
Slimer
So there you go. Six Level Packs, two Team Packs, and eight Fun Packs. At MSRP, that's $180 + $50 + $120, a grand total of $350 on top of the $90 Starter Pack. Of course, prices have dropped like a rock at various retailers and online outlets, so it might cost you as little as $200 to play this entire children's game.
That's all you need to know! Now get out there, get a second job, and happy gaming!
Labels: fanaticism
Monday, February 24, 2014
Super Smash Speculation
Man! New Super Smash Brothers! Everyone wants to know who's going to be in it! When Brawl came out, I thought they'd run out of reasonable candidates for new characters, but they sure have been proving me wrong! Wii Fit Trainer, Villager, Mega Man, Little Mac -- all totally awesome! Who are they going to announce next!
Let's not worry about that!
Let's also stop ending sentences with exclamation points, it's not that big a deal.
What's on my mind right now is... who's coming back? Not everyone from Melee came back for Brawl -- so who's going to make the cut this time around?
While there's still some time to make some idle speculation, here's how my expectations for the new Smash games are looking.
Yoshi, Ness, Jigglypuff, Captain Falcon
These are probably my safest picks for returning characters. They've been in all three games so far; why stop now?
Bit odd that Yoshi is the only non-secret character in all three games who hasn't been announced yet, but I figure they're just waiting for that new Yoshi's Island game to come out so they can add to the hype.
Ice Climbers, Sheik
Also safe bets. Sheik particularly, with Zelda already returning and all.
Mr. Game & Watch, Ganondorf, Falco
Getting into iffier territory. Mr. Game & Watch has retro cred, but it's hard to tell what that counts for. I for one hope to see him again, but it wouldn't surprise me to see him cut. Ganondorf is safer, being from the Zelda franchise. Falco? A strong probably. If they pick only one Star Fox character to go alongside Fox himself, Falco's the most likely pick.
Mewtwo, Roy, Dr. Mario, Pichu, Young Link
Here's a curious idea. Could any of the characters who didn't appear in Brawl reappear for the new game?
Young Link is right out with Toon Link replacing him. Pichu is unlikely; he was always sort of an oddball character to begin with. Roy's appearance in Melee was kind of a stunt to begin with, marking the first time a character debuted in Smash Brothers before his regular series; I don't think there's enough interest to resurrect him. Dr. Mario is particularly unlikely, although I wouldn't rule out an alternate costume.
Of these five, Mewtwo is the one I'm most interested in speculating about. He remains an iconic Pokemon, especially with his reappearance in Pokemon X/Y. Unlikely, but not impossible.
Wario, Zero Suit Samus, Ike, Pokemon Trainer, Meta Knight, Snake, Lucas
Now we're getting into some serious speculation territory. The characters who debuted in Brawl are probably the most likely to be dismissed at this point. Who's safe? Who isn't?
Zero Suit Samus is a safe bet. Samus is in, and I've seen screenshots that suggest she has the same Final Smash as before. And male gamers love their eye candy.
Pokemon Trainer seems like a safe bet, though it wouldn't surprise me if there was a different trainer or if he/she had different Pokemon.
Wario seems pretty safe, being a fairly unique Mario-universe character, particularly with the news that Ashley is going to be an assist trophy this time around.
Ike and Meta Knight? Kind of iffy, maybe. They don't seem to mind switching up the name on Marth's plus one invitation; we might see a character from a newer Fire Emblem game this time. Meta Knight is cool and popular, but are there too many "floaty" characters already? Probably safe, but we'll see.
Snake and Lucas are the most likely to be left out. Snake is third-party and not exactly a perfect fit for the scenario. Lucas is a relatively unknown character from one of Nintendo's least popular franchises; we're more likely to see Ness than Lucas, and it's hard to say if they want to give Mother two whole slots in the roster, especially for a character who plays like a clone.
R.O.B., Wolf
I'm leaning toward safe. R.O.B.'s become something of a Nintendo icon lately. They're more likely to cut Wolf before Falco, but I think the fans care enough about the Star Fox series to justify bringing all three characters back.
And Finally...
Any unannounced characters I'd like to see? Well, at varying degrees of plausibility: Simon Belmont, Waluigi, Miis, Stanley the Bugman, Phoenix Wright, Professor Layton, Elite Beat Agents, Cooking Mama, Haggleman, Custom Robo, Bowser Jr. -- I could go on.
But we'll have to wait and see.
Let's not worry about that!
Let's also stop ending sentences with exclamation points, it's not that big a deal.
What's on my mind right now is... who's coming back? Not everyone from Melee came back for Brawl -- so who's going to make the cut this time around?
While there's still some time to make some idle speculation, here's how my expectations for the new Smash games are looking.
Yoshi, Ness, Jigglypuff, Captain Falcon
These are probably my safest picks for returning characters. They've been in all three games so far; why stop now?
Bit odd that Yoshi is the only non-secret character in all three games who hasn't been announced yet, but I figure they're just waiting for that new Yoshi's Island game to come out so they can add to the hype.
Ice Climbers, Sheik
Also safe bets. Sheik particularly, with Zelda already returning and all.
Mr. Game & Watch, Ganondorf, Falco
Getting into iffier territory. Mr. Game & Watch has retro cred, but it's hard to tell what that counts for. I for one hope to see him again, but it wouldn't surprise me to see him cut. Ganondorf is safer, being from the Zelda franchise. Falco? A strong probably. If they pick only one Star Fox character to go alongside Fox himself, Falco's the most likely pick.
Mewtwo, Roy, Dr. Mario, Pichu, Young Link
Here's a curious idea. Could any of the characters who didn't appear in Brawl reappear for the new game?
Young Link is right out with Toon Link replacing him. Pichu is unlikely; he was always sort of an oddball character to begin with. Roy's appearance in Melee was kind of a stunt to begin with, marking the first time a character debuted in Smash Brothers before his regular series; I don't think there's enough interest to resurrect him. Dr. Mario is particularly unlikely, although I wouldn't rule out an alternate costume.
Of these five, Mewtwo is the one I'm most interested in speculating about. He remains an iconic Pokemon, especially with his reappearance in Pokemon X/Y. Unlikely, but not impossible.
Wario, Zero Suit Samus, Ike, Pokemon Trainer, Meta Knight, Snake, Lucas
Now we're getting into some serious speculation territory. The characters who debuted in Brawl are probably the most likely to be dismissed at this point. Who's safe? Who isn't?
Zero Suit Samus is a safe bet. Samus is in, and I've seen screenshots that suggest she has the same Final Smash as before. And male gamers love their eye candy.
Pokemon Trainer seems like a safe bet, though it wouldn't surprise me if there was a different trainer or if he/she had different Pokemon.
Wario seems pretty safe, being a fairly unique Mario-universe character, particularly with the news that Ashley is going to be an assist trophy this time around.
Ike and Meta Knight? Kind of iffy, maybe. They don't seem to mind switching up the name on Marth's plus one invitation; we might see a character from a newer Fire Emblem game this time. Meta Knight is cool and popular, but are there too many "floaty" characters already? Probably safe, but we'll see.
Snake and Lucas are the most likely to be left out. Snake is third-party and not exactly a perfect fit for the scenario. Lucas is a relatively unknown character from one of Nintendo's least popular franchises; we're more likely to see Ness than Lucas, and it's hard to say if they want to give Mother two whole slots in the roster, especially for a character who plays like a clone.
R.O.B., Wolf
I'm leaning toward safe. R.O.B.'s become something of a Nintendo icon lately. They're more likely to cut Wolf before Falco, but I think the fans care enough about the Star Fox series to justify bringing all three characters back.
And Finally...
Any unannounced characters I'd like to see? Well, at varying degrees of plausibility: Simon Belmont, Waluigi, Miis, Stanley the Bugman, Phoenix Wright, Professor Layton, Elite Beat Agents, Cooking Mama, Haggleman, Custom Robo, Bowser Jr. -- I could go on.
But we'll have to wait and see.
Labels: fanaticism
Saturday, February 02, 2008
The Pokemon Diaries
I emerge from Rock Tunnel, weary but steadfast. The path was longer than I had expected it to be, and I was challenged many times along the way.
My bike rolls me easily down from the foothills to somber Lavender Town. My journey has begun to take me to places half-remembered. Brock, Misty, Surge -- yes, I had remembered them well. I wear their badges on my jacket. But what waits for me in Lavender? It's a mystery. I don't even remember if there's a Gym in Lavender Town.
Six balls are set into my belt -- my Pokemon. We've been together for a short time, and yet we've already seen so much together. The Bulbasaur I received from Professor Oak is now a hardy Ivysaur, slaying enormous Onix with a single blow of its vine whip. The Spearow I caught on Route 3 is now a majestic Fearow, razing unfortunate plants and Machop with its cruel beak. The Magikarp I purchased at the foot of Mount Moon has unleashed its potential as a mighty Gyarados. The Diglett I caught in Diglett Cave -- which single-handedly defeated Surge's entire Gym -- has been joined by two others to form a deadly Dugtrio. The Abra I captured on Route 24 has been carefully groomed into a fearsome Kadabra, capable of unleashing unspeakable psychic attacks. And although Pikachu hasn't undergone a change of form, he enjoys the honor of defeating Misty's entire Gym by himself.
One by one, my team has come together. They have served me well in the Rock Tunnel, and are in dire need of rest, so I take them immediately to the town's Pokemon Center.
As I leave them in the care of the Center's administrators, I take some time to relax in the corner. I get out my map and ponder the shape of my journey so far. It's been a long, long road from Pallet Town, and a longer road still lies ahead. My travels have taken me the long way around Saffron City, but I know that the road will take me there very, very soon. Of all the places where I have found Team Rocket, I know that one will be the worst.
I put the map away and dig into the bottom of my backpack for the digital book. My precious research. The real purpose of my journey.
My Pokedex.
It was never my intention to seek glory or power. The road to the championship is a means to an end, nothing more. No, my real obsession is this electronic book that Professor Oak gave to me when he gave me my Bulbasaur. There was something about the look in his eyes when he told me about his dream of creating a comprehensive guide to Pokemon. It spoke of weariness, regret, missed opportunities. I can think of no better way to repay him for his gift than to do everything in my power to make sure that his dream finally comes true.
I flip through the digital pages over a cup of coffee. I've seen many, many kinds already -- 63 to be exact -- but only 28 are cataloged. I've found many of the basic types already. I plan to take the time to raise them to evolution once this journey is complete. Of course, I know I'll need the help of my colleagues -- Blue and Yellow in Kanto and Gold and Silver in Johto. It's a monumental undertaking. I'm still not entirely sure that I'm up for it.
I'm called back to the front. My team is ready to go. I get my backpack together again and get ready to face the road again.
My name's Red. I'm a Pokemon Trainer.
My bike rolls me easily down from the foothills to somber Lavender Town. My journey has begun to take me to places half-remembered. Brock, Misty, Surge -- yes, I had remembered them well. I wear their badges on my jacket. But what waits for me in Lavender? It's a mystery. I don't even remember if there's a Gym in Lavender Town.
Six balls are set into my belt -- my Pokemon. We've been together for a short time, and yet we've already seen so much together. The Bulbasaur I received from Professor Oak is now a hardy Ivysaur, slaying enormous Onix with a single blow of its vine whip. The Spearow I caught on Route 3 is now a majestic Fearow, razing unfortunate plants and Machop with its cruel beak. The Magikarp I purchased at the foot of Mount Moon has unleashed its potential as a mighty Gyarados. The Diglett I caught in Diglett Cave -- which single-handedly defeated Surge's entire Gym -- has been joined by two others to form a deadly Dugtrio. The Abra I captured on Route 24 has been carefully groomed into a fearsome Kadabra, capable of unleashing unspeakable psychic attacks. And although Pikachu hasn't undergone a change of form, he enjoys the honor of defeating Misty's entire Gym by himself.
One by one, my team has come together. They have served me well in the Rock Tunnel, and are in dire need of rest, so I take them immediately to the town's Pokemon Center.
As I leave them in the care of the Center's administrators, I take some time to relax in the corner. I get out my map and ponder the shape of my journey so far. It's been a long, long road from Pallet Town, and a longer road still lies ahead. My travels have taken me the long way around Saffron City, but I know that the road will take me there very, very soon. Of all the places where I have found Team Rocket, I know that one will be the worst.
I put the map away and dig into the bottom of my backpack for the digital book. My precious research. The real purpose of my journey.
My Pokedex.
It was never my intention to seek glory or power. The road to the championship is a means to an end, nothing more. No, my real obsession is this electronic book that Professor Oak gave to me when he gave me my Bulbasaur. There was something about the look in his eyes when he told me about his dream of creating a comprehensive guide to Pokemon. It spoke of weariness, regret, missed opportunities. I can think of no better way to repay him for his gift than to do everything in my power to make sure that his dream finally comes true.
I flip through the digital pages over a cup of coffee. I've seen many, many kinds already -- 63 to be exact -- but only 28 are cataloged. I've found many of the basic types already. I plan to take the time to raise them to evolution once this journey is complete. Of course, I know I'll need the help of my colleagues -- Blue and Yellow in Kanto and Gold and Silver in Johto. It's a monumental undertaking. I'm still not entirely sure that I'm up for it.
I'm called back to the front. My team is ready to go. I get my backpack together again and get ready to face the road again.
My name's Red. I'm a Pokemon Trainer.
Labels: fanaticism
Tuesday, August 21, 2007
An Introduction to Video Game Gardening
I've been struck by an idea, and I think it's worth writing down.
See, I've long been fascinated by the idea of gardens, of creating and maintaining a location that's meant to make you feel something just by entering it. I'm especially enchanted by the idea of gardening with things that aren't necessarily plant life. There's the rock garden, the placement of stones to evoke a certain feeling from the viewer. There's the water garden, a place where the appearance and sound of moving water touches and calms the mind. There's the Zen garden, where sand and stones are raked into patterns to simulate the movement of water around islands. You could even argue that feng shui is a sort of gardening -- the positioning and coordination of furniture to create harmony in the minds of the people dwelling in a room.
So why not gardening with video games?
The seed for the idea came to me from the Penny Arcade comic about Olympus, Gabe and Tycho's dream arcade. The concept art and descriptions for this fictional place are tantalizing, but what particularly stuck with me was the description of the classic arcade machines: "Like an electronic grove, a copse of lovingly tended arcade classics glow in the perpetual night." It's an evocative comparison, and to a video game enthusiast, it's quite apt.
Video games make you feel something. They have a beauty and an ability to manipulate emotion that goes beyond their interactive nature. You can look at a Pac-Man arcade machine and feel something. You can look at a Wii or a PS3 or a DS Lite or an Intellivision and feel something. Emulation is unsatisfying because there's more to a video game experience than simply running code. There are all sorts of intangibles at play, and what you get in the end is often more than the sum of its parts.
So this idea that I'm going to call video game gardening is about creating an environment and an experience. It's not just about putting together a game library or an entertainment center, but about making physical, interactive poetry. It's about aesthetics, harmony, and focus.
And before we get any further into my delirious little fantasy world, yes, I'm aware that I am really, really overthinking things. All I can say in my defense is that I'm a fanatic and this is my hobby. If you don't want to read about it, you have other options.
Let's begin.
An Example Video Game Garden
There is a corner of my home where a comfortable armchair faces a faux fireplace. Just behind and to the right of this chair is a tall floor-standing lamp that casts a warm, comfortable light on the chair and the space immediately around it. To the left of the chair is a small endtable which supports a desktop water fountain and a scented oil warmer. To the right is a cabinet with a surface that comes up to about shoulder height when you sit down in the chair. On this cabinet rests my white DS Lite, four game cases which hold three game cards each, and a set of earbud headphones in a spool case.
I have thirteen DS cards to choose from, carefully selected for their aesthetic value and the feelings they evoke when you play them:
Super Mario 64 DS
Pokemon Mystery Dungeon
Elite Beat Agents
Wario Ware Touched
Phoenix Wright Ace Attorney
Phoenix Wright Ace Attorney: Justice For All
True Swing Golf
Nintendogs
Brain Age
Club House Games
Picross DS
Cooking Mama
Nintendo DS Web Browser
The theme for this collection is elegance, simplicity, and comfort, to match the location where I'll be playing these games. Many genres and many different kinds of experiences are represented with very few games, and they achieve a sort of balance between various spectrums of the video game experience. There are fast-paced games (Wario Ware and Elite Beat Agents) and slow-paced games (True Swing Golf and Club House Games), deep games (Super Mario 64 DS and Pokemon Mystery Dungeon) and casual games (Cooking Mama and Nintendogs). There are deep narratives, quick fixes, and even access to the almighty Web.
It's my first attempt at a video game garden, and I'm very pleased with how it turned out. And it's given me some ideas for how to think about video game gardening as an art form.
Simplify
It's tempting, especially when you've been collecting games as long as I have, to just start piling up lots and lots of games, just in case you would want to play them. Similarly, it's tempting to make a console-based garden by cramming all of your systems together on a shelf and daisychaining all of the output wires together.
There's two problems with this sort of haphazard arrangement. First, it hurts the aesthetic value of your garden. It takes a little more effort to make a long tangle of wires or a large pile of discs and cartridges look attractive. Second, having too many options available hurts the focus of your garden. The purpose of a video game garden isn't about trying to make the biggest and best collection, but about selecting games that "feel right" together. Maybe you own 30 Playstation discs, and they're all top-tier games, but do you really need to have each and every one available at a moment's notice? Chances are, a collection that size will have five games that see regular rotation while the rest gather dust.
If you have fewer games available, you'll get more out of them. I've noticed that there are several games that I really enjoy that I simply won't play unless it's about the only thing available to me. By simplifying the selection in your garden, you can prevent these sorts of games from being overshadowed.
Harmonize
To get the most out of a smaller collection of games, you have to think about the way that games harmonize. Think about a video game arcade with a Pac-Man machine next to a pinball machine. What sort of image does that paint for you? How do the two machines compare in your mind? Can you get a sense for the different experiences these machines would offer? How do those experiences feel when they're directly next to each other? Do they complement each other? Is there conflict or harmony between them?
Now replace the pinball machine with a Donkey Kong machine. Is the feeling different? The same? Better? Worse? What if you'd replaced the pinball machine with a Street Fighter II machine? The Simpsons arcade game? A DDR machine? Each juxtaposition paints a slightly different picture.
Think about the feeling that you want your garden to evoke. Is this garden going to be a place for solitude, or will you be entertaining large groups? Do you want to evoke excitement or calm? Competition or exploration? Casual games, deep games, quick games, long games? Or do you want a broad spectrum? Carefully planning the "ecology" of your garden -- finding the right balance between different kinds of experiences -- will greatly enhance its effectiveness.
As you select games, think about the way they harmonize. Think about the strengths and weaknesses of your games and how they complement each other. Think about the way they overshadow each other -- would you ever play Game X if Game Y is right next to it? Do they feel right together? You may find that your garden has a better overall feeling if you exclude some of your favorite games to enhance the attractiveness of other games in the garden. Remember, this isn't a list of "desert island games", it's a group of games that work well together. Rejecting a game doesn't mean you'll never play it again, it just means that it doesn't work well with the experience you're trying to create.
Consider Your Environment
Lastly, what does your gaming environment look like? Is it clean and orderly? Is the lighting effective? Is there sufficient seating for both players and spectators? Is the seating comfortable? Does everyone have a clear view of the screen? Is there sufficient surface space for drinks and snacks, if those are a part of your gaming sessions? Is the room as a whole homey and comfortable?
Is your setup accessible? Is it easy to switch between games? If you have more than one console, is it simple to switch between them? Do you need a remote control to switch between video outputs, and is it easily accessible? If you don't have wireless controllers, how do you deal with cord tangling? How do you store controllers -- especially peripherals like light guns and dance mats -- when they're not in use?
So that's the idea behind video game gardening in a nutshell. I think it's an idea that has a lot of potential for the especially obsessed video game fanatics out there, and indeed, I suspect that the activity has been practiced for a long, long time before I came up with my cute little term for it. I've seen pictures all over the place, people who are showing off their various video game collections and rec room setups. People obviously don't need me to tell them to be proud of the aesthetic qualities of their game setups.
The only thing I've really brought to the table is the idea that less is more when it comes to putting together a video game collection. But I think it's the most important part, and it may be the key to ending this obsessive video game gathering that I've been complaining about for so long.
That'd be nice, eh?
See, I've long been fascinated by the idea of gardens, of creating and maintaining a location that's meant to make you feel something just by entering it. I'm especially enchanted by the idea of gardening with things that aren't necessarily plant life. There's the rock garden, the placement of stones to evoke a certain feeling from the viewer. There's the water garden, a place where the appearance and sound of moving water touches and calms the mind. There's the Zen garden, where sand and stones are raked into patterns to simulate the movement of water around islands. You could even argue that feng shui is a sort of gardening -- the positioning and coordination of furniture to create harmony in the minds of the people dwelling in a room.
So why not gardening with video games?
The seed for the idea came to me from the Penny Arcade comic about Olympus, Gabe and Tycho's dream arcade. The concept art and descriptions for this fictional place are tantalizing, but what particularly stuck with me was the description of the classic arcade machines: "Like an electronic grove, a copse of lovingly tended arcade classics glow in the perpetual night." It's an evocative comparison, and to a video game enthusiast, it's quite apt.
Video games make you feel something. They have a beauty and an ability to manipulate emotion that goes beyond their interactive nature. You can look at a Pac-Man arcade machine and feel something. You can look at a Wii or a PS3 or a DS Lite or an Intellivision and feel something. Emulation is unsatisfying because there's more to a video game experience than simply running code. There are all sorts of intangibles at play, and what you get in the end is often more than the sum of its parts.
So this idea that I'm going to call video game gardening is about creating an environment and an experience. It's not just about putting together a game library or an entertainment center, but about making physical, interactive poetry. It's about aesthetics, harmony, and focus.
And before we get any further into my delirious little fantasy world, yes, I'm aware that I am really, really overthinking things. All I can say in my defense is that I'm a fanatic and this is my hobby. If you don't want to read about it, you have other options.
Let's begin.
An Example Video Game Garden
There is a corner of my home where a comfortable armchair faces a faux fireplace. Just behind and to the right of this chair is a tall floor-standing lamp that casts a warm, comfortable light on the chair and the space immediately around it. To the left of the chair is a small endtable which supports a desktop water fountain and a scented oil warmer. To the right is a cabinet with a surface that comes up to about shoulder height when you sit down in the chair. On this cabinet rests my white DS Lite, four game cases which hold three game cards each, and a set of earbud headphones in a spool case.
I have thirteen DS cards to choose from, carefully selected for their aesthetic value and the feelings they evoke when you play them:
Super Mario 64 DS
Pokemon Mystery Dungeon
Elite Beat Agents
Wario Ware Touched
Phoenix Wright Ace Attorney
Phoenix Wright Ace Attorney: Justice For All
True Swing Golf
Nintendogs
Brain Age
Club House Games
Picross DS
Cooking Mama
Nintendo DS Web Browser
The theme for this collection is elegance, simplicity, and comfort, to match the location where I'll be playing these games. Many genres and many different kinds of experiences are represented with very few games, and they achieve a sort of balance between various spectrums of the video game experience. There are fast-paced games (Wario Ware and Elite Beat Agents) and slow-paced games (True Swing Golf and Club House Games), deep games (Super Mario 64 DS and Pokemon Mystery Dungeon) and casual games (Cooking Mama and Nintendogs). There are deep narratives, quick fixes, and even access to the almighty Web.
It's my first attempt at a video game garden, and I'm very pleased with how it turned out. And it's given me some ideas for how to think about video game gardening as an art form.
Simplify
It's tempting, especially when you've been collecting games as long as I have, to just start piling up lots and lots of games, just in case you would want to play them. Similarly, it's tempting to make a console-based garden by cramming all of your systems together on a shelf and daisychaining all of the output wires together.
There's two problems with this sort of haphazard arrangement. First, it hurts the aesthetic value of your garden. It takes a little more effort to make a long tangle of wires or a large pile of discs and cartridges look attractive. Second, having too many options available hurts the focus of your garden. The purpose of a video game garden isn't about trying to make the biggest and best collection, but about selecting games that "feel right" together. Maybe you own 30 Playstation discs, and they're all top-tier games, but do you really need to have each and every one available at a moment's notice? Chances are, a collection that size will have five games that see regular rotation while the rest gather dust.
If you have fewer games available, you'll get more out of them. I've noticed that there are several games that I really enjoy that I simply won't play unless it's about the only thing available to me. By simplifying the selection in your garden, you can prevent these sorts of games from being overshadowed.
Harmonize
To get the most out of a smaller collection of games, you have to think about the way that games harmonize. Think about a video game arcade with a Pac-Man machine next to a pinball machine. What sort of image does that paint for you? How do the two machines compare in your mind? Can you get a sense for the different experiences these machines would offer? How do those experiences feel when they're directly next to each other? Do they complement each other? Is there conflict or harmony between them?
Now replace the pinball machine with a Donkey Kong machine. Is the feeling different? The same? Better? Worse? What if you'd replaced the pinball machine with a Street Fighter II machine? The Simpsons arcade game? A DDR machine? Each juxtaposition paints a slightly different picture.
Think about the feeling that you want your garden to evoke. Is this garden going to be a place for solitude, or will you be entertaining large groups? Do you want to evoke excitement or calm? Competition or exploration? Casual games, deep games, quick games, long games? Or do you want a broad spectrum? Carefully planning the "ecology" of your garden -- finding the right balance between different kinds of experiences -- will greatly enhance its effectiveness.
As you select games, think about the way they harmonize. Think about the strengths and weaknesses of your games and how they complement each other. Think about the way they overshadow each other -- would you ever play Game X if Game Y is right next to it? Do they feel right together? You may find that your garden has a better overall feeling if you exclude some of your favorite games to enhance the attractiveness of other games in the garden. Remember, this isn't a list of "desert island games", it's a group of games that work well together. Rejecting a game doesn't mean you'll never play it again, it just means that it doesn't work well with the experience you're trying to create.
Consider Your Environment
Lastly, what does your gaming environment look like? Is it clean and orderly? Is the lighting effective? Is there sufficient seating for both players and spectators? Is the seating comfortable? Does everyone have a clear view of the screen? Is there sufficient surface space for drinks and snacks, if those are a part of your gaming sessions? Is the room as a whole homey and comfortable?
Is your setup accessible? Is it easy to switch between games? If you have more than one console, is it simple to switch between them? Do you need a remote control to switch between video outputs, and is it easily accessible? If you don't have wireless controllers, how do you deal with cord tangling? How do you store controllers -- especially peripherals like light guns and dance mats -- when they're not in use?
So that's the idea behind video game gardening in a nutshell. I think it's an idea that has a lot of potential for the especially obsessed video game fanatics out there, and indeed, I suspect that the activity has been practiced for a long, long time before I came up with my cute little term for it. I've seen pictures all over the place, people who are showing off their various video game collections and rec room setups. People obviously don't need me to tell them to be proud of the aesthetic qualities of their game setups.
The only thing I've really brought to the table is the idea that less is more when it comes to putting together a video game collection. But I think it's the most important part, and it may be the key to ending this obsessive video game gathering that I've been complaining about for so long.
That'd be nice, eh?
Labels: fanaticism