davidn: (prince)
[personal profile] davidn
I seem to have accidentally started a classic game club of sorts. (The page isn't quite finished.) It was something that I had intended to suggest to [livejournal.com profile] videogame_tales for some time, but after casually mentioning the idea in someone else's thread on the Classic Games board on GameFAQs, people decided that they liked my suggestion much more than the dreadful original one and readily put their heads together to come up with how it could be run.

The idea is much like a book club conducted through a message board. A group of people play through a given classic or classic-styled game that (hopefully) they haven't played for a while, and discuss its merits, faults or anything else remotely remarkable about it - not competing against the inexorable onslaught of cacophonous bleating that characterizes much of the Internet, but amongst nice, easy-to-get-along-with people who speak using actual words in complete sentences, over a glass of wine and listening to Brahms' Third Racket. (If you want.) It was for that reason that my first thought was to put the idea to a community full of people that I knew very well, but the population of the classic games board have a much higher average age and comprehensibility than most Internet message boards, and there's already a lengthy topic about modern games that people are currently playing, that has now been running for 26 volumes, therefore nearly thirteen thousand posts.

This month, then, or whatever arbitrary time span this ends up taking place in, we're talking about The Secret of Monkey Island. It's only been up a day, but the topic will likely pick up over the next couple of weeks as more people play and gather their thoughts on it. We have a mixture of people who are coming at the game for the first time and those who are replaying it - I myself completely spoiled the game for myself the first time by reading a guide the whole way through, and it was that age where you just remember anything as long as it has no practical real-world use, so I don't know what it'll feel like for someone coming to the game with no knowledge of the puzzles. But now I'm poking around with the iOS version, which messes up a significant amount of things but has the courtesy to provide the original game as an option as well. Already, thanks to this topic one long-time player of the game has already discovered something new in it, and that's a very pleasing thing to have happened.

There's another three feet or so of snow forecast from tomorrow morning to Thursday, so at least I'll have plenty of time indoors.

Date: 2011-02-01 12:17 am (UTC)
From: [identity profile] ravenworks.livejournal.com
I've heard the special edition wrecks a few things in the classic mode too! Although if you've already played it anyway, that might just put you in a good position to comment on exactly what it changed...

What exactly was different between their original idea and what you proposed? This sounds like a pretty standard way of doing it...

Date: 2011-02-01 12:52 am (UTC)
From: [identity profile] ravenworks.livejournal.com
Unfortunately, as the barrier to entry for programming drops, the amount that producers are willing to pay for it tends to drop proportionately... so the same amount of money is now being spent to make more games, each of which is less good. :P

Date: 2011-02-01 01:21 am (UTC)
From: [identity profile] ravenworks.livejournal.com
You should try picking up Flash or something! I can say from my (admittedly limited) experience that I've never met a language as obtuse as Objective C.

But the fact that a design issue has gone unchecked is my point; with all of the libraries and whatnot abstracting away the actual gristle of a particular platform's peccadilloes, they have the option of just porting the damn game straight from Xbox to iPad, and they'll take that option. If you're rewriting something from the ground up, you may as well take the platform's strengths and weaknesses into account in the process; but if putting in platform-native features is an extra step, nobody's going to be able to justify the cost, especially for a platform that was probably an afterthought anyway. (Actually, that's a good way of putting it -- the ease of porting has resulted in a platform seeing a bad port instead of seeing no port... whether or not it's a step up is debatable. :P)

Date: 2011-02-01 04:43 am (UTC)
From: [identity profile] ravenworks.livejournal.com
But on the other hand, these tools are allowing people to make games who might not have had the programming skills (or the budget!) to make one from scratch... for every game the Unreal Engine ruins by allowing some team to opt for it (in a context where it's a terrible choice) instead of being forced to build a more appropriate engine themselves, there's some artist or designer who.... well, hell :) You're a MMF programmer! That program's certainly birthed its fair share of crappy games into the world, but I think it's better to live in the world where one has access to more good games, even if it means having to sift through more bad ones to get to them....

Date: 2011-02-01 04:58 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Unless it makes it onto the App store. ;)

Date: 2011-02-01 03:23 pm (UTC)
kjorteo: Photo of a computer screen with countless nested error prompts (Error!)
From: [personal profile] kjorteo
You should try picking up Flash or something!

Obligatory http://www.prguitarman.com/index.php?id=184

Date: 2011-02-01 03:36 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
http://img.ravenworks.ca/objectivec.jpg

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