<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Expertologist &#187; Games</title>
	<atom:link href="http://expertologist.net/category/games/feed/" rel="self" type="application/rss+xml" />
	<link>http://expertologist.net</link>
	<description>A blog about game design.  Mostly.</description>
	<lastBuildDate>Thu, 08 Dec 2011 23:12:40 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
		<item>
		<title>Lost in Useless Territory</title>
		<link>http://expertologist.net/2011/02/23/lost-in-useless-territory/</link>
		<comments>http://expertologist.net/2011/02/23/lost-in-useless-territory/#comments</comments>
		<pubDate>Wed, 23 Feb 2011 17:00:02 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Fallout 3]]></category>
		<category><![CDATA[Fallout: New Vegas]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Oblique]]></category>
		<category><![CDATA[Open World Games]]></category>
		<category><![CDATA[talk about games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=388</guid>
		<description><![CDATA[This is my favorite memory from playing Fallout: New Vegas: I was wondering the desert fairly early on in the game and came upon a small camp held by Cesar’s Legion. There were maybe half a dozen soldiers and two slaves, men taken from a town in the South the Legion had raised, and I [...]]]></description>
			<content:encoded><![CDATA[<p>This is my favorite memory from playing <em>Fallout:  New Vegas</em>:</p>
<p>I was wondering the desert fairly early on in the game and came upon a small camp held by Cesar’s Legion.  There were maybe half a dozen soldiers and two slaves, men taken from a town in the South the Legion had raised, and I had a lingering side quest on my Pip-Boy 3000 to save them.  From my position on a small hill, I figured I could kill at least three of the soldiers with my sniper rifle, and then pick off the others as they charged me.  The problem with this plan, however, was at the time I was on neutral terms with the Legion, meaning I could pass them in the world without them going for my throat.  Due to <em>New Vegas’</em> wonky system where killing members of a faction make the whole group hostile towards you even if you don’t leave anyone alive to tattle, I was in the tricky spot of deciding if it was worth invoking the wrath of an entire army over two slaves, or if I should just move along.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_Fallout-New-Vegas_2010_03-06-10_04.jpg" alt="" /></center></p>
<p>Luckily, a third option presented itself.  While surveying my surroundings, I spotted a pair of Giant Radscorpions, horrible creatures that will happily tear through you or anything else in the game that happens to get to close to them, prowling near the camp.  I shot one of them, not enough to kill it but enough to get both of them good and angry, then ran in to the Legion camp and past the soldiers with them hot on my heals.  The soldiers opened fire on the Radscorpions, the Radscorpions opened up the soldiers, and the two slaves, unarmed and terrified, bolted for the wastes.  After that, it was just a matter of chasing after the slaves to free them while their captors were busy with the giant bugs I’d sicced on them.  Quest complete, no harm to my standing with the Legion, and everybody wins, except for a handful of slaver jerks and two monsters nobody liked to begin with.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_645px-Fallout-New-Vegas_2010_03-06-10_12.jpg" alt="" /></center></p>
<p>There are lots of other moments in <em>Fallout:  New Vegas</em>, of course.  There’s a tangled story with loads of choices to make along the way, complete with different outcomes and consequences based on which way you go.  There are companions to meet and befriend, a settlement of Super Mutants to discover in an old ski lodge, and of course more underground Vaults to explore, many complete with their own horrible secrets.  As fun as many of them are, though, what sticks with me the most about the game is the same thing I loved so much about <em>Fallout 3</em> – the massive world it all happens in, and the potential for random stories that are all my own to happen there.  Unfortunately for <em>New Vegas</em>, it’s how far short its Nevada desert setting falls of its predecessor’s Capital Wasteland that I remember more than most of what I did there.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_Fallout-New-Vegas_2010_03-06-10_02.jpg" alt="" /></center></p>
<p>There’s just not a lot to <em>do</em> there.  Oh, sure, there’s multiple warring factions, which makes things interesting, and the writing and variety of voice actors in Obsidian’s game are overall better than in Bethsoft’s <em>Fallout 3</em> (that said, I can’t tell you how happy I was to get to the part of the game where I had the chance to silence Matthew Perry’s strangely monotone drone forever), but when it comes to the setting, there’s no contest.  For a wasteland, the world of <em>Fallout 3</em> was teeming with secrets to uncover, random scenes scripted or otherwise to stumble upon, and countless opportunities to take on a given situation from any of a dozen different ways.  My favorite moments in the game come in the second half, when the landscape is dotted with Enclave patrols and checkpoints, many of which you tend to find trading shots with the local populace or wildlife.  <em>New Vegas</em> has these to a degree (another fun memory:  travelling with NCR patrols or merchants and their body guards along dangerous roads, watching them get attacked by Cesar’s Legion, and then looting the losers, all while getting safe passage to wherever I was headed), but not nearly to the same degree.  <em>Fallout 3</em> certainly had its flaws, but it more than made up for them with a wealth of things to do however and whenever you wanted, or just completely ignore. <em>New Vegas</em>, on the other hand, ultimately feels empty and a bit dull despite all its strengths.  It has the better story, but when that story is all there really is too do in the huge world they’ve provided, who cares?</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_Fallout_New_Vegas_New_Vegas_28429.jpg" alt="" /></center></p>
<p>I like <em>Fallout:  New Vegas</em> a lot, but I haven’t finished it.  Instead, I went on to play <em>Assassin’s Creed:  Brotherhood</em>, a game with a much better handle on what it means to create a world you want to get lost in, and from there to <em>DC Universe Online</em>, where I can hang out with Batman and explore made-up cities I&#8217;ve read about for most of my life..  I love open-world games &#8211; I have well over a dozen of the things, all lined up under my TV like the Magrathean Spring Catalog – but I love them for their potential for depth and variety, not the size of the world or even their main plot.  I want playgrounds, not guided tours, and while Bethsoft&#8217;s inevitable return to <em>Fallout</em> is guaranteed to have a an enormous epic plot line, I can also trust them to give me plenty of things to do instead.</p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2011/02/23/lost-in-useless-territory/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>While My Guitar Gently Clicks</title>
		<link>http://expertologist.net/2011/02/14/while-my-guitar-gently-clicks/</link>
		<comments>http://expertologist.net/2011/02/14/while-my-guitar-gently-clicks/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 23:29:53 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[Rock Band]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=411</guid>
		<description><![CDATA[Last week publisher/destroyer of worlds Activision announced they were discontinuing the Guitar Hero franchise. It’s a strange thing to hear, though not a particularly surprising one – Activision’s way of handling a successful game is to glut the market with as much of it as possible, and in the few years since original developer Harmonix [...]]]></description>
			<content:encoded><![CDATA[<p>Last week publisher/destroyer of worlds Activision announced they were discontinuing the <em>Guitar Hero</em> franchise.  It’s a strange thing to hear, though not a particularly surprising one – Activision’s way of handling a successful game is to glut the market with as much of it as possible, and in the few years since original developer Harmonix split with the company but left the Guitar Hero name behind, there have been something like a dozen new entries in the franchise.  This isn’t the first time they’ve run a good idea in to the ground with quantity over quality (see <em>Tony Hawk</em>, among others), and it won’t be the last.  There will inevitably be a day when even the yearly arrival of mighty <em>Call of Duty</em> is greeted less as a returning hero and more like Randy Quaid’s character in the <em>National Lampoon’s Vacation</em> movies (or just Randy Quaid himself, I guess).  The writing on the wall for <em>Guitar Hero</em>, with each year’s installment(s) and the peripheral-based music game genre in general in a state of decline, it was only a matter of time before Activision’s massive-success-or-death business approach saw them putting a spike through both the games and the people making them.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_gh_1.jpg" alt="" /></center></p>
<p>So no, not so much surprising, but strange.  I’ve always had a special affection for <em>Guitar Hero</em>, even though I left the series after the second entry to follow Harmonix to the vastly superior <em>Rock Band</em> games.  The first <em>Guitar Hero</em> game was released in my first year at a game designer, and it’s funny to me, given how huge and commonplace the games went on to be, to remember trying to explain to my bosses at Pop &#038; Co. about this thing I’d read about where you played songs with a plastic guitar, and how we should get a copy for the office.  After reading Kieron Gillen’s excellent <a href="http://www.escapistmagazine.com/forums/read/6.43827-More-Than-a-Feeling">“More Than a Feeling”</a> piece for the Escapist about Boston-as-level design savants, I knew I needed to try the thing, and my love for the series was instant and pure.  It was just such a good idea:  a music game lovingly built by a bunch of musicians-turned-developers for everybody else that somehow emulated the feeling (if not the actual practice) of not only playing guitar, but doing so in front of a packed house of screaming fans.  It was fun and funny, something you played with and against friends, passing the controller around to see who could come closest to perfection or at least fail most spectacularly.  There are songs I hadn’t given a second thought to until <em>Guitar Hero</em> opened up them up and labeled their vitals with colored gems – I still can’t hear Franz Ferdinand’s ‘Take Me Out’ without seeing button presses scrolling down the screen.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_guitar_hero2.jpg" alt="" /></center></p>
<p>Beyond the fun I had playing it, <em>Guitar Hero</em> was a large part of shaping my thinking as a game designer so early on.  Beyond the friendly difficulty levels and helpful tutorials (which Harmonix would only improve upon over time), there was the effect the game had on the majority of those who played it – I know several people and have read about more who picked up actual instruments for the first time because of the games, or dug guitars and drum kits out of storage for the first time in years after a night spent with friends and a toy instrument.  It was the first time I’d ever seen a videogame have that sort of effect on someone, to take it beyond the satisfaction of a high score or difficult challenge mastered and actually encourage players to try something new with their lives.</p>
<p>(Which isn&#8217;t to say <em>Guitar Hero</em> was met with universal admiration.  Some people just don&#8217;t like or don&#8217;t get rhythm games, and others could never get past the perceived embarrassment of mashing colored buttons on a kid-size guitar.  And then of course there are the more tedious detractors, people who are often actual musicians themselves whose response to the game inevitably boils down to &#8220;why don&#8217;t you play a real guitar and quit wasting your time?&#8221;  To which I&#8217;ve always asked, &#8220;why don&#8217;t you rescue a real princess?&#8221;)</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_guitar_hero_12.jpg" alt="" /></center></p>
<p>I&#8217;m not sad the <em>Guitar Hero</em> franchise is shelved for the foreseeable future &#8211; the first installment after Activision completely took it over struck me as hollow and joyless, a feeling that only grew as endless sequels and installments follow, and in many ways it feels like a mercy killing.  Any and all bad feelings I have are for the developers, many of whom are now or will be unemployed as Activision shutters their studios and throws them to the mercy of a desolate job market with little to no interest in music games requiring special controllers.  I honestly don&#8217;t know how anyone works for an Activision studio without constantly picturing CEO Bobby Kotick hovering overhead with an axe twenty-four hours a day.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_guitar_hero1.jpg" alt="" /></center></p>
<p>So <em>Guitar Hero</em> is gone, at least for the time being, and other than the lives directly impacted by its mothballing, I don&#8217;t really mind at all.  As far as the series drifted from its roots (there&#8217;s an entire other post or two that could be written about how Harmonix perfected and built upon what they knew worked while Activision tacked on boss fights, mini-games, and any other mechanic they could find to keep things fresh), none of the lesser titles bearing the name can tarnish the love I had for those first two games or how much fun they still are to take for a spin.  <em>Guitar Hero</em> was a big part of shaping my approach to game design, and then as now, when I&#8217;m again trying to figure out what&#8217;s most important to me as a designer, I&#8217;m grateful for all the fun I had with it and its lasting influence.</p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2011/02/14/while-my-guitar-gently-clicks/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Games I Want to Make, pt. 1</title>
		<link>http://expertologist.net/2011/02/04/games-i-want-to-make-pt-1/</link>
		<comments>http://expertologist.net/2011/02/04/games-i-want-to-make-pt-1/#comments</comments>
		<pubDate>Fri, 04 Feb 2011 16:00:35 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Things What I Made]]></category>
		<category><![CDATA[thinking outloud]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=387</guid>
		<description><![CDATA[- A simultaneous turn-based game pitting two players against each other and the game itself. Each turn, players must prepare to manipulate the game&#8217;s input against each other without leaving themselves open to harm from either their opponent or the impartial game. - A game where your environment is made up almost entirely of loose [...]]]></description>
			<content:encoded><![CDATA[<p>- A simultaneous turn-based game pitting two players against each other and the game itself.  Each turn, players must prepare to manipulate the game&#8217;s input against each other without leaving themselves open to harm from either their opponent or the impartial game.</p>
<p>- A game where your environment is made up almost entirely of loose dirt and rocks, like the bottom of a mine shaft after a cave-in.  To climb up and out, you have to use a device (some sort of special McGuffin, doesn&#8217;t really matter) to knock out the dirt above you so that it falls to the ground, forming piles and small hills you can scale.  Environmental hazards (pockets of gas, underground rivers, etc.) exist to avoid, as well as lost treasures and other survivors to rescue if you want.  (2D side-scroller perspective?)</p>
<p>- A top-down shoot-em-up, using magnetic charges instead of bullets.  Player ship fires energy pulses that positively or negatively charge enemies and environmental objects, causing them to be smash together or repel each other violently.  Ideally, parts of the environment can be wrenched out of the walls on the left and right sides of the screen by magnetic pull to go flying at enemies.</p>
<p>- A game for multiple (ideally younger) players where one player serves as a nuturer for the others, helping (and possibly hindering) them as they progress through the game world. A negative feedback loop personified, keeping the field more or less even and frustrations low, while including the potential for a very different experience each play session depending on who is in the nuturer position. Ideally, the game needs to fulfill this statement from a friend of mine’s seven-year-old daughter:</p>
<blockquote><p>Sometimes my friends get upset when they lose at games. And it’s not fun anymore. So when I play with them I let them win. It’s still fun for me, though, because I like a challenge. And it’s just as challenging to make someone else win as it is to make yourself win.</p></blockquote>
<p>Obviously presents huge balancing challenges, but not impossible.</p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2011/02/04/games-i-want-to-make-pt-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>D-A-Y-J-O-B</title>
		<link>http://expertologist.net/2007/11/23/d-a-y-j-o-b/</link>
		<comments>http://expertologist.net/2007/11/23/d-a-y-j-o-b/#comments</comments>
		<pubDate>Fri, 23 Nov 2007 06:48:54 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Things What I Made]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=60</guid>
		<description><![CDATA[I promised last post to talk a little about CSI: Dark Motives for the DS and what exactly I do. There&#8217;s a bit of a balancing act to be maintained here, as on one hand I need to not step on any of the NDAs that rule my life, and on the other I don&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>I promised last post to talk a little about <em><a href="http://www.amazon.com/UBI-Soft-16179-CSI-Motives/dp/B000Q4SRBO/ref=pd_bbs_sr_1?ie=UTF8&#038;s=videogames&#038;qid=1195798431&#038;sr=8-1">CSI:  Dark Motives</a></em> for the DS and what exactly I do.  There&#8217;s a bit of a balancing act to be maintained here, as on one hand I need to not step on any of the NDAs that rule my life, and on the other I don&#8217;t want to bore the shit out of you.  I&#8217;ll try to kep it short.</p>
<p>I work for <a href="http://powerheadgames.com/">Powerhead Games</a>, one of the precious few developers of console games in New York City.  The company has been around since about 2000, and is based on the very edge of Chelsea on what used to be Tinpan Alley.  It&#8217;s now the place to get counterfeit clothes and purses or to see a firetruck every day around 5 p.m.  The company specializes in games aimed at young girls, and has created a wide variety of successful titles for the Gameboy Color, Gameboy Advance, and DS systems that do just that.  I was brought on last March as a freelance producer for <em>CSI</em>, a port of a rather successful PC game from a few years ago.  I was brought on full time in October, and when the offer was made I had no reservations at all &#8211; I love where I work, the people I work with are great, and I can&#8217;t think of a better place in the city to be making games.  My official title is Producer, but since coming on full time I&#8217;ve done as much &#8211; if not more &#8211; game design as I did before.  It&#8217;s a near-perfect blend of responsibilities for me, allowing me to create designs and then oversee their development over the course of the project.  Before Powerhead, I had no idea where I wanted to go in games.  Now I have a goal in mind, and that goal is named &#8220;Creative Director&#8221;, an ideal (for me, at least) blend of design and production responsibility.  We&#8217;ll see.</p>
<p><em>CSI</em> was a whole new world for me &#8211; I had handled some production chores for Flash games, overseeing a few months&#8217; worth of development on a couple of titles, but nothing like seeing a console game from start to finish &#8211; the learning curve for a good long while was more like a right triangle, and every day brought something new to learn.  That combined with an extremely short development schedule made for a trial by fire in every sense of the word, and it&#8217;s no exaggeration to say I wouldn&#8217;t have made it all without the help of my insanely talented team and an understanding boss.  Like I said before, our game is a port, a version of a pre-existing game for a console other than the one it was originally created for.  In <em>CSI&#8217;s</em> case, this meant taking a 1.5 GB game and squeezing it into less than a quarter of that space.  The results were better than anybody could have hoped for &#8211; the amount of video in the game, the clarity of the text system, and the UI enhancements that appear in our version were mere pipe dreams at the beginning of the project.  I don&#8217;t think it&#8217;s going too far to say that our DS game looks and plays better than the original PC version, which is something I&#8217;m extremely proud of.  It was an intense project with more than a few very late nights, but I think the work we put in shows in the final version.  Other people must think so too, as the game is doing rather well &#8211; currently it&#8217;s the sixteenth most-popular &#8220;Adventure&#8221; game on the DS, a category broad enough to include other point-and-click titles as well as the most recent Mario and Zelda titles, Pokemon, and a bunch of others.  Yeah, it&#8217;s just a port of a game based on a kind of silly TV show.  But it&#8217;s a goddamn <em>good</em> one, and my only regrets are the other improvements there weren&#8217;t time for.  Maybe with the next one, yeah?</p>
<p>Currently, I&#8217;m working on a number of things I can&#8217;t talk about at all.  So instead of talking about them, I&#8217;m probably going to start spending more time here thinking out loud about games from a number of different angles, including design, theory, culture, and anything that strikes my fancy.  Games are my life, and while there&#8217;s a lot of talk already about them there aren&#8217;t a lot of discussions I&#8217;m very interested in participating in.  So I thought I&#8217;d start some of my own.</p>
<p>In the meantime, <em><a href="http://www.amazon.com/UBI-Soft-16179-CSI-Motives/dp/B000Q4SRBO/ref=gfix-ews-form">CSI:  Dark Motives</a></em> for the Nintendo DS is out there on the internets and in stores, ready and waiting to keep you or the CSI fan in your life who has everything company this holiday season.  Think of us as fight the good fight, both on tomorrow&#8217;s Black Friday and beyond.</p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2007/11/23/d-a-y-j-o-b/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Monday Flash:  A Tribute</title>
		<link>http://expertologist.net/2007/11/20/monday-flash-a-tribute/</link>
		<comments>http://expertologist.net/2007/11/20/monday-flash-a-tribute/#comments</comments>
		<pubDate>Tue, 20 Nov 2007 06:48:51 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Flash Games]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Things What I Made]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=58</guid>
		<description><![CDATA[Two short but sweet games for you this week. They&#8217;re from rather disparate genres, slapped together here due to their ever-so-sleight simularities to other games that are important to me at the moment. First is Super Serif Brothers, which is exactly like Super Mario Bros. if there were only one of them and he were [...]]]></description>
			<content:encoded><![CDATA[<p>Two short but sweet games for you this week.  They&#8217;re from rather disparate genres, slapped together here due to their ever-so-sleight simularities to other games that are important to me at the moment.</p>
<p>First is <em><a href="http://www.foon.co.uk/farcade/ssb/">Super Serif Brothers</a></em>, which is exactly like <em>Super Mario Bros.</em> if there were only one of them and he were the letter &#8220;I&#8221; rather than a portly plumber with a tendency to dress as a racoon.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_superserifbros.png" alt="" /></center></p>
<p>Pound signs (#) serve as the generic building blocks of levels, meaning anyting that isn&#8217;t a pound sign is special.  Special characters can be used to navigate the level by serving as platforms, switches, exits, or things to collect.  It&#8217;s simple fun, with some of the later levels getting pretty tricky.  Miyamoto would be proud.</p>
<p>The real gem here, though, is the Level Pit, an ever-growing coloection of user created levels offering a vast array of challenges ranging from beginner to impossible.  At the time of writing thre&#8217;s 3,556 of the things, all of which can be played for free.  You can also play with the level editor (free and browser-based as well) if you fancy making and uploading your own.  Like many other Flash games its simple appearance hides significant depth, and in this case the creators have managed to build a healthy and growing community around a simple browser game with no graphics and nearly limitless possibilities.  Take note, MMOs:  if you want your users to stay, give them the ability to make their own toys.</p>
<p>Next is <em><a href="http://www.atrianglemorning.com/games/flash.php">Which Way Adventure,</a></em> a choose-your-own-adventure game about nuclear annihilation, time travel, lady acrobats and manticores.  Sometimes all at once.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_whichway.png" alt="" /></center></p>
<p>Your options are truly limitless, provided you&#8217;ve ever wanted to destroy Western civilization, ride the rails as a hobo indefinitely, become a shoe cobbler&#8217;s apprentice, or be devoured by a manticore.  In fact, no matter which way your journeys take you, odds are good you&#8217;ll wind up at the wrong end of said manticore, proving once again that art imitates life.  Largely worksafe, depending on how your boss feels about crudely drawn cartoons of toppless circus women.</p>
<p>The reference here is only slightly less tenous than the <em>Super Serif Brothers</em> = <em>Super Mario Bros.</em> = <em>Mario Galaxy</em> one above.  Tomorrow sees the commercial release of <em>CSI:  Dark Motives</em> for the Nintendo DS, a port of the PC game from a few years ago of the same name that I produced.  It might not seem like a lot, but this is kind of a huge thing &#8211; it&#8217;s a real thing in a real box on real store shelves, and it has my name in the credits section.  I&#8217;ll talk more about it &#8211; and my actual job thing, which I just realized today I haven&#8217;t so much mentioned here before &#8211; over the next few days when I&#8217;m less about to pass out.  In the meantime, if you or anybody you know are fans of the show or like playing detective in the style of the adventure games of yore, <em>Dark Motives</em> can be found at better videogame stores or via this handy <a href="http://www.amazon.com/UBI-Soft-16179-CSI-Motives/dp/B000Q4SRBO/ref=pd_bbs_sr_1?ie=UTF8&#038;s=videogames&#038;qid=1195541176&#038;sr=8-1">Amazon link.</a></p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2007/11/20/monday-flash-a-tribute/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mario Galaxy:  First Thoughts</title>
		<link>http://expertologist.net/2007/11/13/mario-galaxy-first-thoughts/</link>
		<comments>http://expertologist.net/2007/11/13/mario-galaxy-first-thoughts/#comments</comments>
		<pubDate>Tue, 13 Nov 2007 23:18:35 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Mario Galaxy]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=57</guid>
		<description><![CDATA[First thing, right out of the box? Nobody does it like Nintendo. No other developer makes games that show such graceful understanding of how a game should play, from the way the controls just melt into your hands to the complex actions they coax out of running, jumping, and spinning. Margret Robinson had it pegged [...]]]></description>
			<content:encoded><![CDATA[<p>First thing, right out of the box?  Nobody does it like Nintendo.  No other developer makes games that show such graceful understanding of how a game should play, from the way the controls just melt into your hands to the complex actions they coax out of running, jumping, and spinning.  Margret Robinson had it pegged in the first paragraph of her <a href="http://www.eurogamer.net/article.php?article_id=86873">Eurogamer review</a> &#8211; <em>Mario Galaxy</em> plays like a treasure from another world, a place where the arrival of <em>Mario 64</em> ten years ago led to a revolution in the way games are thought about rather than a number of companies cancelling their in-the-works platformers out of shame.  It delights and at the same time enrages; I can&#8217;t believe I&#8217;m lucky enough to play something this good, and I can&#8217;t believe the crap I&#8217;ve let fill my time while waiting.</p>
<p>Gameplay is hard to describe outside of elaborate hand gestures and excited sounds.  Stars are hidden in small glaxies scattered throughout the universe, and it&#8217;s up to you to go find them.  Each galaxy has its own notion of how little things like gravity and physics work, and despite a few shared elements here and there no two bits are every truly the same.  Travel to each galaxy and between planetoids is handled by launching Mario into space, where he swoops and spins like he was born to it.  After playing through nearly a fifth of all the game offers (I started at 11:30 and just now looked up), there&#8217;s fair evidence that this is where he belonged all along.</p>
<p>It&#8217;s a beautiful, beautiful game.  The visuals are the best the Wii&#8217;s seen yet, and while no one voice will ever silence the hardcore critics and their flabbergasted rage at Nintendo&#8217;s &#8220;for teh kiddies&#8221; approach to next-gen hardware, it should quiet more than its share of outcry.  You really must play it to understand the heaps and mounds of <a href="http://www.metacritic.com/games/platforms/wii/supermariogalaxy">praise</a> it&#8217;s getting in the press, because nothing else will show you just how right they&#8217;ve gotten it.  <em>Mario Galaxy</em> is a triumph from the word go, and the little bit I&#8217;ve seen so far has already provided some of my favorite game moments of the year.  Now to go find some more.</p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2007/11/13/mario-galaxy-first-thoughts/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>When Sea Critters and Pony Jokes Collide</title>
		<link>http://expertologist.net/2007/11/07/when-sea-critters-and-pony-jokes-collide/</link>
		<comments>http://expertologist.net/2007/11/07/when-sea-critters-and-pony-jokes-collide/#comments</comments>
		<pubDate>Thu, 08 Nov 2007 04:47:36 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Things What I Made]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=55</guid>
		<description><![CDATA[If you&#8217;re the sort who swings through the downloadable games portion of Nickelodeon&#8217;s web site from time to time, you might notice that SpongeBob&#8217;s Atlantis Squarepantis SquareOff is now available for download. And were you to look at the credits for it (after grabbing the free demo or slapping down some cash for the full [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re the sort who swings through the downloadable games portion of Nickelodeon&#8217;s web site from time to time, you might notice that <em>SpongeBob&#8217;s Atlantis Squarepantis SquareOff</em> is now available for <a href="http://arcade.nick.com/nick/gameinfo.jsp?s=SpongeBobSquare">download</a>.  And were you to look at the credits for it (after grabbing the free demo or slapping down some cash for the full game), you might notice my name in there along with a bunch of other really talented people.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_SASS.png" alt="" /></center></p>
<p><em>SpongeBob&#8217;s Atlantis Squarepantis Squareoff</em> &#8211; or <em>SASS</em>, as I will henceforth be calling it &#8211; was made by the good folks over at <a href="http://popandco.com/">Pop&#038;Co</a> (now calling themselves This Is Pop).  Pop gave me my first real job in games, (see also:  <em><a href="http://www.adultswim.com/games/biblefight/index.html">Bible Fight</a></em>), and they do some of the prettiest web and downloadable games work of anybody out there.  I was around for a lot of the early work on <em>SASS</em>, including early design stuff, putting together the Game Design Document, and writing the script for the game.  The script, much like the game itself, has changed a bit since I last saw it, but that&#8217;s only natural over the course of development.  From the bit I&#8217;ve played of the final product it looks like more of my dumb jokes survived than probably should have, so I&#8217;m happy.</p>
<p><em>SASS</em> is all about turn-based combat, with SpongeBob&#8217;s moves &#8211; that is, walking, attacking, defense, etc. &#8211; handled by cards you find along the way by defeating enemies, opening chests, winning mini-games, and smashing things.  While you can only carry so many cards with you at a time, you can pick and choose which ones come along for the ride between each level, allowing you to try different combinations until your underwear is stuffed with an unbeatable arsenal.  <em>SASS&#8217;s</em> story is about the villainous Plankton taking over the long lost city of Atlantis as part of his latest evil scheme to rule the ocean floor with an iron flagellum, and as SpongeBob it&#8217;s your job to stop him.  The parallels to our nation&#8217;s own real-world woes are doubtlessly clear.  There are something like fifty levels, loads of enemies, and gobs of cards to find and experiment with.  There is also, if memory serves, a <a href="http://i91.photobucket.com/albums/k292/bekster3/untitled-5.jpg">sea bear.</a>  The game is PC-only, so Mac users are out of luck, but it runs nicely via bootcamp if you&#8217;re down with that sort of thing.</p>
<p>I had moved on from Pop before the game was really in a playable state, so it&#8217;s really great to see the final result of everbody&#8217;s hard work for what is essentially the first time.  Kudos, Pop peoples, on a job well done.</p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2007/11/07/when-sea-critters-and-pony-jokes-collide/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Meet The Demoman</title>
		<link>http://expertologist.net/2007/10/09/meet-the-demoman/</link>
		<comments>http://expertologist.net/2007/10/09/meet-the-demoman/#comments</comments>
		<pubDate>Tue, 09 Oct 2007 13:52:35 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=47</guid>
		<description><![CDATA[As promised, a new Team Fortress 2 profile. I give you the Demoman. I can&#8217;t decide what I like more: that the moves he pulls in this clip &#8211; bouncing grenades off walls to kill an opponent, covering a doorway in mines &#8211; are all completely doable in the game itself, or the entire last [...]]]></description>
			<content:encoded><![CDATA[<p>As promised, a new <em>Team Fortress 2</em> profile.  I give you the Demoman.</p>
<p><center><embed src="http://www.youtube.com/v/rNM4eFsX68Y" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></center></p>
<p>I can&#8217;t decide what I like more:  that the moves he pulls in this clip &#8211; bouncing grenades off walls to kill an opponent, covering a doorway in mines &#8211; are all completely doable in the game itself, or the entire last minute of the video that had me laughing out loud at far too early this morning.</p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2007/10/09/meet-the-demoman/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>On Bullet Smarts, Inventing Fighting, And Beauty</title>
		<link>http://expertologist.net/2007/10/03/on-bullet-smarts-inventing-fighting-and-beauty/</link>
		<comments>http://expertologist.net/2007/10/03/on-bullet-smarts-inventing-fighting-and-beauty/#comments</comments>
		<pubDate>Thu, 04 Oct 2007 04:41:26 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=46</guid>
		<description><![CDATA[Speaking of Team Fortress 2 (as I haven&#8217;t been, with the exception of a link in last night&#8217;s Halo 3 ramble), in addition to being probably the best contender for multiplayer game of the year developer Valve has come up with some of the smartest advertising for the game I&#8217;ve seen in a long, long [...]]]></description>
			<content:encoded><![CDATA[<p>Speaking of <em>Team Fortress 2</em> (as I haven&#8217;t been, with the exception of a link in last night&#8217;s <em>Halo 3</em> ramble), in addition to being probably the best contender for multiplayer game of the year developer Valve has come up with some of the smartest advertising for the game I&#8217;ve seen in a long, long time.  See, <em>TF2</em> is, as the name would suggest, an online game that pits two teams against each other in the name of penetrating the other guy&#8217;s fort, stealing their briefcase full of McGuffin-y secrets, and then doing everything in your power to get it back to your fort without becoming a red stain on the wall.  Think Capture The Flag for the spy set and you&#8217;re pretty much there, only now toss in actual spies (complete with dignified suits, omnipresent cigarette between their lips and menacing ski masks), mad, gigantic Russians with gatling guns the size of their arms, stone cold snipers wearing their sociopathy on their sleeves, mad scientists turned field medics,  engineers with a turret fetish and four other character classes packing their own unique abilities, arsenals, and emergent play styles.  It&#8217;s a multiplayer shooter they way they always should have been done, one that abandons the gritty photo-realism of <em>Counter Strike</em> for exaggerated cartoony silhouettes as instantly recognizable on the field of battle as they are unforgettable away from it.  <em>TF2</em> has put more effort into making sure there isn&#8217;t a wasted or less-important class than any other game of its type I can think of, creating a cast of characters that just begs you to step out of your personal murderous safety zone and try some one new on for size.</p>
<p>Embracing that, Valve are steadily releasing a series of trailers that each shine a light on a different character.  There are only three so far, and with the game&#8217;s release right around the corner (next week, in fact), I&#8217;m scared to death there won&#8217;t be any more.  Each character interview so far is a genuine delight, managing to turn the thrill of playing these classes into a tangible personality.  It&#8217;s to the point that I can&#8217;t help but wonder how many role-playing enthusiasts will be drawn to the game &#8211; more so than any <em>Halo 3</em> death match with a dozen differently colored Master Chiefs trying to kill each other, <em>TF2</em> has gone out of its way to involve the player in every way possible, and that very much includes picking not just the character class you want to play as, but the character itself.  I don&#8217;t know what character I&#8217;m going to end up as; the support classes of the Medic and Engineer are both very interesting, but so are the fleet-footed Scout and rampaging Demoman.  But you can bet I&#8217;m going to put each through their paces before settling on one, and even then it&#8217;ll probably only be a matter of time before I leap to somebody else.</p>
<p>So here, for your viewing pleasure, are the first three introduction videos.  As others appear I&#8217;ll probably throw them up as well.  Even if you have no interest in the game you should go on and watch them, as they&#8217;re  all very well put together and very, very funny.  Particularly the Soldier and his unique interpretations of Sun Tzu.</p>
<p><center><br />
<embed src="http://www.youtube.com/v/mY5qJHZCz2I" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></p>
<p><embed src="http://www.youtube.com/v/QbZOeGyd61E" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></p>
<p><embed src="http://www.youtube.com/v/NJzRGrQ8_Gs" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2007/10/03/on-bullet-smarts-inventing-fighting-and-beauty/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Games Not Starting with &#8220;Video&#8221;</title>
		<link>http://expertologist.net/2007/09/16/games-not-starting-with-video/</link>
		<comments>http://expertologist.net/2007/09/16/games-not-starting-with-video/#comments</comments>
		<pubDate>Mon, 17 Sep 2007 02:55:38 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=41</guid>
		<description><![CDATA[In the midst of getting all excited over the latest digital wonders taking up both shelf and pocket space last post, I completely forgot to mention all the card and board games I&#8217;ve played lately. Card games in particular have completely taken over work, as all three of our in-house projects are more or less [...]]]></description>
			<content:encoded><![CDATA[<p>In the midst of getting all excited over the latest digital wonders taking up both shelf and pocket space last post, I completely forgot to mention all the card and board games I&#8217;ve played lately.  Card games in particular have completely taken over work, as all three of our in-house projects are more or less done at the moment and we&#8217;re all looking for something to do that doesn&#8217;t involve staring at a screen.  So from memory, some of the latest and greatest installments in our analog renissance are:</p>
<p><em>Unspeakable Words</em> &#8211; From James Ernest, he of more <a href="http://www.cheapass.com/">Cheapass Games</a> than you can throw a decent-sized table at, comes a word game as simple and fun and skidding down the slippery slope that leads to the gaping jaws of madness.  <em>Unspeakable Words</em> is no mere spelling game, see &#8211; it&#8217;s a spelling game with Elder Gods, sanity checks, and little Cthuhlu tokens representing how few of your marbles are left.  Each player has a hand full of letter cards, and each letter card is worth a number of points depending on how many angles it has.  On their turn, players use the letters in their hand to spell words that are at least three letters long and haven&#8217;t been used by another player.  Once the word is on the table, the point value of each card is added up to determine their score for the turn.  The first player to a hundred points wins.</p>
<p>The catch is that after a word is put down and the points totalled up, the player has to roll a twenty-sided die for a sanity check.  If the die roll is higher than the point value of their word, they&#8217;re fine.  If it&#8217;s lower, they lose a sanity point and stray ever closer to that which man was not meant to know.  Simple and addictive, it&#8217;s a fun little game that both rewards a well-rounded vocabulary while punishing those trying to show it off.  It&#8217;s twenty dollars new, but between the great card illustrations (each letter is accompanied by an Elder God) and thirty little Cthuhlu figures, the game&#8217;s practically paid for before you even get to play it.</p>
<p><em>Kung Fu Fighting</em> &#8211; Many card and board games encourage a bit of roleplaying to help enrich the play experience, but few reach into each player and coax it out themselves.  During a round of <em>Kung Fu Fighting</em> it&#8217;s all but impossible to avoid adopting the overblowing speaking style of the vocal dubbing greats or insult your opponents in the most round about ways (&#8220;Foolish is the monkey who tells the tiger he cannot have his meat&#8221; is quickly becoming a personal favorite put down).  In <em>Kung Fu Fighting</em>, each player takes on the role of a Kung Fu master equipped with all the requisite punches, kicks, stances, and weapons needed to avenge any fallen masters dead classmates you might have handy.  Each turn you can assume a stance, select a weapon, and launch one attack against another fighter.  While stances and weapons bring their own strengths and weaknesses to the party (the rock-paper-scissors balance to the stances is very nice indeed), the real power comes from the modifiers.  Why throw a punch when you could run up a wall to throw a Flying Invicible Magnificent Punch?  Just like in the movies, each modifier  has to be called out loud before you actually say what you&#8217;re doing, and just like in the movies the entire thing can be undone with a single well-played block card.  If there&#8217;s any issues with the game it&#8217;s that it can drag on a bit once down to the final two players, as you can all but guarantee your opponent has a few block cards put aside for that Flipping Flying Spinning Sword attack you&#8217;re counting on to finish things.  But really, when playing a game that lets you pit your Drunken stance against your friend&#8217;s Dragon while shouting about the lack of honor he brings to this dojo, who cares?</p>
<p><em>Munchkin</em> &#8211; I thought very long and hard about skipping the description here and going with &#8220;Look, just play it already&#8221;, but that would be doing the game a disservice.  For any and all either too perplexed or too put off by <em>Dungeons and Dragons</em> to ever try a game, here is <em>Munchkin</em>, a card game that sends up that most tried and true of roleplaying games without falling into the same traps as its subject matter.  Play is fiendishly simple &#8211; there are two types of cards, Doors and Treasures.  Players take turns kicking down Doors and facing what&#8217;s behind them &#8211; either a monster, a curse, or something else &#8211; and then either loot the room in the form of drawing Door cards into their hand or collecting Treasure for killing monsters.  Each time you kill a monster, you get to go up a level or two, and the first player to level 10 wins.</p>
<p>Were it that easy.  Along the way, you have to deal with your friends stabbing you in the back, cursing you, stealing your weapons or other loot, teaming up against you, throwing more monsters at you for you to fight, and generally being the most malicious bastards imaginable in the name of winning or at least making damn sure you don&#8217;t.  It&#8217;s a game where it&#8217;s never over when you think it is, where decisions made early on can come back to haunt you in unspeakable ways, and where there&#8217;s always something more ridiculous than whatever just happened waiting right around the corner.  On one hand, it cuts games like <em>D&amp;D</em> to the quick by boiling things down to their core elements (fighting monsters, getting loot, leveling up) and making their worst elements commonplace (killer GMs, inexplicably hard encounters, greedy players only interested in winning).  On the other, it makes you see why these games are so damn popular, emphasizing the group and discussion over all.  Hail <em>Munchkin</em> in all its brain-breaking backwards nonsense.</p>
]]></content:encoded>
			<wfw:commentRss>http://expertologist.net/2007/09/16/games-not-starting-with-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

