Showing posts with label impossible creatures. Show all posts
Showing posts with label impossible creatures. Show all posts

Thursday, September 25, 2008

Spore... Bye...

Well, I tried the "Civilization" phase of Spore tonight. It was pretty much an impenetrable mess of unplayability. Impossible to tell friend from foe. Impossible to conduct useful diplomacy because you needed to remember made up city names in order to get an ally to assist you (without even the aid of team color as a mnemonic). Terrible feedback: I had no idea how to interact with the neutral villages. Hard to wield 3-d camera -- unconstrained freedom means that I can get myself lost and into disadvantageous angles.


The weirdest part of it all is that they had so clearly ripped elements from the greats: Civilization, Rise of Nations, Warcraft, Starcraft, Age of Empires... But all they could come up with is Impossible Creatures -- a great concept, but quite unplayable for all of the above listed reasons. I finally Alt-F4'd out of the game when I couldn't figure out why my apparent ally got pissed off at me and turned on me after we'd taken out a foe's city together. Burgle.

Of course, none of this was done deliberately. I think the biggest "enemy" of good usability in this case was the desire to allow the user unfettered freedom to create things and interact with the world as they saw fit. Unfortunately this means that players are going to be penalized for "bad" decisions (positioning the camera in a place where it's hard to control units; design units that are hard to read against the background; minimize team color to allow for custom looks; etc) when it comes to game play.

One of the coolest, but slightly hidden, features of Spore is the volume of community content. Once I figured out how to simply grab someone else's prefab building or vehicle and drop it into my world, I realized that something cool was there. This is where friends could share funny experiments and where the virtual community could surface awesome creations through voting and form cool alliances and clans who worked together on larger projects.

Unfortunately most of this potential is lost behind the few "tic tac toe" buttons that indicate you can go to the Spore community for content... It's conceivable that you could play the game for a long time without ever realizing that there is a ton of content being created behind the scenes by other creative individuals. 

Not only is finding the content hard to do, it is also hard to discover GOOD content because there is no way to filter it in terms of "coolness," however the community defines it. I can sort by date created, date downloaded, and type of content. But nowhere can I see any social stats like how many people gave it a thumbs up? How many worlds it already populated? How many had been built/harvested/destroyed... All these stats exist, why not expose them to users in interesting ways.

Of course, there may not be great community data yet because active sharing (thumbs up or marking as inappropriate) are buried deep in the UI. There should be frictionless ways for users to compliment other players' hard work. There should also be lots of passive measures (how many times inspected; how many times encountered; how many times befriended vs. killed) to let people know that their creations are getting their time in the lime light. These are the kinds of data being collected at community sites like Amazon.com and Flickr.com and in community game worlds like Everybody Votes for the Wii.

It would also be nice if there were some more social presence data. Why do players have to be so isolated from each other? Why can't I open up my borders and let observers and players into my world? 

When I think about all the hype and all the potential, I guess I'm left to wonder: When does the Lego MMO Beta start? In essence Spore provides us with lots of lego bricks but no meaningful and enjoyable way to share and play with others both asyncrhonously and syncrhonously.

Monday, September 15, 2008

Spore, Braid & Nintendogs...

First, Nintendogs. I broke down and bought Liza (and I) a DS Lite the other day. I thought it might be more relaxing for her than playing games on her huge MacBook Pro. And I know there are a ton of great games available for it. And I am somehow hoping that I find time to do some DS gaming myself.


Sadly Nintendogs wasn't very accessible as a game. It mostly entailed a lot of yelling at the screen, having the game tutorial break on us (we couldn't progress no matter how hard we tried), and searching the manual for the cheat code to delete the save games so we could start anew. Thankfully, Liza now has a Corgi puppy that is somewhat trainable -- but it shouldn't have taken a thorough reading of the manual and the tedious reverse engineering required to figure out things like "2 syllable pet names work better than monosyllabic names".

We're going to have to borrow some other games or else the DS is going to just sit and gather dust. 

Braid has continued to amaze me. I think that one of the levels (where you have a shadow version of yourself) is too mindblowing for me to ever complete without cheating, but I actually believe I might solve the rest of the puzzles with perseverence. And not just because of masochistic or obsessive-compulsive behavior. It's actually quite pleasurable to try and work out the puzzles even if requires being "stuck" for long periods of time as I try to reverse engineer the level. The game is really making me realize that I need to think more deeply about what it means to be "stuck" and under what conditions this becomes frustrating and leads to quitting vs. when it is OK and actually motivates me to engage in deeper, intensely pleasurable, problem solving behavior.

Spore had me going for a while. After conceding that world exploration and creature upgrades were fun enough to outweigh unsatisfying combat (impossible to tell friend-foe in the heat of battle; impossible to select your guy; impossible to run away when you're about to die), I wasn't prepared for how frustrating the RTS portion of the game would be. Combat was somewhat unmanageable and unexciting when I only controlled one creature. It was completely unmanageable and frustrating during the "Tribal" stage of the game. The camera and controls were part of the issue, but there was an even bigger issue with friend-foe detection and selection. It was impossible to manage my units in any strategic fashion and inevitably we were killed off time and time again. I tried to figure out the social game mechanics of the game (which were kind of fun to play with at the creature level) but found myself puzzled and lost.

I'll probably fire it up again at some point as I'd like to explore more of the features and progress through the game. I am also curious to see how the social and community aspects of the game continue to develop:
  • Will there be socially connected instances or places to hang out? Will there be a deeper guild or alliance system?
  • Will there be mods -- puzzles or scripted scenarios that tell a narrative or provide some other guided experience?
  • Will there be a better way to streamline the discovery of cool new community content and provide rewarding feedback to quality content contributors? I left a comment for some guy who created a creature I befriended (and that became an effective tank for me) but I never heard back. Nor do I know whether he benefitted in any way by getting a note of thanks from me.
In some ways Spore reminds me of Impossible Creatures. The idea (custom creature creator + RTS) sounds great and yields some fun units to play with. But, ultimately, the game suffered because it just wasn't that fun to play.