Showing posts with label wii fit. Show all posts
Showing posts with label wii fit. Show all posts

Saturday, February 7, 2009

Some gaming updates: Wii Fit, Guitar Hero, Conan, Bejeweled Blitz

First things, first.


I finally cracked 100,000 points on the Facebook app Bejeweled Blitz. I've been struggling for over a month to do so while some of my "less serious gamer" friends reached this mark with little or no struggle at all. 

I've been trying to figure out "what gives?" Many folks tell me "it's all luck". But I guarantee that I've played more rounds of BB than these friends, so that kind of rules chance out. What I'm left to believe that I was systematically pursuing strategies that were leading me to perform worse than chance.

As someone who spends his professional career breaking down core game play mechanics, this has been a very humbling experience. Now I need to see if I can replicate my success (as my other friends have done) and then analyze what I'm doing now that I wasn't doing before.

On another note, I just received a copy of Conan. I don't know much about the game, except that it's from THQ and I know one of the design leads who provided a lot of combat mechanics, balance, and pacing feedback to the development team. He wrote an article about it in Game Developer that was quite instructive. I'm curious to see how the "learn as you play" was structured and how the challenge ramp was built with the goal of applying some of those findings to other games I am working on.

And, just to take a completely different tangent, I also fired up Guitar Hero: World Tour and watched Liza play some Wii Fit. GH:WT has some interesting usability challenges associated with it. I only spent a few minutes with it, so haven't formed any complete impressions. It looks like the kind of game where the design intentions were noble (Quick Play mode; Tutorials; customer generated content sharing; "Beginner" difficulty level) but somehow along the way it crossed the fine line of "you're killing me with all this help". It's already a game about sensory overload (especially when you add band mates and beers), so the question becomes: How do you please everybody (and this is a game with a mass following of diverse gamers) without failing certain basic use cases (like easy to jump into party mode; co-op tutorial sessions; etc).

More thoughts to come.

The night ended with Liza demonstrating some of her new Wii Fit accomplishments and having a quick 27 minute workout. It's amazing how all of the sudden it hits you that you've done almost a half an hour of exercise. Yeah, there are problems with the trainers (they're creepy) and the challenge ramp (it seems like there should be at least one more step between Basic and Advanced for some exercises), this is one of those games that could probably change someone's life around. I'm excited about doing some of the stretching and balance exercises -- they'll be really helpful for hockey. And some of the strength exercises also look pretty darn useful.

Monday, February 2, 2009

Time to dust off the blog-webs... Light, Camera, Curses!

I just completed the recently released Nancy Drew: Lights, Camera, Curses game. It was available on Big Fish Games as one of Her Interactive's first "casual" releases on the portal.


All in all it was a pretty fun game. Good production values, well polished visuals, interesting art direction. Moreover, there were definitely some additional affordances (like skipping ahead in dialog trees, more mouseover text, balanced for non hardcore Drew fans) than in the recent box copy releases.

That said, I have circled a few areas for improvement:
  • Minigames were a little outdated and could have used some usability polish. Some of the mini games had confusing UI elements (like which block is going to be dropped next; where will the block land). Controls did not feel that responsive. The minigames seemed dated because I've played more polished versions of them already.
  • Game shell UI needed some work. The options screen could have used some more friendly descriptive text (what's the difference between "fullscreen 1" and "fullscreen 2"). The main in-game menu (where you review progress) had a hidden tabbed menu system that I didn't figure out until I was almost finished the game.
  • Laptop support is needed. There was no "low battery" indicator and the game doesn't work well with mousepad and standard laptop RB controls.
This is really the kind of game that I would like to play on a mobile device (DS, iPhone, etc). I look forward to future versions.

As an aside, I have a bunch of gaming housekeeping to do:
  • I finished Fallout 3. The ending was kind of lame, so by "finished" I mean I finally reached level 20. I'll download the DLC and play some more. As much as I hate the fact that it took me about 10 hours to get into the game, I ended up really liking it.
  • I have a metric ton of demos that I have downloaded and I need to try and write about.
  • Liza and I also tried out the Wii Fit the other day. I need to start playing it more and probably blogging about the results. At the very least I need to describe our initial experience.