Game Design Talk: Exploding Barrels and Other Video Game Clichés

I’m on pace to finish Uncharted in the next few days, and I’ve had a really good time with it. If my queue of PS3 games to play wasn’t so big right now, I would have likely jumped to the sequel immediately. There are however, a few very specific gripes I have with this game, and one of them I wanted to use as a jumping-off point for a bigger discussion. For a game that at times tiptoes into the realm of realism, there are some very specific video game clichés that really take me out of the moment. In particular, I can’t help but shake my head every time I see strategically placed explosive barrels in the environment.
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Girlfriend Gaming: God of War Collection

For the last few months, my girlfriend has made it clear to me that she’s wanted to play God of War. Each time she’s said that to me, I’ve given her the same puzzled look. When I think about video games she likes, I think of stuff like Just Dance, Crash Team Racing and the Raving Rabbids series. Based on what I knew of her taste at the time, I thought a series where players kill thousands of monsters in brutal fashion wasn’t up her alley.

I picked up God of War Collection recently for two reasons. One, because I’ve been curious about this series for a while now and two, because I wanted to see if my girlfriend would actually get into it. I’ve yet to start this game on my own, but she’s already killed Medusa and can’t wait to play more.

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I Just Discovered Uncharted: Drake’s Fortune From the Depths of 2007

Long before I owned a Playstation 3, I was excited to play Uncharted. All of the preview coverage of this game made it look beyond everything else out there. Alas, I was not about to drop upwards of $600 on a video game system at the time, especially when I had just gotten an XBOX 360. My excitement to play this series grew with the release of Uncharted 2, which many hail as the best game from 2009.

Now that I finally have a PS3 in the house, Uncharted was one of the first games I picked up. I just stopped at level 6 to write my impressions so far, which for the most part, are great.

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Pick Up Post: Little Big Planet

I know I’m late to the party on this one. With Little Big Planet 2 set to drop in a few weeks, I’m only giving the game a fair shake now. I’ve played it a few times at demo kiosks, but playing it that way hasn’t really grabbed me for some reason. However, now that I’ve been able to start the experience from the beginning and play it as intended, I’m liking it a whole lot more. I haven’t dived into the creation tools or user-created levels yet, but I can talk about my early experiences in the story mode.
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I Got a Playstation 3. Now What?

It’s been a few weeks now since I got my hands on a Playstation 3. I’ve got it all hooked up, got my PSN account set up and I’ve got a few games to start me off. So far I have Little Big Planet, Uncharted, God of War Collection, Super Street Fighter IV, 3D Dot Game Heroes and Street Fighter Alpha, which I picked up on the Playstation Network.

My question to you, In Third Person readers, is what do I do now?

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Using ‘Cost Per Hour’ to Determine the Value of a Game

cost-per-hour

Over the past few years of following podcasts, message boards and reviews, there seems to be this weird metric that creeps into discussions in one way or another. For the purposes of this post, I will refer to it as ‘cost per hour’. It’s a metric that people directly or indirectly use to judge a game’s value based on how much it costs and how long the experience is. I will express it with the following formula:

Value = Cost of Game/Number of Hours Played

In a perfect world, where money directly translates into valuable experiences, these types of metrics could work as a means of judging a game’s value. However, this logic is flawed, because neither cost or value variables are consistent. You can’t make a blanket statement saying that Limbo is too expensive at $15 dollars because it’s only a 3-hour experience, because it might go on sale, someone may take longer/shorter to beat it, and subjective opinion may say that their time with it was totally worth that price.

The price you pay for that experience and the length of that experience are viable factors in determining a game’s value, but not the whole picture. However, what if we did take away all of the other factors? Is it possible to come up with a consensus cost per hour rate to determine whether or not a game is worth it? I take a few examples from my collection and crunch the numbers to find out.

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Welcome Back to Rapture?

The original Bioshock came out of nowhere for me. It was a game that was a getting a lot of buzz from the journalists, but from the little I had heard or read about it, I didn’t care at all for the game. In my eyes, it was just another first-person shooter. Then the demo came along and rocked my face into another planet. Everything about that game to the spooky atmosphere to the combat and the impressive plot progression of that demo had me sold. It was the first game to ever sell me based on a demo. I rushed out on the morning of release and bought it.

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To PS3 or Not to PS3

In many parts of the world (my own included), Boxing Day is on now. Normally, I don’t flinch at the opportunity to tear up the mall or other retail outlets, but for the past few days I’ve been wrestling the thought of purchasing a Playstation 3. For many years, I wouldn’t have entertained the thought of owning a Playstation product even if you put a gun to my head due to my once-rock-solid loyalty to Nintendo. However, thing’s change, people change and platforms mature from their $599 giant enemy crab roots. There are a number of places here that have PS3 bundles that come with three good games for free, which has made the possibility much more tempting.