Tuesday, September 24, 2024

As Naruto Nears its End

The Naruto Manga has finally hit it's climax last week, and is now in the process of resolving. There's been this massive story arc focused on a ninja war, going on for nearly 200, 16 page chapters. About halfway to 3/4 of the way through it, it become clear this was going to be the grand finale of the series.

The level of action and intensity shot up a lot, but more like an ungulating rise. The setting and situation was frequently changing and there were cool down moments focused on flashbacks and such. Still, I'm definitely okay with it closing. I loved every moment of it, but dang it's been a long arc, especially when you're reading this 16 pages at a time. Mashashi Kishimoto is great about remembering the past events of his world, and fleshing out the characters with backstories. He has a very charming and pleasant writing style. It's kind of like what you were saying about Harry Potter except reverse. While a fight between two characters is going on, he'll take some time to illustrate a flashback of one the characters and it ties into the event at hand in a clever way. He also is great at conveying the emotions of situation.The scenes he shows and the dialogue he uses are really well conveyed and worded. Usually he'll show in phases, close ups of what going on adding only a few words to each image. As anticipation builds, the two often run together into a literal punchline, that isn't cheesy, but fits with the character and situation.

It's definitely still my favorite series. Ah man, it's had a great run. Great read, Kishomoto is extremely aware and intune with the readers expections; he knows what the readers want to see and where they want things the go and he delivers on it.

Thank you Mr. Kishimoto for the amazing world, and stories you've told. For the memorable characters, for the memorable moments, for all the fun, good times, and excitemnet that together we fans and you have had, but most importantly thank you for the love. Thank you for the piercing strike to the center of our souls. Your words were not lost on me. As Zabuza said, "Your, words cut deep, deeper than any sword," I am deeply touched and moved.

The message of forgiveness, of love unfeigned, the message of  change. You powerfully that how lost or far gone someone may seem , no matter how stain their garments and the blackened their souls, THEY, CAN, CHANGE. The stain can be removed, the soul cleansed, the heavy burden lifted. They can set free.

For anyone reading this, please! Take this lesson to heart, it is not too late for you, YOU CAN CHANGE!!! There, IS, still hope. I love you all, take care, and once again Mr. Kishimoto, Thank you,  I mean it sincerely from the bottom of my heart.

Monday, January 4, 2021

What it is that has drawn me to Luigi

I've reflected as to what it is that has drawn me to Luigi, my strong identification with it, is not something I decided. It was almost like an innate connection and call, it's a unique phenomenon many people like me also experience. Luigi's design and mannerisms seems to be the manifestation of Ni, in it's purest form, 


what you experience as a child before you develop as into a thinker or feeler. Shy, sensitive unsure, but filled with wonder, 


The truth about Ni dominates is that there's an intense shyness, and bashfulness that we overcome in our personal development and when we do or say anything, 


We only seem so strong at times because of our sense of purpose, we believe in our vision so strongly, we block out any fear, but ultimately we do struggle greatly with courage, we by default can be very weak, but that's what makes it remarkable when an Ni user is brave, it is something we consider to be deeply important.


I know I can come across as very intense at times, but I hope people can see that it's from a pure soul reacting to an impure world. When I was young I was a truth speaker, as a child I would speak truth to adults, I would speak out when I felt like my dad was abusing my mom. I would call out when my family wasn't following the rules. I never imagined my truth speaking nature would end up with me speaking truth to the world. I've never come to terms with it, I'm sorry to those I've interreacted with on my platform as if my position that I've had is natural and nothing unusual, but I'd like to try. I'd like to be formally known, not just in secret. I'd like to be able to share my view with any who need it. It's what I'd like to do in life. but I'm happy if I can reach even one person, even one life changed. At times I felt like I wish I could be super successful in the world sense, but what truly activates my fulfillment and joy is the souls I've saved. Nothing makes me happier than someone be rescued from their pain,

Wednesday, April 29, 2015

Gameplay Defined: Why We Play Games

First, What is Gameplay?

Gameplay: The gameplay of a video game usually refers to the thing that is the main focus of the project outside of the story.
The source of the fun from gameplay can be broken down into 3 categories: pleasure, need fulfillment, and information. All of this are important and valuable components of a game. All of these elements help serve the higher interesting of serving and enriching the lives of the consumer. So let’s go through each of this one by one and explain how and why each of these elements cause us to have fun.

First off is the experience: The sensory pleasure we get from a game is almost universally the initial factor of it that we find “fun.” The sense pleasure is definitely important. Sensory pleasure, is pure intrinsic fun; it’s something we desire in and of itself, rather than desiring it as a means to an end. It’s a great and very important aspect of the game, but it’s  importance tapers off as we continue to progress through the experience of a game. Once we’ve had our thrill and pleasure from the taste of the game’s visuals, sounds, and mechanical controls, our minds begin to crave more. Our brains don’t want to just play and interact with the game world. The novelty of our very actions affecting this world wears off and doesn’t last forever. The superficial appeal fades with use and time. So quickly after our initial experience and thrill of playing a game we want more depth.

To give a concrete example: Whacking things to death in Kingdom Hearts is initially fun because of the sensory input that we’re receiving from the screen and controller. It’s pleasant and fun to rhythmically press the buttons on the controller. As we play the game and watch the screen, lights, sounds, and noises, project and come forth from it. When Sora hit’s defeats a heartless a “WHOOSH”ing sound is made. When we pound a heartless once,  visual  flares makes spread across the screen. As Sora attacks and rolls around the screen he grunts and yells things. All of these give us sensory pleasure; a.k.a. fun; Yes, “Fun” at it’s most basic and rudimentary level is simple minded, mindless, sensory pleasure. Fun at this level is nothing striking or extravagant, but it doesn’t have to be. After all the sensory level is the initial basis and draw for nearly all things, not just games. Sensory pleasure is an important tool for distinguishing things that will help us or things that will hurt us. It’s okay to expect some level of pleasantness at the surface level of a game. But while it is okay, it can get carried away, and it won’t last. This is where the the need fulfillment side of the argument comes into play.

The colorful, interesting sights, and sound we see begin to fulfill our needs and contain greater philosophical value to us when our brains begin to realize that WE'RE doing that. YOU’'RE making all of these awesome, amazing things happen. You! The gamer! The man outside the magic box and screen! You’re doing this! You’re making these “radical” and “narly” things happen! Now you’re brain is content to just watch the screen smiling stupidly, now it wants to interact with the screen. It want to “play” with it. It wants to experiment and act in all sort of different ways to test it and find out the limits of what “my” actions can do. This mode and level of the game is the level that someone like Roger Van Der Weide, and myself personally, extremely enjoys. His Sonic Adventure “In Minutes” clip of Sonic yelling, “WHEEEE!!!” Is highly appropriate for this stage of the gameplay experience, in fact it’s perfect for it. Once a person get's over the high of affecting the game world, the next step of enjoyment is qualifying good effects from bad, thus challenge is born.

When challenges arise, morals and psyche come into play, "Not only did I effect this game world, but I had a positive impact, and I did something difficult that possibly few others could do!." It fulfills are need to feel powerful strong, heroic, courageous, brave, BA, and/or many others. One of the biggest needs that games consistently fulfill for hardcore, “gameplay” gamers, is the need for achievement. This need grants a player a feeling of emotional validation and esteem. This is why trophies and in game achievements are so widely loved, praised, and adored/abhored amongst gamers.  In the case of trophies, it's the need to prove yourself to others, and society at large. Trophies are external to the self. They’re set by others; thus, they prove your worth in a somewhat objective and large scale way. At least, it feels like it is. That’s the mental-psychological trap and what it promises. Just because standards are external to yourself, that doesn’t mean they’re automatically valid. Does some absurd and arbitrary act in some made up system, really and truly prove anything about you as a person? What if you fail the challenge? Then it’s a doubled edged sword and worse for you. It lowers your self esteem. If everyone else could do it but not you, then you feel horrible about yourself and may even begin to hate yourself. And for what? Now being able to jump through a hoop? It's a horrible manipulation and lie; a mental trap, which is why I hate it so much.
At work, we have have goals to meet, and that's a good use of this type of gamification,brain exploit, as it's something of true value to society to work and produce goods. A person has every right to feel good about themselves if they work hard and make accomplishments at their job. A person does not have the same right to feel good about themselves in the same sense for overcoming some arbitrary task, yet people act like the two hold the same weight and importance which is frustrating to me.. That's as dumb and foolish as teenagers, jumping over a lit fire. To me that’s saying, "Dee Hee Hee, Hey everyone look at me! Look how awesome I am for accomplishing this dangerous and stupid act that could permanently scar me.”

So other than fulfilling our need to achieve and accomplish difficult,practical, or socially valuable tasks what else can games provide? This is where the story element comes into play.

Narrative:
As interactive simulations, games, actually, have the potential to be the most advanced, immersive, thorough, and engaging way of conveying information. If you go back to earlier times before written language was in common use, people would have to rely on word of mouth to hear a story. A guy could come running in to his tribe, sweating and bloody, and he would have to be able to explain to them purely with words what happened and how he felt during it. Today, with gaming technology, people don't have to simply explain what their experiences and ideas are like through metaphorical analogy, instead they can craft a simulated reality to almost directly convey to others what they perceive. So, the enjoyment of stories is relevant and pertinent to both the sensory and hypothetical parts of our brains, but the stories in games should, in general, appeal to people preferring to get an experience out of it, than someone hoping to get some clever connections out of it. Kingdom Hearts is a crappy hypothetical story because it doesn't make any sense on a larger scale. It pretends to be deep and meaningful without actually containing any depth, or meaning. If you take it literally at the surface level rather than impressionistically and poetically, then it doesn’t satisfy the need and desire to here clever, witty ideas and perspectives. It fails to satisfy the desire for idea novelty; it fails to satisfy the hypothetical, abstract mind. While having a game with a great and perfect story is a worthwhile ideal and goal. It’s also important to understand how expensive and time consuming that process can be. While games are indeed amazing and thorough storytelling devices, how extremely difficult and hard it is to tell a good, well thought story with a good flow to it when you have multitude of other factors to consider as a developer. This is why I ultimately still love the Kingdom Hearts series, and forgive it for it’s flaws. However bad, it may seem when you piece together in a direct literal manner, when it comes down to it all, it’s quite an impressive feat that it’s been so consistently committ to it’s, characters, game world, and story. The same can not be said of the Sonic series not matter how great we can find Sonic Adventure 1 and 2’s world to be.

Anyway, games are great on all three levels, the sensory experience, the need fulfillment, and the plot, but what truly makes a game grand is when it perfectly blends and adjusts all three of this elements together. No game has achieved this, but few have come close. Let’s be thankful for those, and hope for more good, well rounded games to come in the future, inside and outside of the Sonic community.

For additional information here are some more relevant resources on the matter. Check out
Extra Credits focuses on the more clerical, pragmatic aspect while Game Theory focuses on the philosophical and psychological approach.. What mental muscles does the game use and work? They claim all games are designed to test and use three different mental skills in varying degrees: Planning skills, Practice skills, and Improvisation skills.
https://www.youtube.com/watch?v=s9xkfPLJWf0
Game Theory It focuses on the need fulfillment aspects I discussed.  Why do you play games? A; To meet your needs. They attribute it to three main needs, but I definitely think there are more. They basically say that you're trying to fulfill your 1. social need to interact with others
2. Need for achievement; a.k.a. and external/ personal validation
3. Need for Autonomy; a.k.a, the need to feel secure, via  power, and control your external surrounding/ and or self which protects you if things should begin to go wrong; If you have power over yourself, and you're environment, you can feel safe. Basically it fulfills our need for certainty and security. The main motivating force for people who argue for gun control laws is a place of genuine human need and fear. They're aren't looking at the matter purely objective from an outside perspective, but from personal need

https://www.youtube.com/watch?v=MyUC_28HIvA

Saturday, January 3, 2015

Sonic's Future/Sonic Has No "True" Roots

One thing I hear a lot and want to bring up is the concept of what the "true" Sonic identity is, and "how" Sonic "should be."  We can't say that the "true" Sonic is inspired by Action B movies, or Adventure Inspiration because the "true" Sonic, Sega's Sonic, has no "true" identity. He has no one pure and true source of cultural influence he draws from. Sega makes him to reflect and mimick whatever is popular at the time. I have a friend who told me when he was in school he would wear hats or play yugioh just to copy his friend. Sonic Team is the same way with Sonic. They aren't the ones to move the helm of culture and societal influence, they simply  are bandwagoners trying to get in on the next big thing.  

Sonic 1 first was made to cash in on the popularity of Mario, but it was also inspired by the competitive egotism of the 90's as it sought to be better and "cooler." 
Sonic 3 was based on absurd B movies because that's what was popular at the time. 
Sonic Adventure 1 was inspired by Super Mario 64, other early 3d collectathons, and the rising popularity of anime.
Sonic Adventure 2 was inspired by the skate boarding fad and Tony Hawk games. It used "Cool, Radical, etc." when skate boarding off of a jump.
Shadow was inspired by grandtheft auto, call of duty, and halo.
Sonic 06 was inspired by realistic Playstation and Xbox games.
Sonic Unleashed was inspired by Pixar, Dreamworks, and the rise of 3d animation companys like them.
Sonic Colors was inspired by the success of casual Wii games like De Blob.
Sonic 4 and Generations were inspired by the success of New Super Mario Bros. Wii and PS3 HD remakes.
Lost World:  a result of a resurgence of the interest in simple platformers again. Rayman Legends, Donkey Kong Returns, New Super Mario Bros U, etc.

Sonic Boom: is odd because at it's core it reflects the old age of  and shows how behind the times the developers were, when initial creating it, but in terms of writing it's gained it's cultural influence from recent internet meme culture. I'm the leader to local 11 year old scouts and yep, I can definitely say they have the same awkward passion for internet meme culture that Sonic Boom has, so it's actually perfectly toned for the rising generation. It's just that the rising generation's internet meme/ viral youtube videos culture is a cess pool of obnoxiousness.


Sonic Runners: Well if that is indeed going to be the next game from what I can tell of it, it looks like a 3d version of Sonic Dash meant to cash in on it's success. That would be almost prove my pattern because the next game to come out according to it is supposed to be a cheap, crapped out, cash in to take advantage of hype or popularity of some Sonic game that was made. That's actually not a bad strategy on their part. Sonic Dash undoubtedly has exposed a lot of people to Sonic due to it's free to play nature, but for that reason it can only get so much money out of people, so now Sonic Team is making a 50-60 dollar game resembling Sonic Dash and Jump in hopes people brought in by those games will recognize it and buy it. 


After that game, in 2016 we the most likely to get a second Sonic Boom game or Sonic Adventure game. A Boom sequel is still possible because the cartoon is doing well and will continue for most of next year at the very least. Sega didn't directly take the hit when Boom failed, After that and according to the pattern, Sega's going to try and reinvent Sonic once again in 2017 with whatever's popular then. The new Stars Wars movies are going to be very popular and all the rage then, and Toy Story 4 is coming out in 2017, perhaps, the 2017 reboot game will be the true Super Sonic Galaxy, or the aesthic and culture influence will be inspired by childlike imagination of playing with Toys like in Toy Story or the Lego Movie. By 2017 I'm expecting a sequel that movie, and Sega knows the best way to spread Sonic is through kids so there's a strong chance we'll see Sonic trying to make Sonic in that vain. Then again we are going to see the new Sonic movie come out and that's going to be PG-13, so perhaps there will finally be two different flavors of Sonic avaible. One for the younger audience and one for the older. So there could be two 2017 Sonic game or one shortly following the other into 2018. The younger one could be Toy Story inspired like I mentioned, and the older one could be inspired by modern day action thrillers like World War Z; so the tone would end up like modern action movie adaptations of old cartoons like the Rock's GI Joe Movie, Micheal Bay's TMNT and Transformers films, perhaps it may even draw inspiration from the success of Marvel and other Super Hero movies.

So what do you think? Does that seem to be accurate and make sense? Any counter observations or arguments? 

"Why Has Sega Suddenly Abandoned Me?" Sega's Marketing Strategy

Contrary to how it may seem Sega has not suddenly changed. They have not suddenly decided to abandon their fans. They've been this way the entire time. Sega's like the confident and aggressive player who covinces you to sleep with him by saying, "Show me your tits." He's different and in an odd way charming, so you give into his demands. After the fact you try to get a hold of him, but he doesn't respond, and if he does he's very rude about it. You then wonder why he suddenly became a jerk to you. In reality, he was always a jerk, you just didn't realize it until he left you, but your traumatized, and now you can't help but crave and desire bad boys. Why does Sega treat it's fans poorly, yet I still crave it? You wonder. Why do fans remain loyal? Others wonder. Why do we still crave the jerk when we have every reason to hate them. In both cases it's the same. It's the psychological response to loss. http://www.caregiverslibrary.org/caregivers-resources/grp-end-of-life-issues/hsgrp-grief-and-loss/psychological-responses-to-loss-article.aspx 

Let's face it. 
Sega' doesn't really care about any one particular type of Sonic. It doesn't favor any one particular type of fans over the other. They just want your money. Much like the player that just wants your body, but just as players are never contempt with one woman, Sega is never content with one group of fans. They have a systematically approach; a pattern for how they go about seducing new fans. Here's how Sega decides to market it's games. First, they make a game to attract new fans. For example Sonic 1. Next, they pump out a sequel as fast as they can to capture and capitilize on the hype of the new audience. For example Sonic 2. Then, they feast on their new found herd of cattle; draining them for every penny they've gone. Lastly, as they're now satisfied, bored of their old meal, and craving more, they go back to step one to once again go on the hunt and seek out new sheep to replenish their herd with fresh, new meat.

I name these 3 target markets:
1. New Potential fans
2. Hype Train People
3. Loyal fans
In my marketing classing I learned businesses actually think and identify groups like this, so I wouldn't be surprised if they actually had some sort of official targets like these. Anyway, here's how it looks when applied to the games.

Sonic 1: New Potential fans
Sonic 2: Hype Train People
Sonic 3: Loyal fans
Sonic Adventure 1: New, potential fans
Sonic Adventure 2: Hype Train people
Sonic Hereos: Loyal fans of Classics
Shadow: New People
Sonic 06: Hype from Shadow's game
Sonic Unleashed: Loyal Fans of Adventure games
Sonic Colors: New Nintendo, casual fans
Sonic Generations: Hype Train of "Sonic's finally good again"
Sonic Lost World: Fans of Sonic Colors
Sonic Boom: New
Sonic Runners?: Hype?
Sonic Boom 2? For Boom Fans? Adventure 3 because boom failed?: Fans?

There's a lot of conclusion we can draw from this. The most mind bloggling of them to fans who see the classic games as the same is that No, Sonic Adventure 1 & 2 are relatively nothing like a Sonic game, as defined by it's predecessors. 
Yep, that's right the Sonic Adventure 1, the critically acclaimed, fan favorite. The magnus opum of Sonic games was nothing like one. SA1 was a drastically different type of game. The six playstyles and characters was to have broad appeal. It was nothing like a classic Sonic game. It was more or less an "Open World", RPG, inspired by the genesis games rather than a direct sequel to them. Sonic Heroes was the first serious attempt to make a genesis Sonic game into 3d outside of 3d blast. SA1 did exactly what Sonic Boom attempted to do, in other words it introduced new fans (myself included) who at this point have taken over the fandom. It's a good thing for us adventure fans, that Sonic Boom was a flop, if it was a success we'd have found ourselves in the midst of a serious Sonic civil war. A multifactioned war, even more severe than any current disputes within us.

A second conclusion is that the hype train games are the most well known, and so far according to my capacity to perceive the public opinion that idea seems to hold up. Sonic 2, Sonic Adventure 2, Sonic 06, and Sonic Generations are the most well known Sonic games.

A third conclusion is that Sonic 06 is the slammed out the door sequel to capitolize on the success of Shadow the Hedgehog. In a lot of way this statement is correct. It focused on realistic, high fidelity, graphics (something that call of duty and halo fans tend to care a lot about) the story revolves around Shadow. It focuses on hedgehogs in the campaigns and not Tails or Knuckles, so people who only played Shadow's game won't be confused. Shadow's gameplay in 06 was designed to bring back elements from Shadow the Hedgehog. From magazine articles and from when I first played 06 and all other clues, I didn't feel like the game was for me, a fan of the adventure games, but towards the typical Sony and Xbox gamer. The game, it's story. I didn't know it was supposed to be a sequel or connected to the adventure games it felt like a reboot to me.

Another conclusion is that Sonic Unleashed was clearly marketed and made for Adventure fans more than anything else. Even outside of the pattern it was almost called Sonic Adventure 3. As someone who has been introduced to Sonic with the Adventure games, Unleashed feels the closest to a third adventure game.

From there, and the ending of Sonic Boom, it looks like a sequel for Boom might actually be in the works, or at the very least it looks like that's what was planned until Boom and Big Red Button failed. The sheep are wising up to the player's tricks and they're getting old, so I wonder what the Sega has up their sleeve now.

The Future of Game Consoles

A bit off topic, but I can relate it Sonic as it was me pondering about the direction of Sonic that lead to these ideas....

Instead of Nintendo DS's we need Nintendo phones that play's all you favorites. Instead of home entertainment consoles we need home entertainment Nintendo and Sony tablets that plug into your tv and that you can play with friends. Instead of Play Station One and Xbox 4 we need official playstation and xbox gaming pc's that run operating systems like windows, and can use word documents and google chrome and such. Basically, the big 3 gaming companies need to make their gaming devices more functional and practical if they want to remain relevent much longer into the future. It feels like too much of an investment to now only spend over 60 dollars per game, but then to also have to buy this device that serves you no other practical purpose, but to entertain your and play the expensive game you bought. It'd save people a lot their reserves and money if this strategy was implemented. 

I've actually thought of the idea and wanted it for almost a decade now, but I'd really like to have a phone that also plays Nintendo games and such. It's still socially unacceptable and embarassing to be seen in public playing a gaming handheld. There's no problem with this with phones. They can't see what you're doing. For all they know I could crafted my master thesis for the killer presentation I'm going  to make to my boss later; So suck you social stigmatizing #$%^#$%$! Buy a Nintendo laptop or a Sony gaming pc would also solve another one of my problems; Feeling like a wasteful spend thrift when I buy a dedicated gaming machine. Not only do I feel bad because it's expensive, but I also feel bad because the entire reason and purpose I'm getting this horribly expensive device is because I want to waste time mindlessly mashing buttons as things happen on screen. It's like needing to spend over dollars on a cack making machine. You can't feel good about yourself for buying it, but; however, if it said crack making machine also produces vegetables.....then you're a golden eagle!

Yeah, so now how this all come from thinking about Sonic...yeah about that....well you see, it all starts with a conversation about Sonic, but it ends with a conversation about drugs. Thinking about Sonic always leads to a maniac depressive drug addiction to cope with the pain...I don't see the current direction of Sonic or Nintendo as hatred or abandonment of the fans or hardcore gamers. No, with my understanding of economics, marketing, personality, and the big picture, I can clearly see that they've been making highly informed and extremely calcuated decision in hopes of making as much money possible. Shocking I know, but here's what makes me think this. 

Consider how many people bought the last generation of gaming consoles, and then consider how many bought them now in comparision. It's a HUGE difference. Last generation has outsold this current one by a factor of 9 ! or even over 20 in the case of Nintendo! Game consoles five to seven years ago were selling 9 times the amount of game consoles today, wow. That's some massive deflation right there. The direction and popularity of gaming is changing, and both Sega and Nintendo realize this. They've seen ahead and been aware of this shift in the direction of gaming for a long time, and have been planning, preparing, and executing for it. Sonic Colors sold financially well consider the time and the fact that it only sold on one console. Sega took that as feedback that it's aesthitica style and casual Mario esque gameplay was what Nintendo fans like and would come to expect from now on. Lost World was once again a Nintendo Exclusive and was meant to have the same look and style of Sonic Colors for the purpose of mass identification and marketing. My point being is that they have been choosing how to make the games almost purely off of marketable and appealing the game with be the masse audiences. Basically they were designing purely out to have the most calculated chance of success. Actually if you think back that's almost always been their approach; superficial marketable appeal to the mass audiences. 

The quality of a game almost doesn't matter for sales numbers because I'm not going to know just how terrible a game is until I after I buy and at that point it's too late to return it and get my money back.  At least that used to be the caes. It used to not matter. With gamers becoming wiser and thinking to check internet reviews and word of mouth more often. A game's poor quality is indeed a problem. The best example of this being Sonic Boom. Unless new comers were to find out about the game purely from tv and then immediately go buy if without looking it up, then sure the quality of the game would matter; however if the whole point is to hook more fans into the series then how is giving them an unpolished game going to convince them to keep coming back for more. Even moments into the game, it looks bad from a superficial level which is just as deep as a person goes when it comes to something new and is all it takes to deter them since they were leerly or expectant of it anyway. So Sega and Nintendo aren't stupid in calculation they're geniouses at that, they're stupid because they are short-sighted and can't see the big picture of things. Since Nintendo makes sure to polish their games and works hard to maintain good customer relations, they're much better at having foresight and looking ahead. Treating your dedicated fans poorly is a sure way to die in the long-run. So, Nintendo doesn't struggle with that, they struggle with looking at the big picture much more.

Wednesday, October 15, 2014

Gamification

Google search, "Extra Credits: Gamification" for the original videos that started this train of thought and to learn more about this topic.

I find that one of the best ways games teach us is through trial and error. I think we should be allowed to take everything in a classroom setting and still be rewarded with points, homework assignment, quizzes, test, projects.etc I really learn a lot from being tested and getting questions wrong. A lot a people do. It's actually sort of exciting to get a test back and see what you got wrong, and after the experience of getting a question wrong, I then know exactly how to do it right; but this never gets reflected in my grade or anyone's grade which makes the grading system a horrible and inaccurate system.

The best format for learning, in my opinion, would be to lecture, have guided practice, independent practice then be tested and retest until everyone understands. It might be a good idea to throw out the ability to fail altogether. Make it so that a person simply completes the class or he/she doesn't complete a class. Make it so that a person must pass all the tests to get any credit for it, but they can attempt the tests as many times as needed. Just like how boss fights can be attempted over and over until the proper method of defeating him is used. If there were no grades, yes, total points wouldn't matter but that's a good thing.

Points should not determine your final grade just as the level of your character in a game doesn't determine if you have beaten the final boss. Points show that you are more likely to succeed when it comes to passing a test, but they don't guarantee it. Making this change is the best change to the structure of a class that could be made.

Currently we have a system similar to Super Mario Land 2: The six golden coins except worse. The school as it stand now, in particular to college, is that a person has to go for 8-16 weeks, respectively, without serious failures otherwise they have to retake the entire class for it to count for anything, and most likely, it wasn't every aspect of the class that tripped them up, but specific parts of it. Super Mario Land could be completed in a much shorter time than a college class, and it could be completed at a person's own pace unlike a college class. In it death, losing all lives, meant all the bosses had to be beaten again which is sort of like having to take a class over again. It's not necessary to make a person beat the first boss that super easy every time they can't beat the super hard levels.

This would also motivate people to study and do research. I've spent tons of time researching how to beat or complete certain aspects of games. If I was allowed to retake a test and I keep failing it, I'd spend a bunch of time studying what I got wrong.

This is exactly what many good games do. Super Mario RPG for example. First it starts with what you know Mario saving Peach from Bowser, then it sets the stage for the new adventure. It tells the objective of the whole game from the beginning, defeat the giant sword and get the seven stars. After that it has toad give you some instructions on how to play. Directly after giving instructions the game helps you apply them with a guided practice. So we have been told what to do and to make sure we understood, we have been hand guided through the process, and they make this part of the game optional for those who already knew, which is the beauty of it. After this the player has a chance to practice their new battle skills on enemies without any assistance from the game. So, the player gets to battle some enemies earn experience which compares to class/homework and points. Then the boss fight comes, tests, and it's more difficult as it requires the player to have LEARNED how to play the game good enough to beat it, but doesn't it just seem silly if a game forced you to continue even if you didn't beat the boss, and if you failed to beat enough bosses at the end you didn't beat the game? What the point of having boss fights if regardless of your performance you progress? It seems silly to me, but this is actually how classes operate.

If you managed to read all of this you are awesome and I thank you for hearing me out."

Saturday, October 4, 2014

Sonic World is More like Super Mario Sunshine than Galaxy

Despite the obviousness of it's similarities to galaxy. This game is a lot like Sunshine perhaps even more than it is like galaxy. This game has the most moves and ways for Sonic to interact with in environment in the series, the levels are very open so there's a lot of exploration, both involve the player visiting a isolated new place, the biggest gimmick of the games is an addition to the characters permanent moveset (FLUDD/parkour) for the game; The list goes on. Although, this game could use more of Sunshine's spacious level design since

Sonic is finally properly geared up to make exploration and scaling structures styled platforming fun. These levels feel too small with too little scaleable objects and other interact pieces, for all the crazy things Sonic can do. Large non tubular, with more scaling, and less death pits, levels would be much appreciated here.

Monday, September 1, 2014

How Zelda Dungeons and Puzzles Should Work

 the most fun I've ever had in a video game is when I play as Luigi in Super Mario 64 DS and discover ways to break the game with his added jump height and amazing spin jump.The feeling I get when I've gotten the star in a way the designers didn't intend is one of the best feeling I've ever had. That feeling , more than anything else is what I think Zelda games need to capture.

Have an obviously solution for the noobs, but make the items more powerful, so if a person knows what each item's capabilities and limites, then they can break the puzzle and finish it a different way. Like the cheat trick in the water temple in ocarina of time where you use the hookshot to attach to a treasure chest; getting you to a floor you otherwise would be able to get to, or the trick that allows you to use a deku stick against Ganon at the end, or the trick in the Wii version of twilight princess where you take the iron boots off in the middle of being sucked up into a magnetic force field, and then you walk normally on the magnetic surfaces. This is why sometimes older games are better, there's more fun glitches and more loop holes the designer missed. Oh yeah, there's a way to get a fifth bottle in ocarina of time too. Super fun and rewarding to do stuff like that.

There should pretty much always be more than one solution for every puzzle and task. Here's how it could work. There's tons of environment activity. Like many more things are explodable and changeable. If I shoot a bomb arrow at a tower it falls over. If I stake crates I may be able to  hook shot to the top and get up somewhere higher. Rather than them spending a lot of time testing to make sure the player can't get trapped, they should instead impliment a room reset  and undo system. Even give the option to reset the whole dungeon  which would vital when a person has so many options. Then when you get more items you at times will be able to complete the dungeon in a different way or a lot faster.

They should keep shortness of the dungeons in LBWs or even shorter. This would be so fricking awesome!  When you get a new item that's what really makes you excited. "Oh man what are all the things I can do with this." 

I'd be okay with starting with all of the main items, like in a LBW, but instead of still having dungeons where you're mostly using one item make in each dungeon it's possible to use a lot of items in a way of way. I'd want this to be open enough where the ideal that even the designers don't know of all the ways the puzzles in a dungeon could be solved.

If they could manage to make a such a complex system work, they make even be able to go a step further and implement a random dungeon generater, that could theoretically dish out nearly endless dungeons. I get the idea from the platformer game like that. The randomization process is designed to only put together levels that are solvable. Brilliant concept for Zelda dungeons.

Sunday, August 31, 2014

Mental Health (uncut)

Just a heads up because it's discussed in this post, I'm  a member of the Church of Jesus Christ of LDS or Mormon. I was emailing my friend on his mission, and during the process my creativity channels were opened and I received a lot of insights into mental health and other topics. It took a long time to write, and I'm winded, but I want to share it, so here it is. I'd say I might get around to revising it, but realistically I won't.

"I was thinking about something. I don't get sick, my mom doesn't get sick, my ESTP brother doesn't seem to get sick another ESTP guy I used to home teach said he doesn't get sick. Now, all of can get infected and sick or get diseases. You get sick easily and get allergies and so does your dad, but you personally, claim you aren't affected by anything, swearing, crudity, dark humor, etc. things that can be equated to mental germs, which cause mental sickness, poor health, and diseases. I think a person's type is genetic, considering it's basically the software-operating system, running inside of the brain, what else would it be; Resilence to germs and disease may be genetically greater for sensors; thus, sensors may be in part born resistentt to physical toxins while intuits may be resistent to mental diseases.  

I hypothesis we can compare the body to mind and say that the laws of physical health can be applied to the brain as well.
Laws of Health
1. Eat immune system strengthening  and cancer fighting foods which contain immune system and cancer fighting minerals vitamins and minerals. Vitamin c from Lemons, Limes, and oranges, vitamin A from carrots, vitamin E, K, Herbs and spices, orengano (Italian seasoning), etc.
2. Build up the immune system through gradual exposure to toxins. Pretty straight forward and explanatory. I would say using hand sanitizers, and washing hands and cleaning foods and touched surfaces too often hurts a person in the long run.
3. Exercise to release toxins from the body. It releases toxins through the pores and sweat. When overwhelmed with toxins, fat is stored and created in a body deal with the excess ive amount later to protect the body; to engulf and pacify toxins to the body such as chemicals, viruses, bacteria. When that fat is burned off the toxins should be burned off and exit the body throught the digestive track which the body can do now that it isn't overwhelmed with toxins to eliminate;  Also, the increased body temperature during exercise likely also helps kill harmful, viruses, bacteria, and microrganisms. This is probably another reason I like to take really hot baths so much. The high heat: first, kills the bacteria on the skin and surface of the body, then increases a person's internal body temperature killing germs on the inside, anf finally the high heat as well as the waters expands and loosens the pores to allow toxins and germs to exit into the water. So the water doesn't just deal with macro germs and dirtines (dirt and visible stains), but micro-germs and dirtiness.

So then the mental laws of good mental health are....

1. Strengthen the minds mental immune system with immune building and nutrious mental food. When thinking about what mental food is we have to understand how our minds work. First off, our minds are basically the embodiment of all the information we've taken in and how they are connected in the brain. So this makes the information itself the food and how it's connected is the digestion of the food. This concept that information, like nutrients, are the primarily source of nourishment for the brain that strengthens it. So, if the information is mental food, then it's we need to be careful about what we physically drawing from our environments as well as how we interpret it which is digestion. So what's healthy and opposingly unhealthy?

 Healthy mental food is, thoughts and ideas that are: positive, powerful, uplifting, motivating, and helpful etc. Imagination is the ability of man to see in his mind what is possible. If something is impossible, logically imposible, we can't even imagine it. A square circle can't even be imagined.

Here are some supporting examples for my hypthesis that exposure to information is literal food. There was this story I heard from a video with black and white pictures of the father and girl. The father kept the girl locked away inside away from other people with scarce and few interactions until she was around 10. When social services or someone, found her she couldn't talk, I'm certain of, or do basic things kids her age could do like walk, dress or feed herself, I believe.  Then, I'm pretty sure they, overtime, they were able to teach her these things; so, there you go; if a person does take in information: ideas, and thoughs, from the outside world, then there brain atrophies, and they become inept. Of course the properties and amounts needed are likely different than food and water. A person may be able to go longer without mental food and water than they can physical food, but as seen in people who develop alzheimers and other brain degenerate diseases in old age, the brain will suffer and break down, if a person ceases, to feed, nourish or exercise it. Social interaction seems to be an excellent way to feed and exercise the brain which is probably why I love and need it so much and frequently. I haven't looked anything up, but from what I can observe at all the churches I've been to as well what I know and have observed about the apostales, the development of alzheimers and other brain degenerative diseases is lower inside of the church than outside. There are plenty of super old high priests, bishops, stake presidents, and apostales their minds fail none of them. The information of the Gospel is very nourishing  studying it requires a lot of exercising, and system 2 thinking. So, there is inherent worth and value in the gospel afterall. It isn't simply about the reward in heaven to come. Living the gospel brings physical and mental health. 

The Gospel gives us not only a physical health code, but also a mental one. This is a personal gripe that I probably shouldn't have and need to work on. My gripe is when a general conference talk, general authority message, or anything said at church, is critical, chastizing, and negative. Because and when I'm hungry and starving for mental nourishment, it can at times hurt a lot of be lectured and scolded at the dinner table. Well, hmm, vegetables don't always taste good. Perhaps positive thoughts are sweet and tasty foods like are fruits, nuts, and honey, that are good for the body in only in only if you don't each too much. On the other hand negative critical thoughts are vegetables, perhaps some forms of beans, fungus, and meat. They're foods that don't taste good, but are good for you. Huh, so maybe there is such a thing as eaching to many vegetables. Vegetables are high in fiber, so perhaps if you eat too many vegetables, and too much fiber, then the body won't be able to digest it. The fiber and the negativity block out the positive and physical nutrients. Hmm, so positive thoughts and ideas are fuel; they are sugar. All food in the body is converted into glucose which is sugar; however, if a person eats too much sugar they'll get fat. If a person is never constructively critisized they'll get mentally fat. On the flip side, too much negativity can block and prevent the sugar from being digested

2.  Build up the immune system. So, gradual exposure to harmful mental food with toxins makes a person mentally stronger in the long-run. Going to public school probably actually makes a person mentally stronger while home schooling kids, or even possibly really strict private or charter schools probably makes them weaker.

3. Mental exercise, solving problems, using creatively to build or create something helps expunge toxins as well.

I'd add the pure knowledge, sensations and definitions of words, compare to proteins and carbohydrates which seem to be the foundation and staple of a healthy diet. The common analogy of "It's my meat and potatoes," seems to be based on what conventional wisdom has discovered through experience; that protein and carbohydrates are the bare minimum, essential nutrients of a diet. My nutrition class at school I'm taking confirms this. Alright, well that's about it. 

In summary and conclusion

All people should be aware of what information and intepretations come into their mind if they want to be mentally healthy. They need to monitor, sense data, thoughts, and any form of communication.This shall bring all ultimate happiness and glory."

Hmm, I'd like to add to my thoughts, that information with no redeeming value will feed the mind, but's it is analagous to empty calroies. Cotton candy is pure sugar. The sugar probably could sustain a person's life for a while, but it has no nutrients.

The World that never Was; Org. 13 Why I love the concept of them; Dystopic Sensual Daft Punk World

"Organisation Xiii's homeworld, that I'm sorely missing the civilians on the streets"
I actually think it being devoid of people fits the theme of the world. Nobodies are empty shells and it's a big, empty, lifeless world. The only creature inhabiting it are the undead heartless and empty shell nobodies. It's the perfect setting for the homeworld of villains. It one of my favorite worlds if not my favorite. The mystical feeling it gives off is hard to describe. It's sort like a the feeling despair and mystery combined, but that isn't accurate enough. It's like the feeling of a daft punk or Gorillaz song. It's very somber and comtemplative. If for no other reason I like Organization XIII for feeling and impression they distill in me. It isn't precise, and I wish I could think of a better term, but they can be described as Cyber Punk. The feeling is like a good uncanny feeling, it;s like if the uncanny valley was flipped. At a certain range of oddity and mysteriousness the feeling you get exponetially increases. I love the look of their black coat, the concept of nobodies, their world. It all ties together with the theme of emptiness. It's gives the symbolism of a person who's alive, but might as well be dead. Somewho who has emotionally died. Someone who hasn't truly feel good and alive in years. Someone with a void who uses drugs and pleasure to attempt to fill the void, but it only temporarily eases the pain. This person like the nobodies can feign emotion and life, but it's hollow as they feel nothing inside. A dsytopic world where human emotions and flaws bring shame and disapproval, so these nobodies" dehumanize. They eliminate their heart and function only off of their body and mind. They turn into a machine one of million. As there perfect name implies, they are now truly a nobody. It's poetic and beautiful to think about. It's sombering and meditative.

This dystopic, Brave New World, Daft punk, dehumanized type of world is the PEFECT fit as the antagonizing force for a game called Kingdom Hearts. Organization XIII is the perfect antagonist and anthesis of the ever jublinant and emotional Sora whom is full of life and humanity.

Thursday, July 31, 2014

Why Open World: Linear Progression Sucks

  • "Hey why is this called a Sonic blog if you aren't gonna talk about Sonic!" Shut up, free speech. So because I was bored and for some reason topical events are SO amazing here's something inspired by Egoraptors, "gloriouis" Ocarina of Time video. I too tend to hate open world games with linear progression. Sly 2, 3, &4; Infamous games, and the Arkaham games, are all examples of this like Ocarina of Time. I owned Ocarina of Time on my N64 at one point, but got stuck at Death Mountain and never played it again. I did finally go back and beat it a few years ago, but only with the help of my friend Tom. If he didn't help me I probably would have needed to look a lot of stuff up. With Kingdom Hearts 1 being a sort of exception which I will explain, games should either have closed, confined, linear worlds with either linear or non-linear progression, or open worlds with non-linear, and NEVER open worlds with linear progression.
    Okay so first up, the games I mentioned (You could probably place the Jack and Daxter games and Ratchet and Clank along with the rest too, but I haven't played any of them much so I don't remember). Sly 1 was fine. Like you said it was basically Super Mario 64 except with linear levels; Great, fun, fantastic! But then we get to Sly 2 and it's an "Open World with a...very...specific...things...to...do.... " That's not the only problem though.
    The hub areas in Sly 2 and onward, are big, dark and everything in the environment blends together. Big: Needing to figure out a specific thing to do can become an overwhelming chore when the area you can run around in is huge. Dark: doesn't help me find and differeniate specific details in the environment now does it. Everything looks the same: Everything intuitely looks similar unless you really scrutinize it. Basically the only way you know where to go is if you follow the stupid arrows or the stupid map! How is it exploring and how is it fun if I need arrows and/or a map (*cough* Dream Derp Derpence. I'm looking at you Tron Legacy World!)?! So, it's hard to figure out what to do and where to go, but that's not the end of your problems, now you have to put up with the annoying tasks they give you.
    I have three perfect examples of beyond tedious and frustrating tasks that you have to do in this list of "open world" games. First, is basically the first mission after the intro in both Sly 2 and 3. In these missions you must slowly follow around an NPC who slowly walks around and take pictures of him while he does stuff! In Sly 4 the first mission is almost exactly the same except you at least aren't following some slow NPC. I get that it's supposed to be a stealth challenge, but who cares? From a gameplay perspective is it fun to slowly and tediously walk around and take pictures with an awkwardly controlled camera? Sorry, I didn't know I was playing boring tourist the video game. Good grief. My second example is Infamous 2.
    In it, you must accompany this stupid helpless NPC girl (not that that's why she's stupid) to the place where you need to be, and if you get too far away from her you have ten seconds to get back or else you have to start over from the beginning. What The Fruitcake!!!! What kind of bull crap is that?!! You have all this amazing climbs and ways to get around, that are so much fun to use and explore with, and you're telling me I have to slowly follow this stupid NPC around?!!! It's like having having a super fast and amazing dirt bike with nothing around you but miles of jumps and open land to ride around in, but just as you are about to leave your mom stops you and says, "Now, hold on a second young man. Take your little, 4 year old, sister, Suzy with you." Now Batman.
    Arkahm City has many of the same problems as my previous examples: Darkness, big open area, need map or arrows, tons of fun to explore and climb stuff, but you need to go to a specific spot and way to trigger a specific event. I'm interested in a story centered around batman and I'm interested in an open world, but it's like blending pizza into a smoothie. The two on their own are great and fine, but put them together and you get someone horribly nasty. That analogy sumes up all the problems with open-world-specific-task games, but there is a way you can have booth your shake and pizza, and eat it too.
    Kingdom Hearts is an Open World game with linear progression and the need to trigger specific events in specific places to progress. As we've discussed, normally this is a problem, but the good old designers at Square soft thought ahead and got into the players mind. First, they segmented the worlds into rooms and areas, a brillant and necessart idea. Added up and it' just as big as the open areas in the others games, BUT not we
  • BUT now we have focus. Now have the ability to grasp and logically exclude areas. "Alright, I'm suck and don't know where to go. Hmm well I've checked everything in the "1st and 2nd Districts, so maybe I'm supposed to go to that there 3rd District. Do do do walking along, Hey! What do you know?! It worked. Thanks Square Soft!" See, segmentation and area titles (another brillant idea), give the player, an easy way to conceptualize the world and understand where they need to go. It's a very helpful organizational tool. Like, instead of having this big open plate where your mash potatoes and peas mix together, you have this perfect wonder microwavable dish tray or bowl with different segments that can be used to hold different things. The mash potatoes and peas can be all cozy in there own bunker without there personal space issues being violated. You can really appreciate the individual tastes of the foods when they have touched and their juices mixed. Another example I thought of is the difference between Sonic Adventure and 06.
    Sonic Adventure uses similar desgin philosophies to Kingdom Hearts and Mario 64, while Sonic 06 has similar design philosophies, if you can call it that, to the other games. In Sonic Adventure 1, the areas are segmented and thus kept small there are: Set-pieces (Tails Workshop, a casino), an excellent use of bright and dark contrasting colors, titled areas, and theirs even a guide to tell you where to go in case you get lost. Sonic 06 on the other hand, has 2 or 3 big open areas, that are either filled with too much pointless open space, or has building that all look the same and blend together. I got lost and couldn't figure out what to do the first time I played it. Huh, what a weird coincidence. As soon as Sonic moves away from Nintendo it's plagued with bad open world design. All the other games I talked about were for the ps2 or 3 so it's as if those developing for those consoles are cursed to make bad decisions. It's like developers for the man's gaming console are encouraged to misplace their values and design money and time. It's like they are putting all there efforts into the wrong things like pixel perfect graphics and realistic design. Huh, what an odd thing.
    Oh well, NINTENDOMINATION!!!! except I hate Nintendo now too. PC MASTER RACE!!!! No, I hate PC gaming too. READING RAINBOW!!!! Uh, not quite. WORKING! I don't have a job. SCHOOL! Just ended. Drat, it appears everything sucks and I'm all out of options. I guess it's the meth lab for me.

Wednesday, July 16, 2014

Random Argument Extra Credits, "Beyond Fun" "Differeneces in Kind" Sonic Heros SA2.

The point I'm supporting is what I said. Games don't have to be narrow mindedly be limited to light-hearted pleasure, and arcade-like gameplay. Actively doing something while taking in the story is something movies nor books can deliver on. It's arguably the best way to experience a story.

As defined in this video and by me Engagement does mean the same thing as fun. Engagement is having your interest kept and mind stimulated. Fun is light-hearted, thrill based pleasure. Are puzzles fun? Is a mystery novel fun? No, but they keep your attention, and thus engage you. Something that's only fun is not even a tenth as rewarding as something deep and meaningful.

When I think of games that had the cencept of "fun" in mind, I think of the every Mario game Nintendo has made since Super Mario Galaxy 1. I think of Sonic Colors, and Lost World. By focusing on "fun" as the only and core objective, developers end up making a game that provides a shallow experience, and often isn't even that engaging.

Extra Credits makes a lot of keen observations, and puts a lot of abtract concepts into easily understand terms. The writer for the show James has actually spent many years as a developer and observing other developers. Whether or not they accurately sum up individual franchise is not important. Those are just examples and opinions. The design priciniples they establish are far more important, and that's where they excel.

The principle of "Differences in Kind" in this video explains why Sonic Heroes is boring, yet SA2 is fun. (https://www.youtube.com/watch?v=TlBR1z-ue-I)
In Sonic Heroes everything in one level feels the same, visually and indiviual action wise. There are almost no set piece moments  and few dynamic camera angle shots. Mechanically, you're doing the same tasks in the same way over and over. Punch blocks and enemies with Knuckles, switch to tails to slowly platform, switch to Sonic on straigh aways and to spin around poles. The music is flipping repitive too which only makes the experience worse. Shadow's game basically has the same problem.  Unleashed and even Colors are less boring then Heroes because at least in Unleashed the visuals and tasks are dynamic and diversified. One of  Color's problems actually is that it put too much diversity into a single level which resulted in a severe lack of flow.

In City Escape of SA2..I start with.boarding down a city street while jumping off jumps and avalanching cars. Then, I'm running around normally, then I'm running on the side of a wall, then I need to go up stairs where I hace to be careful because enemy are blocking my path and shoot at me, then I'm rail grinding done a corridor, then I'm in a park that I can explore and run around in, then I'm doing tricks off of pull up bar, then a giant truck is chasing me with a backwards facing camera. Each moment feels different  Unlike in Heroes.

Wednesday, June 18, 2014

History, Sega's Tactics, Sonic Boom, The Return to Sonic Adventure, and Hope for the Future of Sonic

Beginning in 2010 with Sonic Colors and Sonic 4, Sega has been trying to multitask by simultaneously designing for the long term fans while attempting to attract new ones.  Sonic Generations was a smorgage board as it cotained everything that everyone from all sections of the fanbase, even Adventure fans, could enjoy. After Colors a few team members began working on Lost World while the rest worked on Generations so the general plan for it had been decided by in 2010 or sooner.  After the abysmal sales of Lost world, Sonic Team took note of  the increasing demands and complaints from people like Roger, SA3, Tails Channel, and others; So, now, The next game is a traditonal Adventure Sonic game not like Colors, Generations, or Lost World. Sonic Team hasn't been ignoring their fanbase just misunderstanding it.

Sonic Generations was a love letter to the long time fans as well as an attempt to appeal to new fans acquired by Sonic Colors. It's more so they assumed that their long term paying fans consisted of mostly gensis fans who only cared about gameplay. Sonic 4 didn't sell very well, and SA3/ SA like games are increasing being demanded, so they seem to be aware what their long term fans truly want.

Their new approach is to Sonic games is to hire developers like BRB to make a new type of Sonic for new users, then they themselves make adventures games for the long time fans which is great! They no longer have to try and make one alternating contuity to satisfy all the different type fans by themselves. Casual, comedy seeking Sonic fans don't care what the games are like, so they've feel satified while niche Sonic fans can get their traditional games free of experimentation and poor humor.  It cannot be emphasized  enough how much of an improvement spliting up Sonic Colors,  Generations, and Lost World into two continuities is.

So long as the execution and vision of  returning to Adventure, Retro Sonic turns out well. Yes, Sonic Boom doesn't contain the type of story or perhaps even gameplay we adventure fans want, but it's a spin off series. So we don't really have a good enough reason to be pissed off at this point. The future of Sonic looks bright not dim.

Sources
http://www.lazygamer.net/general-news/sonic-team-working-on-new-sonic-game/
http://www.tssznews.com/2014/06/03/working-prototypes-of-next-sonic-allegedly-in-existence/
https://www.youtube.com/watch?v=pPiAuPl7h9g&list=UUUNYWmlvdPYcFlrs3a1EfPg
http://www.licensemag.com/license-global/sonic-new-generation-sonic-boom

Thursday, June 5, 2014

Sonic Boom Footage Leak and First Hands on Impression

So, we got our first glimpses of how Sonic Boom will actually play and a hands-on impression for both the Wii U and 3ds versions
Wii U
https://www.youtube.com/watch?v=eNkDV_e-t0k
3DS
https://www.youtube.com/watch?v=3nxgDyPlTTQ

My prediction was right, it's going to have the same problem as Sonic Heroes. Too much slow-paced combat, but I also get the feeling there will be more battle feedback here. The speed level looks really cool though, except is the whole level a speed thrill with no challenge or freedom? Even Unleashed made you platform and you could stop and explore around everyone once in a while. I mean, don't get me wrong, I should still like it because I'm entertained by visual spectacle, but it'd be frustrating if the highly automated levels are the only time the game feels fast paced. Of course it's a small amount of footage, but it gives cause for alarm none the less.

And ah, the humor. It cracks me up that right as the guy says, "There are jokes, funny ones too." The person who edited this puts in an incredily stupid joke. The Sonic eating rings joke did get a shock value laugh out of me, just because of how unfitting and absurd it is, so whatever. The humor in a game isn't important to me. I have shows and movies for that. Good, refined, and tasteful jokes isn't what I come to Sonic for anyway.

The 3DS version, actually comes off a lot like Sonic and Knuckles 3. The exception being that it seems to be made with modern design skills and wisdom in that you can switch between characters whenever you want and such. The guy who played it seemed to really like it so that itself is a good sign. But oh I almost forgot. 2D explorations, /sigh. Actually though, I'm pretty optimistic with it because: The goal is still to just get to the end, you can switch to tails or knuckles, or sticks at anytime, the control is claimed to be good, and it seems optional and not in your face. I just hope they will leave clues as to where the collectible will be rather than make you scratch through the level inch by inch to find anything. 3D exploring can be just as bad if there's no clues to give the player a sense of direction. The 3D sections remind me of Sonic Dash. Again, I'm easily excited, so that should be satisfying. The only chance of it failing to entertain me is if it becomes really cheap and expects you to have the reflexes of a God.

I couldn't help but notice, that Knuckles is now the not-the-drill wisp and Tails the not-the-hover wisp; So, Good job Sonic people, you're actually making use of Sonic's friends again, Hooray!

More information will be avaible at E3 soon, so this is a bit premature, but hearing from someone who has actually played it is a big difference because of course they're going to try and hide the flaws and make it look cool in a big, eventful release. So this is valuable stuff.

TTFN, my loyal, imaginary audience.

Saturday, May 24, 2014

Classic Love Shenanigans in Sonic

Watching some other cartoons I used to watch I realized how much fun is to have a plot based around characters suddenly falling in love. There's some great chemistry between Sonic characters already, so there's tons you could do with this concept. Ah, I can exactly how'd it'd go...../thought bubble....

Sonic, a world famous hero, is attending a seminar to inspire children, when Amy crashed the party. She does something that embarasses him, and the children laugh. He's angry, but he doesn't want to let it show in front of the children so he suppresses it, and endures the shame until the events over. Then rather than directly confronting Amy out of fear she'll overreact, he instead goes to Tails for the solution.

Sonic tells Tails that Amy's obession with him has gotten, "Out of hand," and mocks, "Where's the off switch?" This gives Tails gets an idea.

"What if we could 'Turn off' Amy's love for you?" He then sets to work making an invention to do just that.
He gives him a special spray to use on her.

Sonic goes up to Amy reaching his arms out for a hug intending to spray Amy behind her back, but because Amy is so overjoyed by this, she squeezes him harder than Sonic expected and he ends up spraying himself and he falls in love with Amy. Amy is overjoyed that Sonic is finally expressing his love for her, and they go out on a lot of dates at amusement parks, restaurants, running across land and seas while Sonic carries her, and more. This makes Tails worried.

When Sonic finally gets around to visit Tails again, Tails is astonished to find out how Sonic has been acting. He tries asking Sonic what happend, but Sonic is too love struck to recall the details. Tails deduces Sonic must have sprayed himself, and after making Sonic take some tests, he realizes that his potion not only does his potion make some one fall out of love, but it makes a person fall in love too, as it reverses the love emotions of what the person naturally feels. Tails goes about making an antidote, but first he needs to test the love reverser again, So he calls in his good buddy Knuckles for some help.

Knuckles, who was guarding the Master Emerald, agrees to use the spray on someone so long as Tails takes his place while doing such. Knuckles asks who he should spray, and Tails tells him, "It doesn't matter so long as you know for certain that the person has love or a lack of love for another." After a brief moment of thought and a sigh, Knuckles takes off with a communication device Tails gave him, as he heads for GUN headquarters.

At the GUN HQ Knuckles meets up with Rouge, whose happy to see him as she's been stuck in her office all day. Knuckles then attempts to spray her, but Shadow Chaos controls in the way to inform Rouge of her next assignment and intercepts the blast. He's stuck dumb in love for Rouge.

Back at the scene with Amy and Sonic. Sonic's constant love and affection is starting to bore and annoy her, and she realizes that it was more fun when she was the one chasing him. Having no where else to turn she calls up Tails for advice as to what she should do.

Tails, being an absent minded blabber, lets it out that Sonic's in love with her because of his invention. In a fit of confused emotions she at first expresses relief, but then half waythrough her sign she bursts in to a rage. She then scolds Tails and demands an explanation. He explains, "Sonic was sick of your obsessive behavior so I invented a spray that would make you fall out of love with him, but as it turns out it actually reverses how someone feels, so Sonic..fell...in...love...with.....you." He then mutters, "Oops, as he realizes he's again revealed too much, and he's right as Amy breaks down in tears, having connected that this means Sonic doesn't truly love her at all like she had always imagined.

Back at the scene with Knuckles, Shadow, and Rouge things have escalated. Shadow, struck with Rouge, has taken her hand, kneeled on the floor, and begun uttering poetry. Rouge being confused and weirded out, but also flattered, attempts to ask Knuckles what's going on, but as she tries to do such Shadow is offended that she's giving her attention to another guy, and starts deriding Knuckles, "Back off, she would never be into a dim-witted, inferior lifeform such as yourself."

 Knuckles is offended and retaliates, "Who says she wouldn't?! The whole reason I came here is because I knew she liked me." *Rouge lets out a shocked, "Oh my!"

Shadow, unaccept to even stand the possibility of this, lunges at Knuckles and a brawl comences. As the brawl is going on Sonic zooms in and hides behind Rouge, followed by a crazed Amy who crashes through the ceiling with Tails's hijacked Tornado, with him sitting in the back seat cowering and freightened. She then nose dives into the ground yelling, "SOOOONIC!" She crashes into the spray Knuckles brought along, and a cloud of dust and love potion perfume engulfs the room.

Coughing, and scuffed up, everyone gets up, and it quickly become apparent that Sonic and Shadow are turned back to normal, as Sonic looks startled and bothered by Amy's presence, and Shadow looks gruff and unexpressive again.

Everyone meets back at Tails Workshop to be tested to make sure all traces of the love potion are gone.While this is going on Sonic musters up the courage to state how he's been feeling and convess to Amy that he's been embarassed by her behavior recently, and he brings up the event with the kids. Amy then tells him that she wished that he would have just told her rather than put her through all the embarassment she's gone through. It would have been much less hurtful to find out that way. As she looks insecurly downward and away from Sonic while reaching over and grabbing her upper arm to comfort herself. Then feeling like a dirt bag, hints that, "But, hey, you never know, maybe someday when we're both older I'll genuinely like you. So don't lose hope!"  He then gives her a reassuring, winked eye, grin and a thunbs up.

This makes Amy perk up, and says, "So, does this mean you're asking me to marry you in the future?!" having leaned in towards Sonic with a big toothed grin, and her hands clasped and held up to one side. Everyone looks over, and a shocked moment of silence occurs. Then Amy closes her eyes while remaining in the exact same pose in every other way, and says, "Just kidding!" To which all the characters in turn and round, begin to laugh. The camera slowly rises up and away from the characters, showing the sky with the laughter still being heard, as the screen fades to black and the credits play.








Saturday, May 17, 2014

The Structure and Analysis of Sonic Unleashed: I can see why it was going to be called SA3

Sonic Unleashed

Stasis-Because the Sonic series is a saga this phase is actually unnecessary. Sonic Adventure showed us what normal life is, so sequels can skip straight to the trigger.
Trigger-Eggman's causing troubling and Sonic shows up to stop him. Power is actually pretty balanced here. Big threating fleet of ships and robots, Sonic smashes them +1S. Eggman Grabs and immobilizes Sonic +1EM. Sonic turns Super and breaks free causing Eggman to run +1S. Eggman tricks Sonic into lowering his guard by begging for mercy and drains him of most of his chaos energy, Sonic becomes monsterous, and Eggman blows open the Earth +3 EM. At the beginning of the story the villain should always be ahead otherwise he's not a threat, and there's no story to tell. This part of the story is incredibly well done.

Quest-Restore the Earth by collecting the chaos emeralds and restore chip's memory. You're right that the game spends WAY too much here It akes roughly 20 minutes just for the quest to begin; So we're a fourth of the way in and we haven't even reached the meat of the story yet?!; however,slow pacing itself doesn't ruin a story, it just makes it tedious. Slow pacing it the equivalent of a gameplay glitch.It's a technical issue.

Surprise- This is where the story is both strong and weak. It's strong because it has a lot of mysteries to solve: What the heck was that giant monster that came out of the Earth? why is Sonic a werewolf? What's chips back story? What happened to Proffessor Pickle? How can the Earth be restored? and by the end of the story all of them are answered. Although, The surprise catergory isn't just about mystery though,  but, "pleasant events...obstacles, complications, conflict and trouble for the protagonist."(http://www.dailywritingtips.com/how-to-structure-a-story-the-eight-point-arc/) So, the pleasant events another strong point for Sonic Unleashed in fact it's the strongest part of the story....whether or not a person appreciates it is another story, but the whole point of this is objectivity so let's commence!
So there are 3 main sensual and emotional value aspects. 
1.Interpersonal relationship moments: As Clement pointed out, Sonic and Chip have a great relationship with one another. The story spends a lot of time on the interpersonal relationship of characters; Primarily between Sonic and Chip, but between all the characters as well. The key is that when they with one another they are talking like normal people and saying normal people things along with plot relavent topics. The voice acting is also top notch everyone's tone andinflections sounding very natural and human-like. The soothing emotional music also helps set the mood and atmosphere. A step up from the very unnatural, uncanny interactions bewteen characters in Sonic 06. The scene where Sonic first meets up with Tails for example. In that scene their animations are very puppet-like and they say awkward things to one another like "I am going to rape you later" oh wait, wrong script, sorry, but you get the point. Another big thing is...
2.Believable characteristics and behavior:
all the characters, main and side, feel like real believable people. They talk to people amicably and personably and exhibit a lot of normal human behaviors. Eating, dancing, going to college; the NPCs tell you about their lives and the town the live in. This helps makes the world of Sonic Unleashed feel like a real believable place despite having an imaginative artstyle.
3.A consistent, believeable, immersive world:
The details and visuals are consistent inside and outside of the cutscenes. When you explore the hub it looks the same as it does in the cutscenes. It's all consistent and makes you feel immersed in Sonic's world. A, "living breathing world," as Clement would say, though he was talking about FFXIII-2 vs XIII, but digression.

Now as for Eggman....

Unleashed Eggman is an improvement from 06 Eggman. Eggman's always had a silly side to him. He's not just a menacing badarze. This is the guy who names every robot he makes after eggs! He's crazy! No, not just crazy that's an understatement, he's a crazy megaglomania induced psychopath. Unleashed properly portrays him as such, and makes him intersting again. I disagree that he's portrayed as dumb, it's more so that he gets so over excited and overzealous about his plans that his overlooks the small details. That fits with his personality type of ENTJ. In case you're now wondering Sonic-ESFP, Tails- INFP (same as you), Knuckles- ISTJ (same as me), Amy-ESFJ, Shadow- INTJ, Rouge- ENTP, eh that's enough.

He's much closer to how he was in the Adventure games. In Sonic Adventure Eggman gives a enthusiactic speech to the robots HE programmed. In Sonic Adventure 2 he's a crazy war general who gives an ego inflating, enthusiastic speech to the world, and he blows up the moon!

The scenes in Eggman's ship where he talks to Orbot are really good scenes. As you already dissected, but I'll add that it's a very rewarding scene because it solves some of the mystery and thickens the plot, as well as give Eggman personality as mentioned.

Sonic is back to his oldself too. He's jokes with Eggman, he's emotional and personable with Chip and Tails. He's just very human, and interesting again, without becoming unhonorable like subsequent games. He acts very much like his adventuresome, fun loving, wise cracking, caring self.

So to recap: the beginning of the story is strong and great, then things slow down, but the tradeoff is a believeable, relateable, and emotional story, and beginning with the Eggman Ergo scene and onward the story picks up in intensity, and it starts becoming interesting again which carries through until the ends.

Critical Choice- Sonic must choose to face the dangers of the God like Dark Gaia to help out his new friend that Chip that he's bonded with or leave him to face the beast alone knowing now that Chip is actually really powerful.

Climax- Dark Gaia fight, a result of Sonic helping Chip

Reversal- Chip saves unconscious Sonic's live. The Earth's saved

Resolution-Sonic and Tails run along the Windy Isle continent as the credits play. The game leaves you with a great sense of closure: All the important mysteries are resolved, the day is saved, and Sonic and Tails return to normal life. The credits are really good too. Pictures of the adventure and emotional, moving music. Standard stuff, but good credits really help give and are an essential part of the closure process.
Design: I love the thrill and adrenaline fueled excitement. Visually and mechanically, it's constantly giving me new, exciting things to look at and do, and I agree with Clement that the levels are not terribly unfair and trial and error. Sonic Generations has more sucker punch moments than Unleashed, it's just that you don't die from them but get a less cool path and miss out on red rings, but I hate that more though.  Failing at a challenge and then being unable to go back unless I replay the whole level over again is infuriating! I hate missing out on stuff and having to go back through a second time just to see what I missed.

I don't like much exploring in Sonic games. I hate knowing there's places to explore in linear levels when I have stiff control, am moving at mach speeds, can't control the camera, and can't backtrack; so, the linearity of Unleashed is perfectly fine by me. I like the level design. I do enjoy exploration as well though, so they can put it in the game, but I need the camera and controls to be designed for it, but then again if they design the controls for exploration by making your character really powerful at climbing and jumping, but don't change the level design to an open world format, things become boring like in Lost World and Sonic Heroes. So, expecting Sonic to be thrillingly fast and exciting, and control well, and have exploration, but not too much because you'll lost is unrealistic. You can't have your cake and eat it too. A game needs focus. So either make a linear SA2 and Unleashed, or make Sonic Lost have Super Mario Sunshine's level design.

So after the out-of-character Heroes and Shadow, and the Uncanny 06, Unleashed is very refreshing. It's believeably the same world as SA1&2. It fixed many of the problems that the story of the previous 3 games had, and more. It doesn't screw or mess up the canon like Heroes and Shadow, if we take Captain Theories theory about it, it enhances it infact. Well alright it kind of does because we have to wonder where Knuckles Shadow and Rouge are during this affair, but at least is doesn't establish drastic things like Shadow having amensia and being part alien. I still hate the designer doing that in Heroes and Shadow. That is my biggest problem with the Sonic series in general. It doesn't have just 1 fleshed out canon, the executvives tried to make spin-off games part of the main story line NO!!!! Because of Heroes and Shadow, Shadow's story still doesn't have solid closure.

/Sigh/ Contuinty ranting,
Well, that is all.