This piece of fan art showed up on the Facebook page of Minecraft creator Markus "Notch" Persson overnight. It is blocky. And strangely erotic.
I know the painting it's based on, Michelangelo's The Creation of Adam, is not erotic in the slightest. It's about God giving life to man. Which is what this picture is about too.
It's just, the version on the roof of the Sistine Chapel doesn't have enormous square pubes all over it.
Minecraft - Notch is god [DeviantArt]
This November, Sony is releasing a PlayStation-branded 3D television display. The Tokyo-based electronics giant recently showed off the TV, along with new 3D glasses.
Websites Game Impress Watch and 4Gamer were on hand to check out the hardware and take photos of the display, the glasses, and knees.
The 3D Display is priced at ¥44,980 (US$591), the glasses are ¥5,980 ($79), and the knees are priceless.
Check out Kotaku's eyes-on impressions of the display from earlier this year.
「3Dディスプレイ」と「3Dメガネ」を11月2日に発売 [Game Watch Impress]
PlayStationブランドの立体視対応ディスプレイ [4Gamer]
There's an achievement you can get in Gears of War 3 that can be earned by playing a piano 2000 times. That's a lot of button pressing, so LEGO builder Guy Himber set to work on a less strenuous solution.
He built this LEGO rig that would both hold his 360 controller and press the required buttons, at a rate of 34 times a minute. This means he was able to "earn" the achievement in around an hour.
Sure, it's cheating, technically, but the word cheating makes it sound like he broke the game. This thing isn't just cool, it probably took longer to build than it would have taken to press the buttons manually, making it totally OK in my books.
V&A Steamworks' photostream [Flickr]
Gears of War Lego Hack [MAKE]
It's been a big month for PC games, and things are about to get even bigger, so if you've been lazy and forgotten to update your graphics card drivers, you're going to want to fix that.
Between big games having issues (RAGE) and even bigger games just being...big (Battlefield 3), both AMD and Nvidia have released brand new drivers that boast big performance improvements for both those games and other upcoming titles like Batman: Arkham City.
For specifics on what's being improved/fixed, you can see AMD's 11.10v3 notes here, while Nvidia's 285.62 notes can be found here.
The first Battlefield game, Battlefield 1942, was released in 2002. Nearly ten years ago! Yet while it was the first game to bear the branding that lives on to this day with Battlefield 3, depending on how you look at it, it's not really the first game in the series.
That honour goes to a PC game called Codename Eagle, in many ways the spiritual predecessor to the Battlefield franchise.
Codename Eagle was developed by a studio called Refraction Games, and was first released in 1999. For fans of alternate history, it's got a pretty cool setting, based on the assumption that the Great War never actually took place. With no Germans on the march and nobody wondering how far away Tipperary was, the Tsar's Russia instead goes on the offensive, with the rest of Europe banding together to try and stop them.
Like more recent Battlefield games, CE had a proper singleplayer campaign attached to it, in which the player had to sneak and/or fight their way through levels taking place on often large maps, with multiple ways to complete each mission. You could also take control of any vehicles you found lying around the game world.
Sounded good, but with awful AI it was all a bit shit, and is not what CE is remembered for. It's remembered for its multiplayer.
Refraction Games were onto something with Codename Eagle's multiplayer. Unlike the small, largely corridor-based multiplayer shooters of the time, CE featured expansive maps that placed a great emphasis on the control of vehicles, both on the ground and in the air.
Available game modes included capture the flag and deathmatch, but it was team deathmatch where most of the fun was to be had, as players went crazy over the large maps in tanks and aircraft.
Sounds a lot like Battlefield, right? That's because in many ways it was. While Codename Eagle was neither a critical nor commercial success, there was great potential in the game's multiplayer component, which Swedish developers (and Battlefield creators) DICE saw and liked enough to buy the company not long after Eagle's release.
This brought not only the designers behind Codename Eagle's multiplayer onboard, but also the game's engine, the Refractor Engine. While the original iteration was only used for Codename Eagle, the Refractor Engine 2 is what Battlefield 1942 was built on, and saw service through Battlefield 2 and right through to 2006's Battlefield 2142.
It even lives on today, powering the franchise's browser-based titles like Battlefield Heroes and Battlefield Play4Free.
With Battlefield 3 on everyone's minds this week, if you're curious to see where in many ways it all began, Codename Eagle still has an online following where you can get a game going. If it's a little too old for your tastes, fans built Codename Eagle mods for both Battlefield 1942 and Battlefield 2, which you can check out here.
Hello and welcome to another week at Kotaku! We're off to a rip-roaring start, with a bunch of big pending game releases and other holiday-related news. I bet that a bunch of you already finished Arkham City (though if you actually survive the New Game+, my hat is off to you), and maybe you're sitting around now, waiting for your Battlefield 3 download to unlock. Maybe you'd like to talk about some other things.
Here are some conversation-starters, though as usual, talk about whatever you like. Special thanks to Jaegle for sending me some of these over the weekend.
Have at it!
After a week of downtime, I'm picking up our friend Mike McWhertor's stewardship of our weekly look at the new ways that games are offending the world's sensibilities. Or at least, offending the sensibilities of the fine folks at the Electronic Software Rating Board, aka the ESRB.
This week was a bit thin, given that most of the big releases have already been rated. That said, there's some juicy stuff for those who look a little deeper. And by "a little deeper" I mean "to a Wii game based on MTV reality shows." Let's get to it!
Good old Humpty rears his head (and nose) to color up Harmonix's Dance Central 2, so in addition lyrics contain "suggestive and/or sexual material, e.g. "[M]y humpty nose with tickle ya rear"). Another salty lyric is described as "Damn, you's a sexy chick." At least Akon tried to find a way to talk about the girl without being disrespectful.
They helpfully describe Final Fantasy V as "a role-playing game in which players embark on a quest to prevent an evil being from destroying the world." Oh, that JRPG! Now I remember. Players of FFV should beware that "During the course of the game, a handful of female characters are dressed in outfits that reveal some cleavage; one boss character's breasts are covered only by thin strips of cloth." Scandalous.
Murder and suicide abound in Professor Layton and the Last Specter, and the ESRB should consider giving ratings for cheesiness, since "The dialogue occasionally makes brief references to murder and suicide. Some dialogue includes mildly suggestive references (e.g. "Are your legs tired? Because you've been running through my mind all day" and 'your hair-it looks so soft and . . . touchable.")." References to Layton's innate wino tendencies further spice up the DS puzzle game: "Dialogue also includes a few references to wine (e.g., "We have several aged wines in the cellar" and "Our friend Layton is quite the wine aficionado.")" I passed a few "wine aficionados" on the street downtown yesterday. I wonder if they can recommend any good vintages.
The description of the Wii's Jaws: Ultimate Predator sounds fairly tame, by Jaws standards. Players play the shark, hunting for prey through a variety of locales and killing "jellyfish, eels, other sharks, and human divers." No mention of the horrific killing of a defenseless woman out by The Great Dinging Buoy of Nightmares. Attacks "are generally accompanied by puffs of underwater blood," but that's about it. No severed limbs, no devoured children, no nothing. How far Jaws has sunk.
The biggest Dangerous Game bonanza of the week goes to Yoostar on MTV, a party game "in which players use a camera to superimpose themselves into music videos and shows from MTV." The scenes come from such highbrow television programming as The Real World, Jersey Shore, and The City, and as a result contain the sort of drunken sexual not-hotness you'd expect. Some of the scenes contain sexual dialogue like, "[T]here's no foreplay . . . But boy can he get it up quick," and the touching "I appreciate how you were able to see beyond me having sex with your roommate all the time." I would appreciate that, too!
Several of the scenarios in the game feature "Bathroom Humor," including "a character tossing a plastic bag of excrement on a table" and "a man receiving a rectal exam in a doctor's office (e.g., "I'm like, 'Doc, you can at least buy me dinner!'"). And, as a shocker and possible spoiler, one scene involves a man… jumping onto a live hand grenade. What game is this, anyway? Apparently "he appears seconds later with charred, bloody clothes," but still. This is The Real World, not Modern Warfare!
We'll see ya next week for some more offensiveness. Maybe the next game's poop won't even be in a bag.
No word yet in Netflix's ongoing quest to change things up and, possibly, add video game rentals to their offered services. First the company announced that it was splitting in two, moving its disc-based rental service to a new company called Qwikster before reversing course and killing the whole idea.
This may or may not have had anything to do with the spectacularly goofy pre-existing "Qwikster" Twitter account (Which is here!)
When they cancelled Qwikster, Netflix backed off their promises of a video game rental service. Gamasutra reports that on a investor phone call today, Netflix remained vague about their plans for a game service.
"We have yet to decide whether or not to offer video game discs," said Netflix CEO Reed Hastings.
Oh, well. It'd be nice to see this happen, but I'm not holding my breath.
[Update: I had been misspelling Qwikster! Aaaand that explains so much.]
Netflix Still Undecided on Game Rentals [Gamasutra]
Plenty of folks have been talking about how Batman: Arkham City handled (or mishandled) the character of Catwoman, but fewer have addressed the character of Harley Quinn.
In a thoughtful post on his personal blog, Girl Parts author John M. Cusick looks at her character, identity, and the possible reasons she acts the way she does.
Cusick points out that there are aspects of Harley's character that aren't often touched on in the Batman lore, (and aren't really addressed by the game), primarily the way that she came to be as crazy as she is. "I don't think the Arkham game creators quite knew what they had with Harley," Cusick writes, "and like Christopher Nolan, I think they've missed a great opportunity."
He goes on:
What is interesting to me about Harley, I guess, is that she isn't empowered. This makes her a terrible role model (in addition to, you know, all the wanton killing), but a wonderful character. As the battle for Gotham rages around her, Harley seems like a confused little kid amidst feuding adults. To me, this makes her, on the surface, oddly sympathetic: this poor, fractured woman who followed a man into maddness, and got little in return.
But there's another layer here. Remember, Harley was a doctor when she met the Joker, which means her "aww-shucks B-Man" shtick is all an act. While Cat Woman's sexuality is empowered, Harley chooses to disempower herself, becoming a (dangerous) child. Just as, I think, allowing oneself to "go crazy" is at once empowering and disempowering, i.e. seizing control by losing it.
It's an interesting take on a tragic, broken character, and as he points out, Quinn is certainly one of the more subversive characters in the Batman ouvre.
"My stance is we writers have a responsibility," Cusick concludes. "not necessarily to create empowered characters– but layered ones, to investigate and nuance both our muscly chunkheads, and our scantily clad vixens."
Sounds like Mr. Cusick wonders about why the chicken crossed the road, too.
Oh Harley, My Harley [John M Cusick]
A couple of weeks ago, I attended GDC Online in Austin. I was covering the event, but I was also there as a speaker, giving a microtalk as part of a six-critic panel on great game storytelling. Joining me were N'Gai Croal (Hit Detection), Leigh Alexander (Gamasutra), John Davidson (CBS Interactive/Gamespot), and Ben Fritz (the L.A. Times). The talk was organized and led by Chris Dahlen, who is editor-in-chief at Kill Screen Magazine.
We decided early on that we'd each give a small talk dedicated to one thing that we look for in a great video game story (or one thing that we'd love to never see again). The format was the wild card—Chris suggested we try something similar to the Pecha Kucha 20x20 talk, in which each presenter shows 20 slides which play for 20 seconds each. For my talk, I focused on character motivation, so of course I wound up talking about... chickens.
We did a modified version of Pecha Kucha, doing 20 slides apiece and setting them to play for 16 seconds each. Let me tell you: it was a challenge! I've given talks before, but I've always had control over when the slides advance. For this talk, I had to rehearse the hell out of it in order to make things line up the way I wanted them to. It wound up being a great exercise, and I think the approach helped me keep things focused.
I was thrilled to get to give a talk alongside such wonderful critics and writers, and I really enjoyed each talk. John took a loose, conversational look at the various storytelling tricks he values in games. N'Gai took a more technical approach, breaking down the main sorts of game storytelling and explaining them. Leigh's talk was a deep look at building better online characters and quest givers, her slides (humorsly and predictably) covered in text. Ben talked about how most of the games that win awards for writing are the games that feature the most writing, which was something I'd never considered before. Chris closed us out with my favorite of all the talks, in which he discussed mystery, and how only in games can players take an active part in unravelling the story.
At some point, video of the session will be available at the GDC Vault, but in the meantime I wrote to the folks at GDC Online and asked if it would be okay for me to run my microtalk here, and they said yes. So, in this slide show, you'll find my 20 slides. For the full experience, set a timer to ding every sixteen seconds and read the slides out loud to yourself. (Or, you know, just read it normally.)
Thanks to Chris Dahlen for including me, and to Jennifer Steele and everyone at GDC Online for having us! I can't wait to go back next year.
Hi everybody. I want to talk about character motivation, and I'd like to start with a question: Why did the chicken cross the road? I'm guessing that you all know the answer: she crossed to get to the other side. It's a nice, direct answer, humorous in its ironic simplicity.
But is that really a good enough answer? What if a car had come along? What if she had lost her way and never made it back to her family? Why would this chicken risk so much, what was she going towards, what was she trying to escape? What are we really asking here?
It's not so much "Why did the chicken cross the road," as it is simply: "Why?" Why do we do the things we do? Why do we love, why do we lie; why do we take risks or hurt one another? Why did the chicken cross the road?
…What does this have to do with videogame writing?
Well, maybe it doesn't have to be a chicken.
For me as a game critic, the question of "why" is of the utmost importance. Of course, that question is of the utmost importance for… pretty much every aspect of everything. But for today, when I talk about "Why," I'm talking about character motivation. Why do a game's characters do what they do?
Oftentimes the phrase "character motivation" becomes synonymous with "backstory." In Mass Effect, players are given the opportunity to choose their protagonist's backstory from a short list, and it kinda works! Choose a backstory, and voila! Instant character depth.
But backstory can be so much more than a quick and dirty means to providing character development. In Tim Schafer's Psychonauts, players enter the subconscious minds of the other characters, exploring their pasts, their secrets, their proud moments and their shame. It was a brilliant synthesis of character development and design.
The challenge is that too much backstory, improperly applied, can also backfire. I was frustrated with Brendan McNamera's LA Noire for the muddled ways that he and his writers attempted to show me Cole Phelps' motivations. I never did feel like I understood him, or why he did the things he did.
Great writing and performances can help inform of a character's "why" intuitively, and most of my favorite characters often feel motivated by the same unknowable impulses as rest of us. But then, that's television… or film, or literature. That's not video games.
Because here's the thing: when it comes to games, everything I've described is only half the story. Why did Frogger REALLY cross the road? He did it because you pushed the joystick forward. He didn't need another reason for his actions. This frog really DID cross the road just to get to the other side.
One of the most famous responses to the question "why" came from George Mallory before climbing Mount Everest. "Why do you want to climb the mountain?" he was asked.
"Because it's there."
"Because it's there" is a good enough response for many video game characters. Most, even.
Mallory was probably more concerned with how he was going to climb the mountain. And often, game designers seem similarly focused on the how over the why. How does this level work? How are our combat elements balanced? How do we get this vehicle segment functional?
But as a critic, I'm never as interested in how the chicken crossed the road as I am in why. By foot, by air; by boat, by train—it doesn't really matter. In a game, as soon as I've done something, I know how I did it. It's nicely unambiguous, but also narratively uninteresting.
Games may not need great characters to work, but well-developed, three-dimensional characters make me enjoy a game so much more. Why did he rescue his missing wife? Why did she defeat that dragon? Why did he build that farm? In so many games the answers to those questions are thin or even non-existent.
I guess it will always be both a risk and a challenge to ask videogame characters "why." That's partly because it'll probably always be easier to ignore the question entirely. It's also because of Frogger and the joystick: the conflict between player control and authorial intent.
But that conflict is precisely what makes videogame characters so fascinating to me! Shadow of the Colossus's Wander, tricked along with the player into committing heinous acts. Planescape Torment's Nameless One, his past catching up with him even as through him, the player creates a new future.
And then there's multiplayer, in which the connection between player and character becomes even more complex. Many multiplayer games have found an easy answer to the question "why." Why do we play multiplayer games? "To level up! To win!" But must that really be our sole motivation?
Whether by design or not, our personal motivations are already coming to bear in online spaces. What if I watered Suzy's crops not because I want to get more FarmVille bucks, but because I have a crush on her in real life? What if I screwed over a coworker in EVE Online because of a perceived workplace slight?
The motivations of the characters we play in digital worlds overlap with our own lives in ways that writers and designers have only begun to explore. Through our connections to the game, the story, and to other players, our in-game actions become an entirely different sort of real, and so too do our motivations.
But too many games, single and multiplayer, don't just fail to answer the question "why," they fail to ask it at all. It's enough that they work, it's enough that the design is fun and the feedback loops are compulsive. It's enough that they'll sell a ton of units.
I don't ask writers to put aside notions of design-oriented, functional writing, I only ask that they aspire beyond them, beyond the "how" and into the "why?" You've built the chicken, you've designed the road. She's standing alongside it, waiting. Now tell me, show me: why would she want to cross it in the first place?