My Blog Page
As of my freshman year, I will be posting content centered around a certain topic. You can expect my blog posts to feature well-written sentences.
Brady Bryan
Ever since mainstream game consoles have cemented themselves as the primary form of video game entertainment, video game companies have released AAA games for the magical number of $60. Call of Duty, Red Dead Redemption, Monster Hunter, and more recently Nintendo Switch games now cost a hefty $60. However, as more games that cost $60 are produced and shipped to stores or obnoxiously advertised on the home consoles' game store, more and more people began to realize that perhaps paying such a large sum of money for a considerably lackluster game is less than desirable, especially now that the typically cartoony, kid-friendly Nintendo has increased the price of their games from around $40 to $60. So why was this done? The switch to console game production (no pun intended) warranted an increase in game prices for numerous possible reasons. One of the most possible reasons is that console games are considerably more expensive to make especially since they will have to run optimally on the latest firmware and hardware. This is largely due to keeping up with the current innovations and standards that AAA games are known for, along with making the game at the very least look enticing to the consumer; a sort of eye candy if you would. The marketing and general budget behind most console games are comparably pricier than other games as most AAA games are the flagship games of each game company, so it would only make sense that the developers would want to invest as much as necessary to ensure the success of sales. Another reason why AAA games cost $60 dollars is to keep up with competitor prices. Reasons like these are understandable so long as the quality is assured, but in recent years, the quality of console games (and by extension, triple AAA games) have gradually dwindled. Take Pokemon Sword and Shield for example. The game already has extremely mixed feelings surrounding it, and the damning evidence to support the claim of the game being a product of lazy production is abundant. For the first mainstream Pokemon video games to be $60 dollars (other than arguably Let's Go Pikachu and Let's Go Eevee), the game lacks proper animations, freezes at certain areas of the game, and could be textured better. At this point, one would have to ask themselves whether or not that sounds like a $60 experience. With all of the bad press that the games have been receiving, those adamant in saying that the games are a joke seem to have an extra platform to stand on. Other AAA games such as Breath of the Wild also lag considerably in certain areas. However, it is more excusable than Sword and Shield due to its higher resolution textures, always-rendered landscape, and other 3D models and objects. In short, $60 games no longer meant that the experience would also be worth the money spent, and it is for that reason why many consumers wait for the games to be on sale as the price then is far more suitable for the quality and content. It is made clear that the workspace provided for the developers was not carefully considered as the games ported to and created for the Switch (among other consoles) run at a sub-optimal frame rate. Recap:
0 Comments
Brady Bryan
Nothing gets under a gamer's skin than taunting. Whether they just lost, died, or was defeated in any sort of way, showboating and putting ones' victorious attitude on display is sure to leave a bad taste in their mouth. In this day and age, taunting has evolved into almost a separate form of communication among the gaming community, and is subliminally present during matches between one another. This mutual unspoken connection between gamers is seen as a form of respect that is tempting to breach after something of significance has occurred. For instance, if a player kills another player with style/flair, one would think it appropriate to emote for added flair. However, since taunting and emoting is looked down upon, the one with the kill may feel peer-pressured into not emoting. Before online play was as present as it is today, taunts and emotes for characters wasn't such a big source of grief as much as the actual gameplay was. However, when compared to now, it seems as though every little thing is a cause of grief to gamers; as though not just those who play video games, but society as a whole has become dramatically sensitive over the years for no clear, discernible reason. Sometimes people emote at the beginning of the game to show respect, and at other time, to disrespect. After landing a flashy combo or once it seems as though the match is over, the prevailing opponent would taunt in a common situation. As one can imagine, taunting before the match has been decided is foolhardy, reckless, dangerous as one false move in a game could mean certain doom. This is what makes taunting (especially in this situation) so disrespectful: the shock factor. Performing a punishable action in front of your opponent and escaped unscathed is like dangling keys in front of a baby. This has led to compilations of players taunting their opponents only to face defeat shortly after as shown here. In short, taunting has taken on new forms in the video game community. It can be interpreted and used in different ways, and can even be implemented into a playstyle. Taunting can confuse and irk your opponent, causing them to make a fatal miscalculation. Recap:
Source: GRsmash. “Top 20 Taunt To Get Bodied Combos - Super Smash Bros.” YouTube, YouTube, 3 Sept. 2016, www.youtube.com/watch?v=37_ot98HAfw. Brady Bryan
Video games change over time. However, wouldn't it be nice if we knew just what differentiates the current version from the previous? Well that's what patch notes exist for. Patch notes are a list of details that include what changes to gameplay have been made by the management team. You can only imagine how important they are to the VGC, especially the FGC (Fighting Game Community) as they are constantly on pins and needles awaiting what changes have been made to the overall gameplay or even character-specific changes that determine whether a character goes from good to great, bad to worse, or anywhere in the middle. One may even argue that it is completely necessary for the game developers to release patch notes to the public as the community have a right to know what happened to their beloved game so they won't have to be surprised with any sudden revisions made to their characters in the middle of playing. However, some games either do this poorly or not at all. Games such as Super Smash Bros. Ultimate and Dragon Ball FighterZ both have public patch notes. However, the one thing that separates one from the other is the quality. FighterZ includes not only the specific move of a specific character changed, but also the difference in frame data. Frame data is as simple as it sounds: the compiled data of a specific character that pertains to the certain amount of frames required for an action to occur relative to the initial put. Ultimate, on the other hand, simply states whether a character's move(s) have been buffed (made better) or nerfed (made worse) based on whether the move is simply "faster" or "slower." Some games including Ultimate will often contain the statement that "various gameplay fixes" or "game-balancing adjustments" have been made. Despite this, it is understandable why they might not want to elaborate as the solutions to such issues are often intricate and go way over the heads of many due to the fact that we are simply unable to understand. While some patch notes may outright suck as they are either too vague or are lacking information where it shouldn't, groups of people with band together to discover just what was changed prior to the previous version. Sites such as Kurogane Hammer has been in the frame data discovery game for as long as the release of Super Smash Bros. Melee roughly two decades ago simply because the Smash Bros. franchise hasn't begun releasing patch notes until the release of Ultimate. In short, patch notes keep the community informed and wary of what is to be expected out of the game of choice. Recap:
Source:
Brady Bryan
You obviously can't play video games without having the proper controller(s) for your console, and most controllers are included with its designated console. However, paying separately for a controller is more expensive than you may originally think. This led me to believe that when you pay for a video game system, roughly one-fourth of the price of said system is the cost of the controller(s). Since most modern consoles cost $300, their controllers cost $60-$75 based on the "skin" or design as well as whether or not it was manufactured by the official company. To elaborate on the price issue, it is absurd to think that you have to pay the same price as a triple-A titled game for just a controller. One would imagine that something essential to playing games wouldn't cost so much especially if it originally came with the packaging, right. Honestly, such high prices deter me from purchasing a controller, even if the previous one I owned was faulty. At that point, I could have purchase multiple other video game components that are more permanent than a mere controller. I might have been able to use the money to fix the controller I owned via buying the proper tools. At least then I could have solved such problems with future controllers. Frankly, the pricing of the controllers wouldn't even be such an issue had they not been so poorly manufactured. You might be wondering what I mean. Controllers nowadays are so weak that it typically takes a single throw on a carpeted floor or rug just to loosen the seals of the controllers. Case in point: I recently purchased a Wired Fight Pad for the Nintendo Switch as one of my controllers was no longer responding to my inputs and the other simply broke. Admittedly, it didn't feel quite the same as my previous Wired Fight Pad as the buttons felt a lot "clickier," but I decided to ignore it. Try as I might, I would repeatedly lose online due to the atrocious online servers, resulting in me losing my cool and throwing my controller as my patience with the service has ran out. From a single throw that wasn't even hard, but only hard enough to let out some steam onto two rugs on top of each other, one part of the controller had a slightly opened seam. These always bother me not only because it is no longer held as tightly as it once was, but now buttons may require harder inputs to register. Scenarios like these aren't uncommon in the VGC, and should be anticipated by the manufacturers of controllers. Of course whatever game the consumer is playing is bound to push them past their boiling point, thus causing them to take action and fling their controller wherever they want. If phones have gained large amounts of durability over the years as newer models are being created, surely they can do the same for controllers. Only then would such a high pricing for the controllers be somewhat justifiable. Recap:
Source:
Brady Bryan Grinding is a term used to describe the process of strengthening one's in-game character or team in order to make defeating easier. This is typically done when preparing for a boss fight, to advance further in a game as some games won't let the player progress until they reach a certain level of strength, or is simply a means of gaining resources from one repetitive course of events for utility purposes. However, grinding is a very tedious task that not many players are enthused about as it typically takes a while to get what you want. Tasks such as this fall under the category of "downtime tasks," and make the game less fun. Games consist of two main components: the story and free roam. Free roam consists of side missions, challenges, and overall just interacting with the world around you. When progressing through the story mode, you will most likely be close to a side mission that entices you to accept it. You may not have a problem with them the first couple of times that you do them, but the more side missions you do, the more you will realize that most side missions are the same exact thing in a different place with different characters. One game franchise that suffers from this is Assassin's Creed, or more specifically Assassin's Creed: Origins. In a game where assassins trail enemies to gather intel or assassinate them, these sort of missions are to be expected. However, the side quests that are available to you are virtually three different types of missions, but there's roughly 60 of each, which equates to about 150 missions full of downtime. Another example is Pokemon. I love the franchise, and have been getting the urge to play the games once again recently. However, every time I begin to play I start to dread to downtime that I'm about to face. As you know, the goal of Pokemon is to complete the Pokedex by catching every single Pokemon and defeating the Elite Four. This means that for about three-fourths of the game you will be faced with a ton of downtime just by leveling up your team and catching all the Pokemon. While some may argue that this is one of the highlights of Pokemon, others may find this terribly boring. Needless to say, downtime is such a terrible feature in any game. It halts the momentum of a game, and ruins the enjoyment of any video game. If you want to become stronger or gain higher level gear, you have to slave away at the game just for the chance of getting that one type of material what's drop chance is determined by RNG. Recap:
Brady Bryan
Video game developers have moved away from two-dimensional (2D) games and are now focused on developing three-dimensional (3D) games. Back in the 1900s, video games were simple platformers and required simpler software to create its assets. Most video games such as Pokemon, Mario, and The Legend of Zelda nowadays (at least 80% of them) use 3D models in them, but used to be 2D with pixels. As time passed, various software and applications updated and gained newer abilities, which would lead to newer game designs thanks to programs such as Autodesk 3ds Max. Games have always had their sights set on being somewhat realistic no matter how they appeared, and implementing 3D models are able to provide a more realistic experience than just pixels on a screen in terms of visuals. Sure, games can have realistic aspects to them in terms of playstyle and genre, but the visuals are what entice the common gamer. Using different modifiers on 3D models can produce various results when altering the settings and combining them with other modifiers, which always for more creativity with 3D modeling so long as you are well versed in how to get the results that you desire. Using pixel art, on the other hand, is more efficient and easier to use, but is limited in terms of making something realistic, at which point you will have to decide on making it 8-bit, 16-bit, or 32-bit, increasing the number of pixels and level of detail available. However, with each increase in amount of bits, the file size will increase, although it won't be as large as 3D models are. Despite the file sizes, most video game consoles and PCs won't have a problem generating them as they can tolerate copious amounts of file sizes. In short, the shift to 3D models to get as close to realism as possible resulted in a decreased use of 2D art, and while we have yet to perfectly replicate real life (which will take a longer time to develop the technology for), 3D models are currently paving the way to newer innovations in gaming. Recap:
Brady Bryan
Music is an extremely common video game feature, and is also one of the most unforgettable features overall. Nowadays, many people enjoy listening to various types of songs over the years as music changes. This is no different when applied to video games. Older games such as Pac-Man and Donkey Kong feature tunes or jingles with a short, simple eight-bit melody. However, most games nowadays contain elaborate, "with-the-times" music genres, such as hip-hop, dubstep, and rock n' roll. Some games even contain official covers from real-life bands and musicians for extra appeal. The incorporation of music into video games led to games such as the PaRappa the Rapper series and Just Dance series being created. Aside from just having background music present, rhythm games such as the aforementioned PaRappa the Rapper series and Guitar Hero series choose to have the player press certain buttons on their controller or play their instrument corresponding to the game's prompt. For example, all stages in PaRappa the Rapper have button sequences that show up after being shown once. It is up to the player to press the same buttons with exact timing. The same could be said about Guitar Hero, since you have to time your button (or sometimes, instrument) input to match the sequences on screen. Intermediates and experts will certainly enjoy Guitar Hero, as it features a plethora of official songs such as "Through the Fire and Flames" by DragonForce, "Misirlou" by Dick Dale, and "Beat It" by Michael Jackson. Not only are these creative uses of music in video games, but these are great ways to familiarize oneself with the buttons on a controller. Rhythm games are simple, yet intuitive, and are commonly recommended to neophytes to video games, as well as to those that enjoy music. Music in video games don't always have to be in the background; they can be brought into the spotlight (pun intended). Recap:
Brady Bryan
During the pre-production phase of video game construction, many rough drafts will be created. Whether it be for the characters, the settings, the items, or the like, rough sketches will be produced. This is accomplished in order to come up with a final design that will appear in the game. Most games include screenshots of concept art within their game files, and while being interviewed, game designers will have pictures of early designed assets to show. As you may tell, concept art is one of the most crucial parts of the pre-production stage. Most popular games such as Overwatch reveal that certain characters and maps were originally going to look different than the official design through their concept art. Some even reveal characters that were planned to appear in the game. A slideshow of Blizzard's (the company that produced Overwatch) concept art can be found on this IGN article. One of the most notable difference in one of the images is the change of appearance for most of the heroes. One of the heroes that resemble Genji, a playable robotized-ninja, appears to be female, despite being male in the official release. Next to that hero appears to be a reskin of Mercy, another hero that resembles an angel. Another notable feature of the concept art are the names given to the heroes. All names but one are different than the final product. The one name that seemed to stick was "REAPER," which is right above a character design that's almost a one-to-one product with the final design. The only difference is that the mask looks more like a skeleton head than the official design's. The only character that seems absent from the image is referred to as "SPEC OPS." While there is no illustration to depict that character, they come listed with their hypothetical arsenal of weapons, as does every character shown. Some of the listed weaponry appear in-game, such as the Grappling Hook, Large Sentry, and Jetpack. The next images depicts more early character and stage designs, as well as their names and weapons. If you take one glance at the final designs in Overwatch, you will be able to see a major difference between then and now. This proves how useful concept art can be when designing certain aspects of a video game. It can assist in deciding what direction you want to take your game. For example, do you want your game to have a serious tone, or do you want your game to appear beginner-friendly? In the grand scheme of things, it's defines how you will display your game to an audience. Concept art should never be skipped during the pre-production process, so don't gloss over this crucial step. Recap:
Brady Bryan
Whether you've played one or not, video games are extremely popular in today's society, and it's clear to see why. After all, they have a lot to offer, such as memorable characters, unforgettable settings and music, and more. At the very core of every video game lies the video game assets. These include characters, settings, objects, and the like. These are arguably the most crucial parts of a video game, or even in the grander scheme of digital media such as television shows. However, there are a handful of games (mainly older games) such as Pong and Tennis for Two that lack a "real" setting, character, or music (in the sense that they aren't just represented by a single intangible symbol or solid-colored background). The inclusion of more video game assets such as characters show the evolution of video games since almost all video games nowadays have at least one character within it. This is important because when someone sees a character on a video game's case, they may think that there is also some sort of goal within the game that the character is trying to accomplish. Otherwise, the prominence of the character would be unnecessary. Characters also give the player a sense of relatability due to their personality and/or appearance, which will entice the player according to their tastes. In short, characters are one of the components that give the game personality. Another video game asset that gives the game personality is the setting (preferably the main one). Within the setting itself are different components that make up the setting, meaning that rocks, grass, and the like can be video game assets in and of itself. Most of what was said about the character's inclusion can be applied to the setting(s). In fact, these two go hand-in-hand when being advertised, as there should not be a large contrast between them. For example, the modern Doom game's cover features a smoky, seared background with darker colors in order to convey a dangerous tone. The character in the midst of the background has a shotgun, a cracked helmet, and what appears to be blood on their right shoulder, which (when paired with the dark colors and their posture) also conveys a dangerous tone. While playing the game, these features become more prominent as you advance. Characters and settings are the most prominent video game assets, so it would only make sense that the developers put extra time and effort into making them as appealing as can be. There are many other video game assets such as the title, missions and objectives, and more. However, the main objective is ensuring that all of the assets correspond and harmonize with each other. Recap:
Brady Bryan
Video games are one of society's most influential and defining creations. They are also one of the most critically acclaimed creations of our generation, and it's easy to see why. Some have amazing plots, others have memorable characters such as Mario and Pikachu, and others have visually enticing graphics such as Journey and Super Mario Odyssey. While the first two video game aspects are critical to a game's success, the latter is not as substantial when it comes to creating a video game, which begs the question: How important are graphics when it comes to video games? If we take a look at old games such as the original Super Mario Bros. for the Nintendo Entertainment System, it's apparent that the game developers were not heavily concerned with graphics (if at all), and those games were prodigious in terms of both sales and the gratification of the masses. In those days, video games had simple concept, and weren't as complicated and intricate as they have become recently. A majority of them were pixelated, depicting their characters as 8-bit or 16-bit figures. Since then, video game graphics have ameliorated over the years as advancements in digital media are made in hopes that they will look as realistic as possible. As a result, more 3D games are being made. Despite this, there are a plethora of 3D games that aren't selling as impressively as the old games, and while this very well may be due to aspects other than graphics, the statistic remains true. This proves that graphics aren't necessary when it comes to creating an exceptional game, although most people will tend to choose games with professional graphics. Are good graphics required for a good game? Obviously not, but they certainly are appreciated. The main problem occurs when people are more focused on improving graphics instead of improving the plot or other prominent in-game features. This Gamespot forum depicts the evolution of graphic through the years beginning as early as Pong. In short, don't let graphics define your taste in video games, as they aren't everything. Recap:
|
AuthorBrady Bryan is quite familiar with blogs since he had to frequently post on his blog in 6th grade. Although its been a long time since then, he still knows what a proper blog should look like. Archives
May 2021
Categories
All
|