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Showing posts with label NEXT. Show all posts
Showing posts with label NEXT. Show all posts

Friday, October 26, 2018

Going The Long Way

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In the early days of No Man’s Sky, back when no one cared about the game, it often became boring and tedious to world hop.  We would spend hours trying to nail down every flora and fauna discovery in order to complete the collection for the most possible units.  Sometimes you had to travel great distances, at the expense of resources, just to find those last couple crawlers or flying creatures in order to be done.  And while exploration is a big part of what makes No Man’s Sky work, the time it takes to complete a system’s possible discoveries and race other players to the core in order to “be first” to get there, naming everything, became somewhat of a conflict.  In fact, the entire game is a conflict between what you should do to conform to the games story and what you want to do as an open world player, traveler.  After all, grinding in the game was somewhat in direct conflict of what you were supposed to achieve.  As you spend countless hours detailing every inch of every planet before moving on, the game constantly pops up a reminder to “Travel”, “Explore”, and follow Atlas. 

We were given the options to build a base, but the amount of time that you had to dedicate to building and completing all the quests surrounding the base update took away from that whole Atlas path idea because once you left a system, you either had to back track or keep a teleport node to the space station or the base you had unless you wanted to do it all over again.  How many times had I revisited the game, only to have to redo all the worker missions and building of vehicles until the NEXT update game, erasing all of that and rendering 90% of inventory as useless or outdated technology.  It’s almost as if it’s better to complete the game first and then do all the update stuff, or so the developers thought most gamers would have done so when dolling out these new updates.  Some of us, still haven’t reached the core, instead we soak in the landscapes, build wild imaginative structures, and of course, spend a lot of time getting rich.

Yes, back in the early days of the game, you could exploit the mechanics of the game to max out your ship and backpack inventory.  You could invest a lot of time, finding crashed ship after crashed ship in order to exchange it for another one with one more slot.  And if you found a world with some Gravatino Balls or Vortex Cubes you could haul a ton back to the space station and find that one traveler who had some ridiculous need for your valuable items, overpaying for something so useless.  In fact, if you were savvy, you could make millions constructing bypass chips or components of the warp cell recipe and selling them the same way.  I think when I last played the original version, I had amassed something like 26 to 30 million units without travelling more than four systems and never paying for a new ship. 

But, in a way, it ruins your experience.  These days, with the NEXT update, you can exploit a mechanic, making millions by selling cryo-pumps or just farming nanintes from sentinels at an outpost, using the interior as a way to stave off the wave upon wave of attacking bipedal and quadruped level defenses.  While it isn’t cheating, this exploit is basically a way for you to earn fast money and then spend it all on new freighters, tools, ships, or expansions.  Then, what?  What happens NEXT?  Do you build a huge base and just live?  Do you explore the game and finish it which basically restarts everything? 

Part of the overall experience with a game such as this is to immerse yourself in the world or universe.  We are given countless worlds to discover, and even though they tend to be a repetitive exercise, taking things slow and exploring is part of the fun.  Granted, it doesn’t have an overall pro-content spin.  After all, when you, as a content producer want to put forth a game such as No Man’s Sky  in order to satisfy a niche on your channel, you’re given very few options as how to approach it successfully.  You can do hits and bits on general tips to showcase how to discover and build certain things, a basic tutorial style.. or you do an overall long play strategy, where you invite viewers along with you for the experience.

I tend to play that way, because in essence, I want to play the game, not just give tips.  I want to experience what the game is and in the fast paced real world, where gaming time is at a premium, for someone with little time, I don’t want to work twice.  I want to immerse myself into the game and if you want to watch, it’s all the better.  But, in a way, that tends to destroy the experience for others… maybe.  I say maybe, because there are games, like point and click adventures or puzzle based titles, where the long play format tends to ruin the game for someone else.  Now, take a game like Mysterious Cities of Gold, The Bridge, Gone Home, or Back to the Future.  If you bought any of those games and need a tip, Mysterious Cities of Gold, and the Bridge may be a case for doing simple tutorials.   Usually, there is a path to the a goal.  But with games like Back to the Future or Gone Home, it is more of a journey.  It’s not about move here, move here, click this, but what happens when you do those actions.  It’s telling a story, and if you watch someone play the whole way through, it can ruin the experience for you if you were to choose to go back and play it after watching.  

Now, if you have no intention of playing those games or are unable and want to experience it through someone else, then by all means go for it.  It’s just that so many content creators are more focused on what is going to get them metrics vs. which is more enjoyable to do.  In essence, being demonetized frees me from having to worry about getting “ratings” as it were.  Though, one would think it would be my focus to rebuild my channel to become monetized, in order to get those ratings.  But, I simply don’t care enough about the process.  I’m here to play the game and if that doesn’t fly for you… so be it.

Though, I can see the potential of various types of videos with this game.  It’s art, really.  It can be simple as following someone on their journey or just watching the landscape go by.  The possibilities are endless.  You just have to find them.  I suggest going the long way.

Friday, October 19, 2018

No Man's Filters


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I am old enough to remember a time when we had to wait days, if not weeks to see what we took pictures of.  I had a 35mm Instamatic camera that required sticking a flash cube into the top.  The film came in a cartridge that looked like the modern day equivalent of the voice mail symbol on your phone.  You pointed, shot the picture, then had to manually advance the film by a dial on the top that clicked when in place.  You got maybe 24 pictures and had to mail the film away to be processed unless you went to a Fotomat in the mall parking lot, which would still take days.  There was no cloud. We didn’t have filters. We didn’t have ears and noses to stick on our faces. We didn’t even know if we blinked. It was all a mystery to be figured out weeks later.  And we didn’t seem to mind. Nowadays, we have selfie sticks and Snapchats and Instagrams and weird shit that makes our faces look like fun house mirrors.  And now we also take pictures in games.

Now, to be fair, taking a picture of your gameplay in a video game isn’t a new concept. Long before sharing or screenshotting became a thing, some games required you to send in proof that you accomplished some feat or achievement.  Somewhere in a shoe box, is a blurry photo of my high score from Atari 2600 Decathlon, taken prior to 1984.  Again, the ability for us to snap a perfectly framed, in focus, picture with 70s/80s photographic technology was very low and the game would have been turned off or the television would have been burned out before the developed photo ever came back.  But if you were lucky to achieve something so grand as getting over 10,000 points in Decathlon or 20,000 points in Pitfall.  Activision had this thing called Activison Patches which they would send to you in exchange for photographic proof that you finished or attained a particular score in one of their games.  They were these sew on patches you could put on your jean jacket or backpack.  The 80s equivalent to Xbox achievements or PS4 Trophies.  But those were photos of you playing the game.  Then, something happened.  We added taking photos in the game.

Games like the Sims or Second Life took taking photos of your monitor or television and put the power of the photo op into the game.  Minecraft gave players a screenshot feature so that they could share their epic builds or biggest fails with other players.  And other games offered the feature as part of the basic settings, some tongue in cheek like GTA V, complete with selfie mode, filters and sharing capabilities.  Others were more about sharing the environment like Uncharted 4.  But, when you are immersed into a game like Uncharted or even GTA, having to stop and take time to set up a photo op to capture a moment seems counter intuitive to the game itself.  When Uncharted 4 came out, it brought new gameplay features to the decade old franchise.  The first and last title on the 8th generation console wanted to tout the advanced graphics of the PS4 with the opportunity for players to take a moment to stop and look around at their environment, snapping a picture and adding filters and other added effects.  It’s a nice little thing to do but again, it takes away from the rough and tumble, puzzle solving action of the game.  Cinematically, it was on par with the 2nd game which seamlessly blended cutscenes and in game action, but touting the newest bell and whistle brought to the table as being able to Instagram your treasure hunt buried my interest in the game.

But, that’s not to say that in game photography isn’t without merit.  I mean, part of the initial gameplay of No Man’s Sky is to scan and observe your surroundings, discovering new species of flora and fauna.  It only makes sense to enhance that initial offering by adding in the ability to put in documenting of your journey into the great wide open by taking some pics.  After all, even though we’re unknown travelers, caught in some weird metaphysical, philosophical mind screw about will and destiny, we’re still tourists, exploring the universe.

The overall aesthetic of No Man’s Sky is based in that kitschy retro-futuristic science fiction art along the vein of Christopher Foss and Ralph McQuarrie.  Those angles and flared pieces of architecture and the animals that look like they were placed in the Cantina scene, straight out of central casting from the Jim Henson’s creature workshop.  Odd shaped necks and horns and flying fish dragons beg to be captured on film. Caves that resemble overgrown maws and throats, ready to devour you.  The skyscape, streaked with jet comtrails from other travelers dividing the space from atmosphere.  It all looks so pretty.  And now, with multiplayer added, Hello Games has given players the ability to gesture in order to help you communicate… or perhaps pose for a selfie.  Saying Thank you or Help or just sitting among the flowing stalks of grass as you contemplate your place in the whole story of Nada and Polo or Atlas.  You thoughts flash towards the meaning of all this… hashtag pensive hashtag Thoughts before falling asleep.

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