What, no game criticism?

Over on Play This Thing!, Greg Costikyan has posted a critique about the lack of game criticism — as opposed to game reviews — in the industry as a whole.

I thought this was pretty interesting, because it hadn’t previously occurred to me as a problem. It’s true that I don’t see a lot of criticism of mainstream games myself, but then, I don’t own a console or a Windows computer, don’t play most of these games, and don’t regularly read the relevant websites and magazines. So I assumed this stuff was out there somewhere, even if I never ran across it. (And, in fact, several of Greg’s commenters argue it does exist.) But this got me thinking about the situation in IF.

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Casual Games of Assembly

Originally this was going to be part of the same post as the one on Puzzles of Aesthetics: I started out talking about fashion games, in general. But I quickly realized that JoJo’s Fashion Show was one kind of game and all the other fashion games were something else entirely.

So this half of the post is about games like Vogue Tales, Dress Shop Hop, and — by extension — Cake Mania, Turbo Subs, Go Go Gourmet, and the astonishing Golden Hearts Juice Bar. (That’s not a good kind of astonishment.)

There’s not a lot of IF stuff in here at all, really, since the kind of challenge involved is almost entirely about speed, and wouldn’t translate well.

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Puzzles of Aesthetics

A few weeks ago, I complained about the casual game Home Sweet Home that it wasn’t a very entertaining game, being asked to decorate a house to client specifications. (I ragged even more on the “construction” part of the game, which manages to be easy and annoying at the same time, and to bear little or no resemblance to the real-life activity that it is supposed to be simulating.) Other people evidently liked the game more than I did.

Since then, though, I’ve been thinking about this question: how do you design a puzzle or goal-oriented interaction in which the player’s job is to make aesthetic judgments?

I’ve seen a number of different gestures towards this kind of puzzle in recent games.

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Narrative in Casual Gaming: Miss Management

For some time I’ve been arguing that the way forward for interactive storytelling is to heal the long-standing breach between narrative and puzzle, and make the interactive parts of a game reinforce and enhance the story. The player’s action should in some way help him better understand the characters, explore the constraints of the circumstance in which they find themselves, or intensify his feelings towards the participants and the outcome. (There are probably other possibilities too, but those are the obvious ones that present themselves.)

The casual game Miss Management accomplishes all that surprisingly well.

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It’s Not All Chocolate

After my recent good times with Chocolatier 2 (and, I have to confess, a string of stressful working days that left me too brain-dead to want to work on IF in the evening), I decided to try some demos for other games being sold by Big Fish and PlayFirst. Sadly, none of them were nearly as cool as Chocolatier 2, though not all were quite as maddening as Mystery in London, either. The run-down, for people who enjoy reviews no matter of what:

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Mystery in London, and Incompetence as a Design Goal

Recently I tried Mystery in London, a search-for-lost-objects game. I’m not sure what possessed me to do this; possibly it was the pretty screen shots, or possibly it was curiosity about what this genre involved.

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