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<channel>
	<title>Planet Nectarius &#187; Gaming</title>
	<atom:link href="http://nectarius.net/category/gaming/feed/" rel="self" type="application/rss+xml" />
	<link>http://nectarius.net</link>
	<description>Nectarines are tasty</description>
	<pubDate>Mon, 05 Jan 2009 22:56:27 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.1</generator>
	<language>en</language>
			<item>
		<title>Audiosurf the MMOG</title>
		<link>http://nectarius.net/2008/04/12/audiosurf-the-mmog/</link>
		<comments>http://nectarius.net/2008/04/12/audiosurf-the-mmog/#comments</comments>
		<pubDate>Fri, 11 Apr 2008 15:51:11 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Music]]></category>

		<category><![CDATA[audiosurf]]></category>

		<category><![CDATA[last.fm]]></category>

		<category><![CDATA[mmo]]></category>

		<category><![CDATA[web2.0]]></category>

		<guid isPermaLink="false">http://nectarius.net/2008/04/12/audiosurf-the-mmog/</guid>
		<description><![CDATA[Audiosurf is an amazing game for music lovers.. There&#8217;s an upcoming patch in beta, which adds Last.fm scrobbling support, which I dreamed of from the start.
This will make Audiosurf an MMOG. It enables a persistent record of the players path in the game. It does lack the scores next to the play counts however. For [...]]]></description>
			<content:encoded><![CDATA[<p>Audiosurf is an amazing game for music lovers.. There&#8217;s an upcoming <a href="http://www.audio-surf.com/forum/index.php/topic,2789.0.html">patch in beta</a>, which adds Last.fm scrobbling support, which I dreamed of from the start.</p>
<p>This will make Audiosurf an MMOG. It enables a persistent record of the players path in the game. It does lack the scores next to the play counts however. For me though each play through a song is an achievement in it&#8217;s own right. To track that journey is something I crave. Perhaps that&#8217;s what makes things like last.fm and twitter so popular anyway, in a way they are social games, to be able to share and display progress is a requirement. </p>
<p>There really is a convergence between social networking sites and gaming like mechanics. This new patch is really a leveraging of emerging experiences that enhances the user experience of both, all through the power of web 2.0. How&#8217;s that for some buzzwords?</p>
<p>Lets say last.fm is a game and our profile is our character. I find it interesting that initially when playing audiosurf it I felt like I wasn&#8217;t able to &#8216;improve&#8217; my last.fm character. This is the same experience I have when I use my mp3 player (which doesn&#8217;t track my song play count), which frustratingly is most of my music time these days.</p>
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			<wfw:commentRss>http://nectarius.net/2008/04/12/audiosurf-the-mmog/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Greenhouse</title>
		<link>http://nectarius.net/2008/04/03/greenhouse/</link>
		<comments>http://nectarius.net/2008/04/03/greenhouse/#comments</comments>
		<pubDate>Wed, 02 Apr 2008 22:53:40 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[greenhouse]]></category>

		<category><![CDATA[indie]]></category>

		<category><![CDATA[Penny Arcade]]></category>

		<guid isPermaLink="false">http://nectarius.net/2008/04/03/greenhouse/</guid>
		<description><![CDATA[PA has just announced Greenhouse. This is very positive news. I&#8217;ve always wondered why steam doesn&#8217;t have more indie games. Considering the success of Audiosurf people are certainly willing to buy them.
One problem with steam is it has some really really bad games available there, browsing is a hassle and thus browsing comes up with [...]]]></description>
			<content:encoded><![CDATA[<p>PA has just announced <a href="http://www.playgreenhouse.com/">Greenhouse</a>. This is very positive news. I&#8217;ve always wondered why steam doesn&#8217;t have more indie games. Considering the success of Audiosurf people are certainly willing to buy them.</p>
<p>One problem with steam is it has some really really bad games available there, browsing is a hassle and thus browsing comes up with lots of crappy games. Greenhouse looks like it&#8217;ll have high standards.</p>
<p>As far as I&#8217;m concerned the more competition for digital distribution the better. It&#8217;ll force innovation.</p>
]]></content:encoded>
			<wfw:commentRss>http://nectarius.net/2008/04/03/greenhouse/feed/</wfw:commentRss>
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		<item>
		<title>Aquaria</title>
		<link>http://nectarius.net/2008/01/31/aquaria/</link>
		<comments>http://nectarius.net/2008/01/31/aquaria/#comments</comments>
		<pubDate>Wed, 30 Jan 2008 14:05:40 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Aquaria]]></category>

		<category><![CDATA[demo]]></category>

		<guid isPermaLink="false">http://nectarius.net/2008/01/31/aquaria/</guid>
		<description><![CDATA[I&#8217;ve been playing the demo of Aquaria. It&#8217;s stunning.. It really gets across a sense of exploration.
I also like that once you buy the full version you can use your saved games from the demo. Especially since the demo seems rather long so far. Once I get to the end I&#8217;m positive I&#8217;ll get this [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been playing the demo of <a href="http://www.bit-blot.com/aquaria/">Aquaria</a>. It&#8217;s stunning.. It really gets across a sense of exploration.</p>
<p>I also like that once you buy the full version you can use your saved games from the demo. Especially since the demo seems rather long so far. Once I get to the end I&#8217;m positive I&#8217;ll get this one.</p>
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		<item>
		<title>Faith and a .45</title>
		<link>http://nectarius.net/2008/01/30/faith-and-a-45/</link>
		<comments>http://nectarius.net/2008/01/30/faith-and-a-45/#comments</comments>
		<pubDate>Wed, 30 Jan 2008 09:38:06 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[]]></category>

		<category><![CDATA[Faith and a .45]]></category>

		<category><![CDATA[gender roles]]></category>

		<category><![CDATA[kissing]]></category>

		<guid isPermaLink="false">http://nectarius.net/2008/01/30/faith-and-a-45/</guid>
		<description><![CDATA[Kotaku has an article about Faith and a .45. Which they summarise as gears of war with kissing. The two main characters kiss after each level.
In single player mode from what they say you play as the guy, if you die the girl will bring you back to life with a &#8220;kiss of life&#8221;. This [...]]]></description>
			<content:encoded><![CDATA[<p>Kotaku has an article about <a href="http://kotaku.com/350385/its-like-gears-of-war-but-with-kissing">Faith and a .45</a>. Which they summarise as gears of war with kissing. The two main characters kiss after each level.</p>
<p>In single player mode from what they say you play as the guy, if you die the girl will bring you back to life with a &#8220;kiss of life&#8221;. This seems fairly typical gender roles wise, but I wonder if they&#8217;ll let you play as the girl and have the guy be the one to give you the nurturing kisses. I&#8217;m guessing no. The thing I really want to know is, in multiplayer do they have the same dynamic? Can you play coop? Do the characters kiss after each level in coop? Honestly I think that would be awesome. It would provide many sexy moments of awkwardness in lounge rooms around the world. Would two boys fight over who gets to play as the guy?</p>
<p>Personally I&#8217;d want to play as the gal. She&#8217;s a redhead! Though from the screenshot her outfit does look a bit out of sorts with the time period. It&#8217;s supposed to set during the great depression. If I play this with a gal, I&#8217;m positive we&#8217;ll both play the opposite sex. I&#8217;m not even sure this has multi player. This is the first time I&#8217;ve heard of the game and I may never play it, but it&#8217;s certainly added a spark to my day. Just think of the teenage boys squirming as their characters kiss each other, while they secret enjoy it. I&#8217;m sure it would happen with two girls playing too, but I get the impression boys are extra squirmy and reactionary at highschool age.</p>
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		<item>
		<title>Puzzle Quest on Steam</title>
		<link>http://nectarius.net/2008/01/30/puzzle-quest-on-steam/</link>
		<comments>http://nectarius.net/2008/01/30/puzzle-quest-on-steam/#comments</comments>
		<pubDate>Wed, 30 Jan 2008 05:58:34 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://nectarius.net/2008/01/30/puzzle-quest-on-steam/</guid>
		<description><![CDATA[I wanted to buy the PC version of puzzle quest ages ago, but didn&#8217;t want to buy it form the online stores that had it. THQ had their store, but you had to pay extra if you wanted access to the download for an &#8220;extended period&#8221;. So I actually lobbied the publisher to include it [...]]]></description>
			<content:encoded><![CDATA[<p>I wanted to buy the PC version of puzzle quest ages ago, but didn&#8217;t want to buy it form the online stores that had it. THQ had their store, but you had to pay extra if you wanted access to the download for an &#8220;extended period&#8221;. So I actually lobbied the publisher to include it on steam. Which I rarely do. I&#8217;m not sure if it made a difference or not, but <a href="http://www.steampowered.com/v/index.php?area=game&#038;AppId=12500">Puzzle Quest is now available on Steam.</a></p>
<p>I&#8217;ll be buying it tonight <img src='http://nectarius.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Meta&#8217;ness</title>
		<link>http://nectarius.net/2008/01/21/metaness/</link>
		<comments>http://nectarius.net/2008/01/21/metaness/#comments</comments>
		<pubDate>Mon, 21 Jan 2008 03:43:06 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[communities]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[metaplace]]></category>

		<category><![CDATA[social networks]]></category>

		<category><![CDATA[web concepts]]></category>

		<guid isPermaLink="false">http://nectarius.net/2008/01/21/metaness/</guid>
		<description><![CDATA[The cool thing that excites me about metaplace, is we’ll be seeing worlds for communities to just hang out in. Instead of just a forum or whatever attached to a webcomics, news sites, or blogs, we’ll be able to hang out in little worlds attached to existing communities. I think people will be surprised at [...]]]></description>
			<content:encoded><![CDATA[<p>The cool thing that excites me about <a href="http://www.metaplace.com/">metaplace</a>, is we’ll be seeing worlds for communities to just hang out in. Instead of just a forum or whatever attached to a webcomics, news sites, or blogs, we’ll be able to hang out in little worlds attached to existing communities. I think people will be surprised at just how awesome the games and worlds that people will fork, iterate, fork, merge, borrow, will become.</p>
<p>There’ll be people dedicated to making mmo templates that are specifically designed for being borrowed by website communities.</p>
<p>As an example, it’s pretty inevitable that Penny Arcade will be forced to make one filled with Gabe’s art. I think they even mentioned that in a post once.</p>
<p>Currently MMO’s usually need to create communities from scratch. Web 2 has given us extremely deep and numerous social networks in many different forms. It’s a huge market really. I think metaplace will succeed because it is trying to fit in snugly along side the current web concepts. It will complement existing frameworks and communities, not try to take advantage of them. I think it’s more of a tool than a gaming space.</p>
<p>Think of building a site.. Hmm now we need a blog, we need forum, we need a flickr page, we need a metaplace. If it works it wont be the only option, others will eventually compete, but it will definitely be the first.</p>
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		<item>
		<title>Rockstar on Steam</title>
		<link>http://nectarius.net/2008/01/06/rockstar-on-steam/</link>
		<comments>http://nectarius.net/2008/01/06/rockstar-on-steam/#comments</comments>
		<pubDate>Sun, 06 Jan 2008 07:39:09 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[GTA]]></category>

		<category><![CDATA[Rockstar]]></category>

		<category><![CDATA[Steam]]></category>

		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://nectarius.net/2008/01/06/rockstar-on-steam/</guid>
		<description><![CDATA[The lastest news on steam is that Rockstar is coming to it, they provide a link to the &#8220;Rockstar Collection&#8221; including all the GTA games, but so far it leads no where. It&#8217;s been like that a few days. Weird to have an announcement then not actually provide the games. Maybe they just aren&#8217;t available [...]]]></description>
			<content:encoded><![CDATA[<p>The lastest news on steam is that Rockstar is coming to it, they provide a link to the &#8220;Rockstar Collection&#8221; including all the GTA games, but so far it leads no where. It&#8217;s been like that a few days. Weird to have an <a href="http://storefront.steampowered.com/v/index.php?area=news&#038;id=1395&#038;cc=AU">announcement</a> then not actually provide the games. Maybe they just aren&#8217;t available to Australian users, some other games have been announced like that, but lead to dead ends for me. It&#8217;s a pity they don&#8217;t have a &#8220;not available in your region&#8221; page or something. The way I see it they shouldn&#8217;t even show up in the news if it&#8217;s irrelevant to me. Can anyone see the GTA games?</p>
]]></content:encoded>
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		<item>
		<title>Fun</title>
		<link>http://nectarius.net/2007/12/30/fun/</link>
		<comments>http://nectarius.net/2007/12/30/fun/#comments</comments>
		<pubDate>Sun, 30 Dec 2007 13:34:07 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[Geekdom]]></category>

		<category><![CDATA[game engine]]></category>

		<category><![CDATA[Lua]]></category>

		<category><![CDATA[metaplace]]></category>

		<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://nectarius.net/2007/12/30/fun/</guid>
		<description><![CDATA[I&#8217;ve been working on my own game engine. Not because I think the world needs another one, but because it&#8217;s easier to understand and I learn more from a primitive one I&#8217;ve built myself then learn someone else&#8217;s. It makes me appreciate just what goes into a real one. I haven&#8217;t even got mine to [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been working on my own game engine. Not because I think the world needs another one, but because it&#8217;s easier to understand and I learn more from a primitive one I&#8217;ve built myself then learn someone else&#8217;s. It makes me appreciate just what goes into a real one. I haven&#8217;t even got mine to bounce a ball around yet.</p>
<p>I already have one that does that I made a breakout clone with, but this one will be better. If I ever get it to that stage that is. I want it to use an embedded Lua interpreter for all the game logic. I also want it to use guichan for the gui. It&#8217;d be nice to be able to load the Gui from Lua scripts. That sounds pretty ambitious, so maybe I wont get that far. I definitely want to have the game logic for each level run from Lua scripts though. Some objects could have scripts attached to them that run when something happens. eg. triggers, or OnDeath scripts for various characters or whatever.</p>
<p>I&#8217;m thinking of the way nwscript does it or <a href="http://www.metaplace.com/blog/15.html">metaplace</a> will do it. Metaplace got me motivated to experiment, since it&#8217;d be nice to learn Lua, so I can be ready to toy around in it when it hits open beta.</p>
<p>So far I&#8217;ve got a bare skeleton of an engine, it loads SDL and paints any game &#8220;objects&#8221; from a list. Objects so far are sprites and text.</p>
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		<item>
		<title>fav PA</title>
		<link>http://nectarius.net/2007/12/28/fav-pa/</link>
		<comments>http://nectarius.net/2007/12/28/fav-pa/#comments</comments>
		<pubDate>Fri, 28 Dec 2007 09:35:11 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[best game]]></category>

		<category><![CDATA[Penny Arcade]]></category>

		<category><![CDATA[portal]]></category>

		<guid isPermaLink="false">http://nectarius.net/2007/12/28/fav-pa/</guid>
		<description><![CDATA[Penny arcade sums it up succinctly.
]]></description>
			<content:encoded><![CDATA[<p>Penny arcade <a href="http://www.penny-arcade.com/comic/2007/12/28">sums it up succinctly</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://nectarius.net/2007/12/28/fav-pa/feed/</wfw:commentRss>
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		<item>
		<title>Dangerous High School Girls in Trouble</title>
		<link>http://nectarius.net/2007/12/28/dangerous-high-school-girls-in-trouble/</link>
		<comments>http://nectarius.net/2007/12/28/dangerous-high-school-girls-in-trouble/#comments</comments>
		<pubDate>Thu, 27 Dec 2007 16:44:53 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[board game]]></category>

		<category><![CDATA[Dangerous High School Girls in Trouble]]></category>

		<category><![CDATA[demo]]></category>

		<category><![CDATA[fiesty]]></category>

		<category><![CDATA[indy]]></category>

		<category><![CDATA[mousechief]]></category>

		<category><![CDATA[rebellious]]></category>

		<category><![CDATA[sass]]></category>

		<category><![CDATA[wit]]></category>

		<guid isPermaLink="false">http://nectarius.net/2007/12/28/dangerous-high-school-girls-in-trouble/</guid>
		<description><![CDATA[I just finished playing the demo of the upcoming indy game Dangerous High School Girls in Trouble. I don&#8217;t usually finish demos, so when the ending snuck up on me in this I was suprised. What&#8217;s better is it wasn&#8217;t one of those jarring &#8220;gah, an ad screen&#8221; telling me my time was up. It [...]]]></description>
			<content:encoded><![CDATA[<p>I just finished playing the demo of the upcoming indy game <a href="http://www.mousechief.com/dhsg/">Dangerous High School Girls in Trouble</a>. I don&#8217;t usually finish demos, so when the ending snuck up on me in this I was suprised. What&#8217;s better is it wasn&#8217;t one of those jarring &#8220;gah, an ad screen&#8221; telling me my time was up. It was more like the end of a chapter in a book that leaves you wondering what happens next. I think I definitely buy it when it&#8217;s out. I highly recommend the demo if you want a couple of hours of sass, wit and fiesty teenage rebellion played out on a mock old school board game.</p>
<p>It&#8217;s really really fun and funny.</p>
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		<title>More on Portal.</title>
		<link>http://nectarius.net/2007/12/24/more-on-portal/</link>
		<comments>http://nectarius.net/2007/12/24/more-on-portal/#comments</comments>
		<pubDate>Mon, 24 Dec 2007 05:16:45 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[art]]></category>

		<category><![CDATA[cake]]></category>

		<category><![CDATA[GlaDOS]]></category>

		<category><![CDATA[portal]]></category>

		<category><![CDATA[programming]]></category>

		<category><![CDATA[science]]></category>

		<category><![CDATA[triumph]]></category>

		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://nectarius.net/2007/12/24/more-on-portal/</guid>
		<description><![CDATA[This is just another version of my take on Portal. Ported from a comment thread.

The cake is not a lie!!
Portal is a parody on gaming, the developer is GlaDOS the player is Chell. It&#8217;s a struggle of freedom versus control. As the bugs (in GlaDOS) creep in thoughout the game it becomes clear that the [...]]]></description>
			<content:encoded><![CDATA[<p>This is just another version of my take on Portal. Ported from a comment thread.</p>
<p><span id="more-435"></span></p>
<p>The cake is not a lie!!</p>
<p>Portal is a parody on gaming, the developer is GlaDOS the player is Chell. It&#8217;s a struggle of freedom versus control. As the bugs (in GlaDOS) creep in thoughout the game it becomes clear that the ending for Chell will not be a satisfactory one. She&#8217;s been told by other players along the way. For Chell and her game with GlaDOS, there is certainly no cake. The cake represents whether a game has a satisfactory ending for the player or not.</p>
<p>She escapes the confines of the game and destroys GlaDOS, if a player could break free of the confines of a buggy murderous game, they might do the same to it&#8217;s developers. A commentary on tension in the relationship between gamers and game developers.</p>
<p>It&#8217;s also a commentary on the tension between the players desire for freedom in their gameplay, and the developers need for control and constraint (to make it practical), the player wins this round, but the joke is on them. Portal, while it is an excellent example of a game that doesn&#8217;t throw a narrative down the players throat, it&#8217;s also the perfect example of why linearity and constraints in a game can be excellent. In the end even the flight for freedom part of the game is also linear, but the player doesn&#8217;t care.</p>
<p>Additionally GlaDOS is attempting to program and train Chell to play the game, just as games do to us. GlaDOS is perhaps too successful, but that&#8217;s why she is pleased at the end of the game. This completely mirrors the actual gameplay of portal, for which we are slowly trained and programmed. The learning curve is so perfectly tuned, Valve has every reason to be pleased with themselves.</p>
<p>The story mirrors our experiences with gaming. It&#8217;s an affectionate in joke on gaming that gamers relate to (knowingly or not), yet non gamers still enjoy. That is Portal&#8217;s cake, that the ending is so satisfactory.</p>
<p>Portal isn&#8217;t just a well made and clever game, it isn&#8217;t just art&#8230; It&#8217;s science.</p>
<p>&#8230;and that is it&#8217;s triumph.</p>
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		<title>Portal is a parody of us.</title>
		<link>http://nectarius.net/2007/12/20/portal-is-a-parody-of-us/</link>
		<comments>http://nectarius.net/2007/12/20/portal-is-a-parody-of-us/#comments</comments>
		<pubDate>Wed, 19 Dec 2007 16:40:28 +0000</pubDate>
		<dc:creator>Tim</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[analogy]]></category>

		<category><![CDATA[game theory]]></category>

		<category><![CDATA[OON]]></category>

		<category><![CDATA[parody]]></category>

		<category><![CDATA[portal]]></category>

		<guid isPermaLink="false">http://nectarius.net/2007/12/20/portal-is-a-parody-of-us/</guid>
		<description><![CDATA[I&#8217;ve been thinking about this for a long while now and have wanted to make some long winded fancy and detailed explanation, but I never will. I just can&#8217;t be bother doing academic like work again. Not now anyway. So instead I&#8217;ll just blurt it out as best I can.
Portal is a masterpiece. Well duh&#8230; [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been thinking about this for a long while now and have wanted to make some long winded fancy and detailed explanation, but I never will. I just can&#8217;t be bother doing academic like work again. Not now anyway. So instead I&#8217;ll just blurt it out as best I can.</p>
<p>Portal is a masterpiece. Well duh&#8230; but hear me out.<br />
<span id="more-433"></span><br />
Portal is a parody on gaming as a whole. It&#8217;s the supreme gaming in joke. It&#8217;s subtle, so I think most gamers that played it aren&#8217;t even aware of it. Maybe even the developers weren&#8217;t aware of it, but I think they were. I think it was very deliberate, at least with the story side of things.</p>
<p>Maybe I should just get on with it.. Think about the age old debate about on rails versus off rails gameplay, basically cutscenes versus don&#8217;t take the gameplay away from the player. This has been discussed in a number of <a href="http://www.rockpapershotgun.com/?p=663">places</a> <a href="http://sexyvideogameland.blogspot.com/2007/12/tired-of-playing-movies.html">recently</a>. I agree cutscenes suck, but it it&#8217;s not just about cutscenes. After playing a promising, but disappointingly limited game, we&#8217;ll say we want more freedom, non-linearity and control. Developers on the other hand can only ever provide the player with the illusion of control. Even if the illusion is a sandbox GTA style game.</p>
<p>There is a direct analogy of this tension between developers and players in Portal. Chell is the player, GlaDOS is the developer. The puzzles GlaDOS puts Chell through is Chell&#8217;s game. Throughout the whole game GlaDOS controls the player, funnelling them through the various puzzles, placing her in more and more danger with no concern for her well being. She pretends to praise Chell&#8217;s progress, but all the while not so subtly mocks her. As the trust of GlaDOS wanes escape is the goal. </p>
<p>Then of course there&#8217;s the constant promise of a reward at the end. There&#8217;s always the promise of cake in a game. Every game promises something, a grand story arc completion, the final boss battle of doom etc etc. Yet how often do we reach the end of a game and find the ending a let down? There is no cake&#8230; </p>
<p>Portal&#8217;s ending is without a doubt one of the most satisfactory endings in any game. Why is the ending so good though? What is it about it, really?</p>
<p>Maybe this is getting too analytical, but I love this stuff so here I go&#8230;<br />
There are <a href="http://lostgarden.com/">people</a> working towards developing a body of gaming design theory. Games are starting to get serious attention in the academic world of media studies. Recently <em><a href="http://www.eludamos.org/index.php/eludamos">Eludamos. Journal for Computer Game Culture</a></em> published it&#8217;s first issue. The article <em><a href="http://www.eludamos.org/index.php/eludamos/article/view/8/29">Translating Narrative into Code – Thoughts on a Technology-Centric Model of Digital Games as Programmable Media</a> by Werning</em>, is highly worth reading. It goes into the various attempts at game analysis so far (such as attempting to adapt theories from other mediums to games), then goes onto expand on the most promising one.</p>
<p>I might be massacring the concept here, but an emerging paradigm is the idea that the player&#8217;s relationship to the game is as a bodily extension of the feedback loop dictated by the gameplay. That is, the player essentially interacts with the game as programmable device. So the player is getting programmed by the game. This seems natural since the task of at least the early stage of most games is to train the player to learn how to interact with the game. Werning expands on this idea and suggests that games can be best analysed within an object orientated model. He calls this Object Orientated Narrative (OON) as analogous to Object Orientated Programming. The cool thing, as he suggests, is that ultimately perhaps games really are just a mirror of their makers. If a programmer could create art, what would that art resemble? A program of course.</p>
<p>The developers relationship to the player is thus far more direct then we like to believe. No wonder they don&#8217;t really appreciate the players telling them how to make games. The developer doesn&#8217;t just program the game, they program the player. This seems to me a pretty powerful concept, it seems the core of the reason games are special. It&#8217;s pretty clear things don&#8217;t always go to plan though, people aren&#8217;t easy to program and they aren&#8217;t direct either it takes iteration. I don&#8217;t think it&#8217;s a one way street either. In a good game the player doesn&#8217;t feel like they being dictated to, they feel they are doing the programming.</p>
<p>Back to Portal, it&#8217;s clear that GlaDOS isn&#8217;t just experimenting on Chell for the sake of it, she isn&#8217;t just trying to kill her. She is fundamentally trying to do science, she is programming Chell (i.e., the player) to perfect a method of training for the use of the Portal gun. It&#8217;s like valve took the idea that the developers are programming the player and embedded it directly into game as the story.</p>
<p>When GlaDOS starts going awry, it&#8217;s like when a game starts to break down into noticeable defects and bugs. All in all though the training goes rather well, except for the fact that there is ultimately no cake. Chell has been warned by other players that the game she is playing doesn&#8217;t end well, it&#8217;s best not to finish it. She&#8217;d like nothing more than to escape the confines of her game to explore and do as she pleases, obviously taking the bits of the game she likes with her (the portal gun). Just like we demand of developers to give us the freedom to explore the world with all the cool bits left in tack (is this stretching things?).</p>
<p>When Chell escapes, she (we) tracks down GlaDOS and destroys her. Which is perhaps what would happen to developers if they adhered to the whims the players? <img src='http://nectarius.net/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> See, it&#8217;s a parody of the relationship between the players and the developers of games. Laughing at the tensions in the industry has got to be a healthy thing.</p>
<p>This is why I think everyone loves Portal so much. We&#8217;ve all already been programmed to play games in certain ways, we recognise certain themes in the industry subconsciously. It&#8217;s not just a clever twisted play on the ubiquitous science lab seen in so many games. In essence all games are lab experiments, and we&#8217;re the rats that have been convinced to enjoy them <img src='http://nectarius.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> Yet Portal has so much symmetry that it&#8217;s also appreciated by people that wouldn&#8217;t really consider themselves gamers. </p>
<p>It&#8217;s also pretty cool that while the narrative of Portal is that of striving towards freedom, Portal as a game is in fact the years supreme example of why a linear, constrained and controlling game experience can be a excellent (and the best thing for us). That is Portal&#8217;s cake and it&#8217;s triumph!</p>
<p>One last thing. I&#8217;m convinced that this theory of games as a programmable media was at least in some way embedded into the minds of the people who wrote the game. Thus the important conclusion is, Portal isn&#8217;t just a work of art, it&#8217;s science&#8230;</p>
<p><small>Please comment on anything at all. I may have spent way to much time thinking about this, but more is always better.</small></p>
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