Player

Garnett Lee of Garnett on Games on exclusively multiplayer vs. exclusively single-player games:

We still have vestiges of the prior generations where it’s just sort of natural for those us who have been playing games for a long time to think of single-player as “the game” and multiplayer as “the extra you get with the game.” I think that that influences us at times. However, I think that there are a number of multiplayer only games that you can point to that are very, very successful as stand-alone multiplayer games beginning all the way back with Team Fortress 2.

I was really hoping Garnett would have mentioned early dice, board, or card games.

Games require two or more players. The term “player” is embrued with human characteristics. We often forget that games can not only involve challenges with other humans but also ourselves, computers or luck. Single-player video game experiences are multiplayer experiences against computers.

From solitaire to geopolitics, humans enjoy games. We enjoy games because there is a level of risk and challenge involved that (typically) does not seal our fate. There is variety in experience, chance and strategy. If a single game provided the same experience over and over again, it would become boring. Single-player video games provide humans with a computerized variety of ways to enjoy games in solitary fashion; new mechanics, settings and competition are introduced over the course of a single game and my vary with each play-through. Online multiplayer experiences allow for the same type of human variety that is experienced when playing a dice, board or card game; the receptive mechanics, settings, and characters are a shell for a battle of experience, chance and strategy.

Exclusively online multiplayer is a remote evolution of human-to-human competitive play; however, all games are between multiple players. It is not a debate of “single-player” versus “multiplayer” game design as all games are multiplayer. It is simply a debate of preference between solitary and communal. Not all video games need to played against a computer; not all video games need to played against a human.

The Sacred and Profane

Garnett Lee of Garnett on Games discussing a call from listener James on the idea of the sacred and profane nature of games:

On the one hand, we have the mechanistic part of the game: the things that you do in the game, the systems that support those actions, the environments they take place in. On the other hand you have the designed aspirations: the story a game wants to tell, the emotions it wants to draw out of you, the atmosphere and imagination that it wants to inspire as you play the game.

My earliest childhood memory is of playing Mega Man 2. When I first saw the game, I was blown away by the dual-layers of tech and toys. There was something uniquely special and alive about Mega Man that would act as the catalyst for my interest in the games space. After hearing Garnett’s bit, I now realize that the power of Mega Man was in his simple and subtle “blink” animation. This interest became further perpetuated when an idle Sonic broke the fourth-wall, tapping his foot as he glared directly at me.

Game of Games

Author Blake J. Harris on his new book, Console Wars, as quoted by Polygon:

My biggest influences on business writing are Ben Mezrich and and Michael Lewis. But the actual greatest influence on the narrative style has to be Game of Thrones. Because, really, that’s what this story is. It’s all these different families or corporations and entities competing for this one seat at the top of the table that they all think they deserve for a variety of different reasons. Or that they believe that they should inherit — because it’s their God-given right or because they have the right strategy, and they deserve it.

I’ve been extremely excited for this read. I might have to shelve Catmull and Swift in lieu of Console Wars, or Game of Games.

A new definition of manhood

https://www.youtube.com/watch?v=Nx8RRIiP53Q

Colin Stokes, TEDx:

Another thing that’s really unique about “The Wizard of Oz” to me is that all of the most heroic and wise and even villainous characters are female.

Now I started to notice this when I actually showed “Star Wars” to my daughter, which was years later, and the situation was different. At that point I also had a son. He was only three at the time. He was not invited to the screening. He was too young for that. But he was the second child, and the level of supervision had plummeted. (Laughter) So he wandered in, and it imprinted on him like a mommy duck does to its duckling, and I don’t think he understands what’s going on, but he is sure soaking in it.

And I wonder what he’s soaking in. Is he picking up on the themes of courage and perseverance and loyalty? Is he picking up on the fact that Luke joins an army to overthrow the government? Is he picking up on the fact that there are only boys in the universe except for Aunt Beru, and of course this princess, who’s really cool, but who kind of waits around through most of the movie so that she can award the hero with a medal and a wink to thank him for saving the universe, which he does by the magic that he was born with?

Compare this to 1939 with “The Wizard of Oz.” How does Dorothy win her movie? By making friends with everybody and being a leader. That’s kind of the world I’d rather raise my kids in — Oz, right? — and not the world of dudes fighting, which is where we kind of have to be. Why is there so much Force — capital F, Force — in the movies we have for our kids, and so little yellow brick road?

Take 10 minutes to watch this great TEDx Talk by Colin Stokes. I’m not sure how it escaped me that all Pixar protagonists were male until Merida (Brave). Looking back on my childhood, I am able to recall watching The Wizard of Oz again and again. I don’t think the themes of leadership and friendship completely sunk in at that young age; however, the limited and choice amount of violence certainly made me fear conflict much more than any war story.

During last year’s E3 Expo, I couldn’t help but feel there was an increase in games featuring a female protagonist. Not resting on a hunch, I decided to investigate which new titles featured female protagonists versus the year prior. Looking IGN’s Games of E3 lsts for both 2012 and 2013, I found that the inclusion of female protagonists in games announced at E3 jumped from 2% in 2012 to 6% in 2013.

I’m looking forward to breaking down this year’s data and may be asking for a bit of help with a publicly shared database (via Numbers for iCloud). My early numbers show 18% male, 3% female, 10% multi, 4% n/a, and 65% unknown.

UPDATE: Updated numbers the night before E3 are as follows:

26% male, 4% female, 17% multi, 9% n/a, 44% unknown.

My data (based on IGN’s Games at E3 2014) is publicly available and I encourage readers to reach out on Twitter (@_stateofgaming) or email with any recommended changes. Some “unknown” data can be implied but, without proof, I’ll be waiting until official announcements have been made before I update the chart.