Monthly Archive for February, 2010

The Potential Iguanodon and the Onion

“ROOOOOAAAAAAAAR! I am the Potential Iguanodon!” said the Potential Iguanodon to the Onion. Such was his usual form of introduction. “Hey, Onion, I wrote another short story. Wanna read it?” This was not a so much question as it was an order.

The Onion, rightly sceptical based on the Iguanodon’s previous attempts, made a point of ignoring this. “What’s it about?”

“You’ll find out,” the Iguanodon persisted, so that the Onion was obliged to take the still-warm sheet of printer paper. The story went as follows:

“A pane of glass separates me from Them. It’s probably not enough to hold Them for long. Glass is like the heart; eventually, it will be broken. Trying hard to ignore my reflection – each time our eyes meet, I feel it judging me – I perceive in the dark of night a shape moving. A monster. Slinking along the garden path to get me, mumbling incomprehensibly to itself all the way. Cold-hearted with fear, I flick the switch for the outdoor lights. “Darn it!” I hear the monster shout, and then, remembering its status as a monster, a torrent of language inadvisable for anyone – of this world or otherwise. Noticing the rate at which it is decomposing in the light, the monster makes a hasty getaway. I will leave the lights on, I think, but watch in silent horror as the bulbs flicker and die, one by one, and the darkness outside brings back my reflection. “Darn it,” I whisper, restraining my more monster-like tendencies. My heart is a block of ice in my chest, able only to smash or melt away completely as more shapes pile into the garden. Perhaps time will stop if I grow colder and colder, freeze up through and through. It’s a case of sinking into my own darkness or theirs. The glass breaks, and so do I.”

The Onion carefully lowered the sheet to see the Iguanodon’s big toothy grin. “So, whaddaya think? Is it good? Deep, ain’t it?” The Onion had to admit, the quality of writing had improved since the days of “Tom And His Big Elephant That Wants To Be A Pilot But Couldn’t Because It’s Is Big And Was Heavy,” but still…

“There’s one thing I’ll never understand,” the Onion explained. “People like being depressed. They have this strange idea that depressing things are profound and that profound things must be, by nature, depressing. They think that, if you look hard enough, you’ll always end up sad. They think that naivety is being happy, and being happy is naive. That attitude is just lazy. It’s the easy way of getting through life. Don’t achieve anything, don’t strive for the good things in life. Just wave them away, saying they’re superficial and untrue.” She sighed deeply. “People want to be happy, right? You’ve got to look past all the sad things. Learn from them, but don’t let them crowd your vision. You have to actually try, to learn how to really see. Maybe it’s just easier for me, being an Onion.” She looked right at the Iguanodon and his beady eyes. “Let me tell you something deeply personal. When I’m older, I want to have lots of wrinkles. Deep ones, smile lines on either side of my mouth. Until then, I’ve just got to keep on smiling. I’ll be able to point to each one and say “This is from the time I saw a dog in a car smile at me,” and “This is from the time we saw that film and couldn’t stop laughing for hours,” and “This is from the time we walked through that restaurant dressed as pirates.” I’ll be able to point to each one and say “These make a life worth living.””

The Potential Iguanodon was stunned. “So… Does that mean you don’t like it?”

The Onion laughed, not at him, or with him, but for him. “You’ve got potential, I’ll tell you that. But for the moment, put those big teeth of yours to use and give me a smile.”

The Iguanodon did. “Onion? I want to have wrinkles too.”

“We’ll have wrinkles together.”

Quite forgetting about glass and monsters and the night, they both started laughing. “Whoa,” said the Iguanodon. “The sky sure is huge.”

“Yeah,” said the Onion. “I bet that if we tried hard enough, we could fall right into it.”

The Innocence of Noby Noby Boy, or Why Video Games Need to be Fun

There are now two reasons to own a PlayStation 3: Noby Noby Boy and Heavy Rain.

Seeing as I’ve already spent half a post talking about the latter, it’s time to examine The Young Man of the Twin Nobs.

But first, a little personal history. It’s been about 10 years since I was given a Christmas gift of a Nintendo 64 console and a handful of games (Banjo-Kazooie, GoldenEye 007 and The Legend of Zelda: Ocarina of Time). Now, when I was a child, I was, like many children, stupid. Although I had figured out by this point that consoles needed to plug into a television to work and didn’t communicate via power sockets,1 my grasp on reality and its associated concepts was tenuous at best. So, when I fired up what critics had called The Best Game Ever, I was content to roam the Kokiri Forest, talking to the various inhabitants, walking, jumping, collecting rupees, picking up rocks, throwing rocks, more jumping, listening to Navi and so on without continuing to the rest of the game. I was vaguely aware that there was more to explore — I had, after all, read the manual which talked about all kinds of items that I didn’t have, like, for example, a sword — but that didn’t bother me. Besides, there was this one location that had a frightening boulder scaring me off.

I should probably point out that I have a terrible fear of things in video games. Like monsters. And insects. And glitches. And polygons. To this day, I won’t go near games like Half-Life or Bioshock. I’d always disable items in Super Smash Bros. Melee in fear of getting an appearance from a Like Like or Redead. And Banjo-Kazooie is still the scariest video game that I’ve ever played. Scarred me for life, it did; after one particularly shocking scene (played by Brother whilst I watched) I was reduced to rolling on the corridor floor, trembling, whimpering “they’re crawling on me”. True story. But, as usual, I digress.

The point that I’m making is that when one plays a video game for the first time, be it as a child, a curious parent or a technophobic senior, one doesn’t care about advancing to the next level, unlocking any of the achievements or upgrading one’s character. One cares only about having fun. And this, I believe, is the essence of what a video game should be. The moment that one is forced to do something in a video game, it stops being fun. When it stops being fun, it stops being a video game. It becomes a job.

In my mind, a true video game does not force the end user to do anything. It may gently guide the player to the next destination or give the player some ideas on what to do next, but my favourite games are the ones that offer freedom. Burnout Paradise is one of my most favourite games of recent years, and it’s not hard to see why: The player is given a car and placed in a city. And that’s it. Of course, there are objectives; you can unlock different cars, you can compete in races, you can discover hidden locations, you can perform stunts — and, in my personal favourite mode, you can slam into other cars, shutting them down and sending them to the junk yard. But it’s all optional. There aren’t any menu screens between you and the city. You can start the game and just drive. No obligations. No messages telling you off for going the wrong way. No game has better captured the pure joy of driving since the original OutRun.

It’s important to note that a game like this can only work properly if it’s coded properly. For me, a game needs to feel good to play, to experience. Sloppy programming and poor execution have ruined too many exciting game concepts. Staring at the word “Loading…” on an otherwise blank screen is not fun.

So what of Noby Noby Boy, then? A software toy criticised for its lack of focus? A game that many would describe as an “ungame”?

Noby Noby Boy has been misunderstood. So-called “hardcore” gamers have looked at it, maybe tried it for a while, before moaning that there’s no point to the game and going back to playing Call of Duty or something. But they’re missing the point. The fact that there is no point is the point. Wait… No, let me rephrase that.

Designer Keita Takahashi (also the man behind the Katamari franchise) has stated that when he’s done designing video games he would like to design playgrounds. And that’s exactly what he’s done with Noby Noby Boy. Although he’s stated that he’s not entirely happy with the finished product due to lack of budget, the game nonetheless is a well-produced physics-based playground. The player is given control of BOY, briefed on the controls and left to explore the rest of the game for themselves. The graphics are beautiful in their simplicity. The soundtrack is diverse, consisting of a range of pieces played by a single instrument, further pushing the simplicity idea. The control experience is great (Noby Noby Boy being the first time that I’ve ever used a PlayStation controller for more than a few seconds); barring some problems with the L3 and R3 buttons (which may or may not be the fault of the controller) it really adds to the experience, really giving one the sensation of space and free movement. And although there are Trophies2 to earn and an overarching long-term worldwide goal of stretching enough for GIRL to reach other planets, that’s not what makes the game engaging.

Noby Noby Boy takes one back to a very primal stage of their gaming life. Much like the fun I had exploring Kokiri Forest in Ocarina of Time, Noby Noby Boy presents players with an infinite number of randomly generated worlds to play with. This is a game that perfectly embodies the spirit of a child given their first video game. This is a game that shuns obligation; a game that gives the player complete freedom to play and have fun. Let me emphasize that. Play and have fun. How many games today allow one the pure, unadulterated joy of playing and having fun? Sure, you have open-world sandbox-type games like the annoyingly prolific Grand Theft Auto series, but few of them — perhaps none of them — are as much of a joy to experience as Noby Noby Boy. In this sense, Noby Noby Boy’s focus on fun pushes it much closer to my definition of a pure video game than any other.

So, if you, like me, are tired, disgusted or put off by the complex, miserable, unrewarding nature of hardcore gaming, or just looking for something a little different, Noby Noby Boy may just prove to be one of the most happy, fun and joyous experiences of your life.

If you will let it. ㋼

Ooh, one more thing. There’s an iPhone version of Noby Noby Boy coming out really, really soon (assuming that Apple’ll allow it on their App Store). Judging by the incredible preview videos that they’ve placed on YouTube, it’s shaping up to be the best iPhone and iPod touch application ever made. So now you’ve got a reason to get yourself one of those devices.

Most — all, actually — of the images in this post were taken from Eurogamer.

  1. Coincidentally, the potential of home power sockets to transmit data was realised a few years later with the HomePlug standard. My mind was ahead of its time. []
  2. The PlayStation equivalent of Achievements. []