Saturday, January 23, 2010

F1 World Grand Prix for Dreamcast


The Dreamcast delivers a new sense of realism to the racing-games genre with F1 World Grand Prix. Not only is it one of the most beautiful games of its kind, with lavishly modeled cars and tracks, but it's one of the deepest ones as well. Almost every aspect of F1's cars can be customized, including gear ratio, suspension, brake sensitivity, front and rear wings, as well as tires and the amount of fuel racers choose to carry. Pit stops let players refuel and repair damage--which cars take realistically--and an announcer identifies racers' ranking, position gains and losses, and specific car damage.There are 16 races in championship mode, each with weather conditions based on conditions found in the real event. A match-race mode lets two friends compete, which is ideal when you want to go head-to-head against a buddy. The only real drawback to this game is that it lacks the speed of an arcade-style racer, but this fact alone may be enough to scare away nonracing fans.

Grand Theft Auto (GTA): Vice City for PlayStation 2


he no holds barred world that has had critics up in arms for years is back with Grand Theft Auto: Vice City. All of the carnage and mayhem of the previous GTA games is back with a 1980s flair taken right out of such films as Scarface. Set in a fictional Miami, players must work their way to the top of the organized crime world using any means necessary. Grand Theft Auto: Vice City not only packs more violence and mayhem than the Godfather, but it’s also a fantastic achievement in the world of video games.

Final Fantasy XI: Chains Of Promathia for PlayStation 2


Final Fantasy XI: Chains Of Promathia takes you into the aftermath of a great war, as you answer a desperate call to defend your people. In this first ever cross-platform massive multiplayer online game, you'll unite with other warriors as they save their world from utter destruction. Volunteer for missions to defend the world and its people, across 100 different gameplay areas -- mountains, deserts, oceans, castles and dungeons, all with lives of their own. Fight the constant time and weather changes and create a legend

Friday, January 15, 2010

Dragon Age: Origins


From the makers of Mass Effect, Star Wars: Knights of the Old Republic, and Baldur's Gate comes Dragon Age: Origins, an epic tale of violence, lust, and betrayal. The survival of humanity rests in the hands of those chosen by fate. You are a Grey Warden, one of the last of an ancient order of guardians who have defended the lands throughout the centuries. Betrayed by a trusted general in a critical battle, you must hunt down the traitor and bring him to justice. As you fight your way towards the final confrontation with an evil nemesis, you will face monstrous foes and engage in epic quests to unite the disparate peoples of a world at war. A romance with a seductive shapeshifter may hold the key to victory, or she may be a dangerous diversion from the heart of your mission. To be a leader, you must make ruthless decisions and be willing to sacrifice your friends and loved ones for the greater good of mankind.

Video Game Addiction No Fun

ompulsive video gaming is a modern-day psychological disorder that experts tell WebMD is becoming more and more popular.
By Sherry Rauh
WebMD Feature

Reviewed by Louise Chang, MD

At an addiction treatment center in Amsterdam, in the Netherlands, teenagers and young adults begin detox by admitting they are powerless over their addiction. But these addicts aren't hooked on drugs or alcohol. They are going cold turkey to break their dependence on video games.

Keith Bakker, director of Smith & Jones Addiction Consultants, tells WebMD he created the new program in response to a growing problem among young men and boys. "The more we looked at it, the more we saw [gaming] was taking over the lives of kids."

Detox for video game addiction may sound like a stretch, but addiction experts say the concept makes sense. "I was surprised we didn't think of it here in America," says Kimberly Young, PsyD, clinical director of the Center for On-Line Addiction and author of Caught in the Net: How to Recognize the Signs of Internet Addiction -- and a Winning Strategy for Recovery. "I've had so many parents call me over the last year or two, particularly about the role-playing games online. I see it getting worse as the opportunity to game grows - for example, cell phone gaming."

But can a game truly become an addiction? Absolutely, Young tells WebMD. "It's a clinical impulse control disorder," an addiction in the same sense as compulsive gambling.


Defining Addiction

While most people associate addiction with substances, such as drugs or alcohol, doctors recognize addictive behaviors as well. In a WebMD feature on the definition of addiction, psychiatrist Michael Brody, MD, set forth the following criteria:

1. The person needs more and more of a substance or behavior to keep him going.
2. If the person does not get more of the substance or behavior, he becomes irritable and miserable.

Young says compulsive gaming meets these criteria, and she has seen severe withdrawal symptoms in game addicts. "They become angry, violent, or depressed. If [parents] take away the computer, their child sits in the corner and cries, refuses to eat, sleep, or do anything."
The Psychological Factor

Unlike with substance abuse, the biological aspect of video game addiction is uncertain. "Research suggests gambling elevates dopamine," Young says, and gaming is in the same category. But there's more to addiction than brain chemistry. "Even with alcohol, it's not just physical. There's a psychological component to the addiction, knowing 'I can escape or feel good about my life.'"

Bakker agrees. "The person is trying to change the way they feel by taking something outside of themselves. The [ cocaine] addict learns, 'I don't like the way I feel, I take a line of cocaine.' For gamers, it's the fantasy world that makes them feel better."

The lure of a fantasy world is especially pertinent to online role-playing games. These are games in which a player assumes the role of a fictional character and interacts with other players in a virtual world. As Young puts it, an intelligent child who is unpopular at school can "become dominant in the game." The virtual life becomes more appealing than real life.


Where's the Harm?

Too much gaming may seem relatively harmless compared with the dangers of a drug overdose, but Bakker says video game addiction can ruin lives. Children who play four to five hours per day have no time for socializing, doing homework, or playing sports, he says. "That takes away from normal social development. You can get a 21-year-old with the emotional intelligence of a 12-year-old. He's never learned to talk to girls. He's never learned to play a sport."

In older addicts, compulsive gaming can jeopardize jobs or relationships. Howard, a 33-year-old project manager who asked to be identified only by his first name, started playing an online role-playing game about six months ago. He plays for three to four hours almost every day -- more on weekends -- occasionally putting off meals or sleep. His fiancée says he's addicted.
Addiction Warning Signs

Spending a lot of time gaming doesn't necessarily qualify as an addiction. "Eighty percent of the world can play games safely," Bakker says. "The question is: Can you always control your gaming activity?"

According to the Center for On-Line Addiction, warning signs for video game addiction include:

* Playing for increasing amounts of time
* Thinking about gaming during other activities
* Gaming to escape from real-life problems, anxiety, or depression
* Lying to friends and family to conceal gaming
* Feeling irritable when trying to cut down on gaming

In addition, video game addicts tend to become isolated, dropping out of their social networks and giving up other hobbies. "It's about somebody who has completely withdrawn from other activities," Young says. "One mother called me when her son dropped out of baseball. He used to love baseball, so that's when she knew there was a problem."

Howard, the project manager, says he still goes out with friends and family, so he doubts he is addicted. "I am not limiting myself to gaming as my only pastime or hobby," he tells WebMD. "If I needed to stop playing, I'm convinced that I could."
Parents, Take Note

Young and Bakker say the overwhelming majority of video game addicts are males under 30. "It's usually children with poor self-esteem and social problems," Young tells WebMD. "They're intelligent and imaginative but don't have many friends at school." She says a family history of addiction may also be a factor.

If you're concerned your child may be addicted to video games don't dismiss it as a phase, Young says. Keep good documents of the child's gaming behavior, including:

* Logs of when the child plays and for how long
* Problems resulting from gaming
* How the child reacts to time limits

"You need to document the severity of the problem," Young says. "Don't delay seeking professional help; if there is a problem, it will probably only get worse."


Video Game Detox

Treatment for video game addiction is similar to detox for other addictions, with one important difference. Computers have become an important part of everyday life, as well as many jobs, so compulsive gamers can't just look the other way when they see a PC.

"It's like a food addiction," Young explains. "You have to learn to live with food."

Because video game addicts can't avoid computers, they have to learn to use them responsibly. Bakker says that means no gaming. As for limiting game time to an hour a day, he compares that to "an alcoholic saying he's only going to drink beer."

Bakker says the toughest part of treating video game addicts is that "it's a little bit more difficult to show somebody they're in trouble. Nobody's ever been put in jail for being under the influence of [a game]."

The key, he says, is to show gamers they are powerless over their addiction, and then teach them "real-life excitement as opposed to online excitement."

Sequels are Sequels!



We've all heard it before and thought about it ourselves. When a franchise is driven into the ground with numerous sequels, we talk about the lack of originality and creativity, but we're also the ones first in line to purchase the next Grand Theft Auto, Halo, Legend of Zelda, or Super Mario Bros. With this in mind, why should any developer with a hot IP on their hands risk anything on a new title? With Fable 2, Grand Theft Auto IV, Super Smash Bros. Brawl, Metriod Prime 3: Corruption, Halo 3, Final Fantasy XIII, Metal Gear Solid 4, and numerous other sequels due out soon, are sequels choking out original titles? When do we have too many sequels?

D'Marcus Beatty, Co-Site Director

Sequels are an unavoidable facet of video games, movies, books, and most forms of entertainment. When someone is entertained, they usually look for a similar experience to entertain them the same way. When a relationship is established with existing characters, it's easy for someone to seek to follow that character throughout multiple adventures or scenarios. However, it is also too easy for developers, authors, producers, etc. to become too complacent when churning out sequels by expecting a loyal audience to support their ventures. Consider the thousands of Mega Man, Street Fighter, and Madden games, each with only a slight improvement (if any) over the previous version.

A sequel is a difficult pitch because it has to be a fresh experience that, ironically, is also trying to recreate a previous experience. Very few games are able to pull this off. More often than not, games with endless sequels run the series into the ground, making each new iteration a shadow of the former games…unless the first few games were bad to begin with, of course.

The sequel decision is a difficult one. Most developers and producers are simply worried about figures and will create a sequel if there is a good chance of it selling. However, when considering making a sequel, the developers should ask if they can genuinely make a good game that builds off of the foundation the first (or previous) game(s) made. Is there anything fresh we can bring to the table? Is there something we wanted to try but couldn't that we could put in the sequel? Do we have some unanswered questions to resolve (if there is an interesting story to begin with)? If they sincerely think they can give us a good game, a sequel isn't a problem. But a sequel for the sake of having a sequel is a no-no. No more Megamans please until we get a next-gen update!

Maria Montoro, Co-Site Director

Video game sequels have become necessary for game developers. Because of the ever-increasing cost of developing video games, companies can't afford to take a risk with every game they give birth. Developing video games for Xbox 360 and PS3 has become especially expensive, and some companies are having budget difficulties that they need to overcome with methods like creating cheaper, downloadable games with less overhead costs and developing sequels for those games that truly guarantee good revenue.

Wednesday, January 13, 2010

BF 1942: Secret Weapons of WWII


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Secret Weapons of World War II is the second expansion pack that EA has released for Battlefield 1942 this year. The first expansion, Road to Rome, brought the Italian theater into the game. Secret Weapons, as the name implies, introduces a host of high-tech toys, many of which were never actually used during the war.
Given that Battlefield has never strived to be all that realistic, I suppose that the developers at Dice felt that they could take this one over the top, although the bulk of Battlefield players I know roll their eyes at the mere mention of jets and rocket packs.

Secret Weapons adds 16 vehicles, 6 weapons, 8 maps, and one new game mode to Battlefield. I was as skeptical as anyone when I installed this expansion, but it turned out to be more balanced and playable than I expected.

The new vehicles range from relatively plausible motorcycles with sidecar-mounted machine guns and amphibious transports, to the rather far-fetched rocket planes and guided rockets. Some of the jets fly so fast that it's difficult just keeping them on the map. Unless you're flying in circle, you will be constantly harassed by the "deserters will be shot" message. With a little practice, however, they can be mastered, and the unguided missiles used by several of these new aircraft are easier to target accurately than bombs. Fortunately, there is also some very lethal anti-air weaponry in Secret Weapons, such as the Flakpanzer, to bring things back down to earth.

The Wasserfall guided rocket is an amusing addition, allowing players to steer a missile into enemy units from a stationary launch pad. Again, it will traverse even the largest maps in a matter of seconds, making it a challenge to control, but its payload is equally deadly against planes and ground troops.

Borrowing an idea from the Desert Combat mod, Secret Weapons introduces the C-47 cargo plane, which serves as a mobile spawn point. Although trying to keep this large, slow moving craft in the sky for more than one or two passes is not easy, anything that cuts down on spawn camping is a welcome addition. I would like to see something like this patched onto the original game.

As for the infamous Rocket Pack, it is surprisingly well executed. It doesn't permit you to zip around like Superman, but rather gives you the ability to make large jumps, reminiscent of low-gravity Quake. You are still susceptible to fall damage, and its volatile fuel will explode upon a direct hit from the enemy, so its strategic value is limited. However, it can prove quite useful for jumping from heights that would otherwise kill you, leap

More believable are the heavy tanks that come with this expansion. The Allies get the T95, which is an armored monster that is nearly unstoppable, especially with a couple lighter tanks backing it up. It has a hefty gun, but the Axis' Sturmtiger packs an even bigger punch with its mounted naval cannon. The Sturmtiger has no horizontal aim whatsoever, so you have to adjust your shot by pointing the tank in the direction of your target.

New weapons include a stealthy throwing knife, the Remington Auto 5 shotgun, a deadly grenade rifle, and the Gewehr 43 semiautomatic sniper rifle, which lets a sniper unleash a whole clip without zooming out. It might have been nice if the grenade rifle had been given to the anti-tank class rather than engineers, who already had a nifty variety of nifty things to use.

One of the best things about this expansion are the additional maps. They are very well thought out and involve a number of missions with a "destroy the top-secret Nazi laboratory" feel, which is a natural fit for the experimental weaponry. The rough terrain in the Eagle's Nest map is quite impressive, and there are an abundance of interesting features like tunnels, bridges, lakes and islands in the new maps.
One of the battles is set in the dark of night for a change. The only disappointment here is that there aren't more of them. It seems like 8 maps are barely enough to showcase the rest of the content introduced, a complaint partly outweighed by the fact that the maps are playable in an entirely new mode.

Objective mode, in which the Allies must achieve certain objectives and the Axis must stop them, is good to see, as it gives the game some much needed depth. Conquest mode, the most widely used type of gameplay in Battlefield right now, tends to be a rather chaotic, every-man-for-himself effort to capture command points. When the game is played in Objective mode, organization becomes more critical to success. Of course, if your team is particularly clueless, this can be a bad thing, as they will ignore the objectives altogether and carry on capturing command points, ultimately losing the match because of it.

Secret Weapons is an entertaining, if not mildly comical, expansion, and it's few flaws are minor ones. Unfortunately, at around $30 the price tag is a bit hard to swallow.
Like the more economical Road to Rome ($20), I can't see too many people rushing out to buy it until they have completely exhausted the original game and the numerous free mods now available for it. There do, however, seem to be more servers running it than the Road to Rome expansion. If you're a hardcore Battlefield 1942 fan and you need more content, Secret Weapons will go a long way toward fulfilling your Rocket Pack dreams.

Battlefield Vietnam Review


Let me begin by saying, no, it's not an expansion pack, I repeat, NOT AN EXPANSION PACK for Battlefield 1942. Battlefield Vietnam, though it bears more similarities to Battlefield 1942 than just its name, is an entirely new stand-alone game and Battlefield 1942 is not required to play.
Now that we've cleared that up, you may have noticed that military themed first-person shooters are everywhere these days. Given the flood of titles and expansion packs that have been released in this area lately, one has to wonder how many such games the market can support. I couldn't help marvelling at the ad for Medal of Honor: Pacific Assault on the back of the Battlefield Vietnam CD case.

Subsequently, your first impression of Battlefield Vietnam is likely to be one of deja vu. Battlefield 1942 players will find most of the features and game modes they are familiar with in a very immersive jungle setting. If you haven't played BF 1942, the appeal of the game, in a nutshell, is that you can commandeer a wide variety of vehicles, including tanks, ships, and planes, on the front line. For the most part, this is accomplished with a very simple set of standard FPS controls which minimize the learning curve.

Battlefield Vietnam does not stray from this successful formula. It effectively takes the vehicular warfare we love from '42 into the chopper-filled skies of Vietnam, but it doesn't attempt anything as revolutionary as its predecessor did.

What's New
One thing you're likely to notice right away is the music. EA has licensed a bunch of popular protest songs from the Vietnam era, which go a long way toward recreating the atmosphere. Sound in the game is very well done, from the authenticy of the gun shots and helicopter chops to the ability to blast the soundtrack from vehicles in the game. No reviewer yet has failed to mention that approaching the battle in a Huey pumping out "The Ride of the Valkyries" is somewhere up there with, say, free beer.

The graphics have also been stepped up a notch. There is plenty of jungle vegetation to hide in and the terrain of Vietnam is well replicated. Models are a little smoother, the pixel-shaded surfaces are nice if your system is up to it, and explosions are more spectacular than ever. Even reloading your weapon is a treat, as the animations for this are now probably as accurate as those in America's Army.

Of course, better graphics means slower graphics. It may be more stable than BF 1942 was when it was released, but it would appear that there is still a significant amount of optimizing to be done. Prepare to do some tweaking to get acceptable performance with the detail cranked up.

It wouldn't be the Vietnam War without helicopters, and there are a variety of these available to both sides. Some of them have the ability to airlift other vehicles into combat, although this requires some rather precise flying which I have yet to witness in action. I was able to do it on an empty server, but the helicopter controls seem overly sensitive even with a joystick, and you'll see plenty of players having a difficult enough time just staying in the air while under fire, never mind trying to drop a tank gently on the ground.

The basic classes of soldier, bazooka/heat-seeking missle man, engineer, and sniper remain, but the beloved medic is noticeably missing in action! On the other hand, because each class now gets to choose from two primary weapon kits, you actually have more options than BF 1942 offered. There is also bit more variety to the weaponry available to the two sides and, although it's a little too early to say for sure, I suspect there are lingering balance issues. The M60/LAW combination seems particularly lethal at this point. As you can imagine, there is a lot of air power in the game, but there appears to be anti-air mechanisms capable of keeping the role of infantry interesting.

Battlefield Vietnam has a new "Evolution" mode which allows scores to be carried over a pair of historically related maps. Though at least one map has objectives, Objective mode, featured in the Secret Weapons expansion, is gone, perhaps because everyone plays Conquest anyway.

Many subtle improvements have been made to the game over BF 1942. Your weapon remains available in many of Battlefield Vietnam's vehicles, which can make being a passenger a lot more fun. The command point capture timer is more sophisticated, allowing a group of soldiers to capture a command point more quickly than a lone wolf. VC engineers can move special tunnel entrance spawn points around the map, making for some great covert strategy gameplay.

To top it all off, there is a (beta) map editor and mod kit included.

What's Old
If your Internet connection goes down one day and you decide to try single-player mode, you'll discover the same weak (often downright bewildered) AI used in BF 1942. Battlefield Vietnam doesn't even pretend to offer a compelling single-player campaign, so if you're not into online play, pass on this one.

Despite the beefy new graphics, fog is still used in abundance to limit your viewing distance. It's a small annoyance, but you really notice it after playing games with minimal or no fog, especially when flying.

Joystick support remains at an absolute minimum. At the very least I would have expected separate options for planes and helicopters, but no such luck. I'm aware that a lot of people don't use joysticks, and employ no controllers other than mouse and keyboard, yet in game with air vehicles as a central feature, there is really no excuse for such poor controller support.

Maps are quite well thought out and present some interesting scenarios, all modeled loosely on battles that took place during the Vietnam War. Unfortunately, you can still fly across them in less than 30 seconds in a jet, so the familiar "out of bounds" warning is never far off. The slower moving choppers are better suited to maps this size.

The Bottom Line
I don't know if it's the appeal of Vietnam era or what, but gamers certainly haven't waited for the reviews to come out before running to the store and buying Battlefield Vietnam. Two weeks after its release it already has more players that BF 1942 and enough servers to make the in-game browser slightly dysfunctional.

What is here will be excellent in a patch or two. I'm slightly disappointed by what isn't here. For an entirely new game Battlefield Vietnam doesn't really try to do anything new. Surely FPS developers haven't completely exhausted the possibilities when it comes to things like multiplayer game modes? Some games have had integrated voice communication for a long time now, and given that Unreal Tournament 2004 has it, it doesn't seem like too much to ask. How about a favorites list and a buddy tracker in the server browser? I know we have the technology.

Minor omissions aside, Battlefield Vietnam does excel in the only area that really counts - it's undeniably fun. Whether you're spraying an enemy base with machine gun fire from the back of a chopper or sneaking around in the brush with your sniper rifle, the excitement is relentless. Not even the impending release of Doom 3 will keep people out of this jungle.

Gaming for Money: Trading Game Assets

One of the most interesting and unexpected things to arise from online gaming is the birth of real-world economies based on the value of persistent world game characters and items. When Ultima Online and EverQuest characters started appearing on eBay, a lot of people found it hard to believe that anyone was willing to exchange actual money for game items that are, after all, largely imaginary. Nevertheless, trade in these digital goods continues to grow, and it has already gone from being a pastime pursued only by a handful of hard-core gamers to being a fledgling industry in its own right.

Time is Money
We've all heard it said that time is money. This is no less true when it comes to persistent world online games. Under normal circumstances, it can take months or even years to work a character into the upper ranks of a game like EverQuest, or acquire some rare item that only drops on, say, the Plane of Complete Annihilation. I guess it should come as no surprize that many people are willing to spend a little extra to get there faster. In fact, since you're paying by the month to play in most cases anyway, purchasing what you need to get straight to the end game may even be cost effective for some people.

Enter eBay
For those who are serious about trading in game economies, the epicenter of activity is Category 1654, Internet Games, on eBay. While not every item in the category is a game item (lately I've noticed quite a few manuals on how to make big money trading game items), it remains the most popular auction for virtual marketeers. Dr. Edward Castronova, an economics professor at California State University, has been compiling statistics related to the category, and in 2004 it racked up over $22 million in total sales. Several entrepeneurs have taken notice of this and started other auctions and currency exchanges that specialize in virtual game property.

Players and Publishers React
To be sure, not all online game publishers, or players, for that matter, are happy with the real-world trade in game assets. Sony has been quite firm on this issue, and they've successfully had SOE game items removed from eBay. Blizzard has sternly reminded World of Warcraft players that it is against their policy as well, and that anyone caught doing it will be banned. Naturally, the trade in gear for these games continues through other auctions, and it seems unlikely that either company has the power to eradicate it completely. Other game companies have taken a more hands-off approach, condoning and sometimes even facilitating the exchange of cyber goods.

One can easily imagine the assortment of potential problems this trend creates for game developers and gamers alike. Many people equate it with cheating, and consider it unfair that a player can buy their way into game status that would otherwise take many game hours to achieve. For the developer, it can escalate into a customer service nightmare. Support staff will find themselves on the receiving end of complaints about bad transactions and rip-offs, while cheaters are provided with an economic incentive to hack and exploit the game.

There's Money in Those Swords
Nevertheless, it's clear that this sort of trade is here to stay, regardless of how game companies or players feel about it, and many would argue that it's a good thing. The best solution is probably to integrate secure exchange services into the game, so that players don't need to go to outside auctions like eBay to conduct transactions. Several online worlds are already experimenting with this approach. The inhabitants of There, for example, are able to purchase ThereBucks with a credit card and shop for, or sell, game items in an auction that is part of the game. Interestingly, although the last time I checked, there is no "official" way to convert ThereBucks back into real bucks, it is standard proceedure at player-operated banks. In an interview with ACM Que in early 2004, CEO Will Harvey pointed out that one of the top designers of clothes in There is earning the equivalent of $3,000 a month.

I don't intend to encourage anyone to dump their day job and pursue a career as a trader of virtual property, but it can't be denied that some people are making a significant amount of money in this enterprise. One of the highest profile and most forthright traders I've come across is Julian Dibbell, who has documented his experiences trading Ultima Online gear for the last year in detail. If you want some idea what it would take to turn playing into a career, I encourage you to read back through his blog, as it is both informative and insightful. Note that, in the last month of his year long experiment, Julian was the number 2 seller of UO assets on eBay, and made a handsome profit of $3,917. It sure makes the game's monthly subscription fee look like one hell of a bargain.

A Black Market is Born
Of course, World of Warcraft and EverQuest assets are probably where the greatest demand is, at least in North America. Services such as Player Auctions have stepped in to fill the gap created by the removal of EQ items from eBay. The Gaming Open Market once offered a money exchange for different types of game currency, allowing people to more conveniently transfer funds from one virtual world, or game server, to another. After a bad transaction that cost the GOM's operator a consider sum of real cash, the decision was made to limit services to Second Life. (The GOM has discontinued operations because Second Life decided to offer their own exchange system.)

Given the profit potential, I guess it was inevitable that we would see the birth of companies dedicated to the acquisition and sale of game property on a larger scale. Internet Gaming Entertainment (IGE) is one such company. With offices in Hong Kong and the U.S., they now have over 100 full-time employees and a small army of "suppliers" selling them virtual goods from a variety of online games. The whole thing conjures up visions of sweatshops in China where child laborers are forced to toil away at computer terminals 16 hours a day leveling Dark Age of Camelot characters. I don't think we're there yet, but considering the amount of money changing hands, it can only be a matter of time.

Looking Ahead
Over the next few years we can expect to hear a lot more about virtual economies and their impact on real economies, and it promises to be interesting to see how, or if, governments will try to regulate this growing market. I also look forward to seeing how game developers will respond to this phenomenon, since at the moment they seem split between embracing it as a potential enhancement to the game, and discouraging it as an impediment to fair gameplay.

Monday, January 11, 2010

Game Design Artist

Overview of the role of a Video Game Artist

As you might expect, artists in the game industry do a range of diverse jobs, and as such, several specific job categories have developed over time. Each of the categories is associated with different styles, techniques and areas within the game development process.

Although the details will vary between companies, the following list of definitions should be useful at least as a guide:

Concept Artist
2D/3D Animator
2D Texture Artist

Concept Artist

This person will create and design characters and worlds used within the game.
To begin with, everything is created on paper as a rough concept. When this is approved, it goes through a cleaning up period which may involve scanning the designs on to computer and using an art package such as Photoshop to perfect fine line work and add details. Colour is then introduced into the Image so that the texture artist can create the correct textures for the world or character. Once the concept artwork has been completed it is passed on to the 3D Model Builder (or Animator if it is an animated character).

A concept artist will be required to:

Ensure the design fits with the general look and feel of the game

Achieve maximum effect with minimum complexity - complex designs eventually lead to more complex 3D models (something that can be easily created with as few polygons as possible is desirable)

Consider colours and colour schemes used to maintain a balance of colour throughout the design.


How do I become a Concept Artist in the games industry?
Hmmm, this is a tricky one. Concept art cannot really be taught. Being a good concept artist is about drawing as much as you possibly can, whenever you can. The great Chuck Jones once said that every artist has a million naff drawings inside them, it's just a matter of working through them so you get to the point where you only produce your best.
I myself have been drawing from the very first moment I picked up a pencil, but to get really good takes time and persistence. It's good that you admire Disney and Anime but don't try to copy and imitate them too much, use the style and line construction as a guide and try to develop your own line style and characters. If you spend most of your time copying other people's work you will never learn how to come up with outstanding creations of your own.
A good way of getting good is to focus on an aspect of drawing that you really enjoy. I chose traditional animation and background art, it teaches you a lot about a character's attitude, emotion, and motivation, aspects which are all to important when creating believable characters and environments.

Drawing characters and animals
One of the most important parts of becoming a good character and animal illustrator is life drawing and good observation skills. Try to learn as much as you can about anatomy, proportion and skeletal structures, this will ensure that you put the right muscle in the right place, there's nothing worse that a character with made up anatomy. Life drawing may be a little daunting at times but if you get good at it the rules of construction and pose that you learn will come across in your own creative work.

Creating environments
Again, as with characters, observation and drawing from real buildings and landscapes will teach you how to produce realistic environments that seem real and believable. Focus the layout and try to find the hidden composition that makes for a captivating and impressive environment, this will all go towards helping you to come up with your own creations and how to make the unreal seem real.

What you need to do now
If you're sure (as I was) that illustration and design is the direction you want to go I would suggest you find a course which tries to encompass all aspects of Art and Design. After School I went into a Graphic Design course at Stafford Art College which taught me many different aspects of Design. The course itself involved life drawing, graphic design, photography, animation, illustration, calligraphy and technical drawing. All of these media types helped me find an overall understanding of art and design.
After my 2 years at college I went to University to study Traditional Animation. This again involved a lot of drawing from life and a lot of observational drawing, as well as learning how to animate characters and produce background artwork.

The route here isn't necessarily the best route and everyone's different but the best advice is to try to find a good art course at a respectable art college and see where it takes you. You may find out that you have other skills that you never thought you had.

A few main points to remember:

Keep drawing and don't copy other people's work, use it as a guide and learn from what they have done.

Don't be afraid of blank paper - just get in there and draw, nothing ever comes out right first time anyway.

Be critical of your art, and look hard at it to see what doesn't look right and then change weak aspects and improve on parts that already work within the illustration.

2D/3D Animator

The job of a 3D artist is to provide a game's levels and character content. You may also be required to provide high definition models for concept and marketing purposes.

The animators position involves animating individual characters and scenic elements within a game. They may also be required to animate filmic introductions, cut scenes and endings for the game.

The task of texturing a 3D object is often given to a specific 2D artist, but you may be required to create textures and apply them when needed.

2D Texture Artist

The job of a 2D Texture Artist is to provide all the texture elements within a game for the 3D models.

We use in-house developed tools for applying the textures to the models, but the creation of the textures requires the use of packages such as Photoshop, Painter, Deep Paint and vector based applications like Xara and Illustrator.

There are also other 2D elements required within a game such as lighting and special effects.

Getting into the Video Game industry

I wanna get into the games industry!!, but how??

The question posed in the title is probably one of the most frequent we get here at Animation Arena (send your questions to arenamaster@animationarena.com) and one you could write pages and pages about, but i'll try and keep things fairly succinct >:^).

First off you shouldn't try starting up your own game development team. Game development is no longer the kind of thing that you can just do in your bedroom with a few friends, it's a big money industry run by professional people who demand quality or the heat will rain down on you and you'll be lumped with a mass of debt. If you want to make your own game development group that makes games you might see on a store shelf then you should get a few years experience in the industry at least. If you want to do it on a hobbyist level to get some practice in i'd suggest looking for mod teams to join. There are hundreds of mods out there and most are always on the look-out for fresh talent.

So that leaves getting a job with an existing developer...

In order to be a video game artist you have to have a good mix of traditional art skills and modern computer based art skills, the balance of which will depend on the eventual specialization you go for. Within the title "games artist" are many sub-categories of artist including animators, texture artists, character modelers, object modelers, concept artists, etc etc. While it's ok for now to look at your target career simply as a games artist or game designer, the eventual specialization you do will have an impact on what you should be learning in the mean time, so you should start out by sampling everything and then concentrating on the bit/bits that you enjoy doing the most. For example, a concept artist will do purely traditional art, so they won't need to know much at all about computer based art. You can find out more about what each specialization of artist should be learning in the Animation Arena Video Game Design section, which is pretty much dedicated to answering the question posed in this title.

So once you've got in mind what you need to be learning you need to go about doing it. Unfortunately with all art the only way you're going to get better at it is through practice. Some people maintain that people that are good at art are "naturally artistic", like artistic ability is somehow genetic, but ask any good artist how they got good and they'll tell you how they got where they are by practicing their asses off.

Traditional art wise you should be drawing at least one thing every day. Whether it's a cartoon or a still life or whatever, it doesn't matter, but making sure you draw at least one thing a day will improve your drawing dramatically. Doing an art night class would help alot too. Considering this is for games, you need to be drawing lots of people, so learning to draw anatomy will be greatly beneficial too. One thing I would suggest is steering clear of anime. Looking at the portfolio work of other aspiring games artists just goes to show where this generations art influences are coming from, and learning the anime style won't help you stand out from the crowd at all when it comes to getting a job.

For 3D you should worry less about learning a wide variety of programs and more about learning the general concepts of modeling. All the 3D packages work differently but the core concepts are all the same, so it's best to choose one program and get to the point where you can be creative within that, than trying to learn all the different programs at once. There are tons of books now on each package, or they typically have decent tutorials in the help files. As for which program you should go for, that used to be simple, but it's getting a trickier choice by the day. It used to be that everyone used 3D Studio Max, because it was powerful, reasonably easy to use (as 3D programs go), was well suited to games, and yet it didn't cost the earth. Recently however Discreet who make 3D Studio Max have started aiming their product at the movie industry, while Alias|Wavefront that make Maya and Avid that make SoftImage have recently switched their focus from the movie industry to the games industry. If it was me personally I'd still recommend you start by learning 3D Studio Max.

For 2D computer based work, such as textures, you should be learning Photoshop. Photoshop is like the mack daddy of industry standard 2D art, and absolutely everyone uses it. Again, it's best to just get a book on it.

If you want to be an Animator then it's important not to get too carried away with what the computer can do. Motion capture is getting bigger by the day, and games are now beginning to really take on stuff like physics simulation, but while games still require stuff like monsters and big robots there will always be a need for animators, since you can't motion capture say... a dragon. You should be learning the principles of animation first and foremost, things like squash and stretch and the wave principle, and some traditional animation will always help with that. For animation principles The Animator's Survival Kit by Richard Williams is the absolute best animation book you can lay your hands on, although be warned that it has nothing in there about animating with computers (books about 3D programs will have that).

For all of these there are a number of courses at universities and vocational schools that you might look at (see Animation Arena's list of Video Game Schools in your area). While some game developers are particular about their artist having a degree, most places are more concerned that you can demonstrate ability through a portfolio rather than a piece of paper, so a degree isn't needed if you have the talent. That said art schools and vocational schools are a good place to spend time working on developing your skills and creating a portfolio, and most people with the talent are the kind of people that could have got a degree fairly easily anyway. The Animation Arena Video Game Design section also has a section on how to get into the industry, which includes a list of all the universities and vocational schools in the country that do games development degrees.

So once you've actually learnt all this and you start apply for jobs, what next. Well you need to be able to demonstrate your abilities. When you apply to places you should send copies of your traditional work, and more importantly your reel. This is a video cassette which has 3D model turnarounds and animations on it. These days even better is a CD containing examples of your work.

I said I'd try and be succinct and I've not been, so I should probably finish off and any more questions you might have then feel free to ask and I'll do my best to answer them. Hope this has all been of help and good luck with the whole getting into the industry thing.

How to Become a Video Game Designer


One of the most exciting jobs out in the market today is video game designing. Many have the impression that it would take too much time and skills to accomplish this. Well reality check people...it does not! If you are into video games and love spending your leisure time (even your work time!), playing games then you have already passed the qualifying stages to becoming a video game designer. May it be for console, arcade, or PC; video game designing reaches all these platforms. Now, let me explain to you some of the basic principles to get you an idea of how to make this dream job work for you.

Throughout the years, games have evolved from the simple Atari and first generation Nintendo graphics to the complex 3D and multi level games of the present. There are just no limits to game designing these days. This multibillion-dollar industry is ballooning and encompassing other industries at a pace no one ever thought was possible. A major factor to this can be attributed to the gamers who are in their 20's and 30's and have never stopped picking up on the latest games and game platforms. Walk into any gaming shop and you will find adults mingling with kids to check out latest releases and try them out...together! So combined with the teenage market, this raving monster called the Gaming Industry is eating chunks out of the adult and teenage market today.

Need for video game design teams have increased dramatically because of this growth in the industry and the demand for better and more creative games by consumers. Therefore, the outlook for anyone trying to enter this industry is not bad at all. If you have the love and drive to create games then there is more than a lot of opportunities to do that. Become a video game designer and you could take part and even play a major role in producing legendary games such as Sims, Unreal tournament and Halo to name a few. Get a chance to team up with the best companies and game studios by becoming a video game designer. If there ever was a time to take that leap of faith and trust your gut instincts then it is now! A genuine love for games is one of the most important qualities a game designer must possess. For natural love for gaming spawns creativity and a drive to excel in producing games people will endear themselves to. You could even ask yourself a question. Why would I do a job that I do not have the talents and passion for? Now, if your answer is I am doing this because it is what I love to do, then you are the right man for this job.

This natural passion, even though very important, is only one of the aspects that makes a good video game designer. Companies who hire designers are also looking for someone with good problem solving skills and who is inhumanly patient. There are so many bugs and potential problems when designing a game that it could drive someone mad. These problems range from collision detection to making things look convincing animation-wise. Many of these complex problems need to be resolved quickly and with ingenuity. You should always strive to improve and to innovate the game at any point of the production. This can be profoundly stressful and take up huge amounts of your time even to the point of exhaustion but the rewards are more than worth it. The experience brings a completely new meaning to the phrase sleeping on the job!

Being a perfectionist is also a quality sought after by many of these gaming companies and studios. Making sure everything is up to the highest quality standards and done as efficiently as possible in as little time as possible are talents which are definitely sought after in this fast paced industry. Now, if you have all or even just some of these qualities then this job is just waiting for you out there... so go out and grab it.

So now, you are ready to proceed and create games huh? However, wait, you just cannot walk right into one of these companies and apply for this job if you do not have the skills! Knowledge about such things as graphic designing, computer animation and game development is necessary here. You need very specific training on these and other elements in order to be a certified video game designer. Below is a listing of where you can get the best training in these areas of expertise. With no further ado, here are some of the premier video game design schools you will need to enroll in to become a top video game designer.

International Academy of Design and Technology: The Bachelor of Fine Arts in Visual Communication (Game Design) is designed to provide training in principles and techniques used to create interactive 2D and 3D computer games. Students can learn design software; modeling and animation skills, networking principles, level and world editors, and game engines used to design and develop games, and will examine market research and business concepts related to game production and distribution processes. Project management, creative design, and communication skills are integrated throughout this dynamic curriculum to help prepare students for entry-level positions in the game design industry.

DeVry University: Offers something more towards the programming end of things with their hot Game and Simulation Programming program. This should really get your feet nice and wet. Take it Online, or check out the various campus locations.

ITT Technical Institute: The ITT Technical Institutes offer a bachelor degree in Digital Entertainment and Game Design. Courses in this program offer a strong foundation in digital game design through the study of subjects such as gaming technology, game design process, animation, level design, and general education coursework. In addition, with over 85 locations nation-wide, there is a good chance that you can find a school near you.

The Art Institutes: At The Art Institutes, you will receive hands-on training from industry professionals, and you will build your portfolio.

The Art Institute Online: The Art Institute Online courses have been designed with extensive input from game-industry professionals and focus on the artistic side of games - not on computer programming. You will concentrate on the specifics needed as a professional game artist: Scene and set design, Motion capture, Character development, Visual storytelling, Game design strategies, 3D animation, Low-polygon modeling, Game level design, Texture mapping... In other words, a lot of the fun stuff.

Westwood College of Technology-Online: Strong creativity, design, computer, and problem solving skills are the keys for success in this exciting and growing field. With these specialized skills in mind, Westwood College has designed a Bachelor degree program in Game Art and Design.

Digital Media Arts College: Learn from industry experts from leading companies such as SEGA, ImageWorks, Disney, and more. They are one of the United States' most technologically equipped digital artist colleges. They have the tools and techniques to empower your creative career.

Digipen Institute of Technology: Located in Seattle, take the first step towards becoming a video game designer by learning computer science, computer engineering and fine arts degree programs related to the digital entertainment technology.

Sunday, January 10, 2010

Matt Hazard: Blood Bath and Beyond Review



This satirical shooter is fun, but it never takes advantage of the potential of its parodies.

The Good

* Cooperative play is a good time
* Higher difficulties offer plenty of challenge.


The Bad

* Parodies are uninspired
* Less than two hours long
* $15 is way too expensive
* Co-op play is offline only.


The Matt Hazard series of games is built on the premise that even the most popular franchises are not sacred cows. Considering that the industry frequently takes itself quite seriously, the idea of lampooning all that is dear has a certain charm to it. However, as noble as Matt Hazard's motives may be, the games in which he stars fall far short of their goal. Matt Hazard: Blood Bath and Beyond places the wisecracking hero in a 2D shooter reminiscent of Contra, and though the action rarely ventures beyond the scores of games that have come before it, it is challenging and diverse enough to keep things interesting through the two hours it takes to finish your quest. But because Blood Bath fails to take advantage of its parody material, it loses any chance to stand out from the crowd.

Matt Hazard has to rescue the person he holds most near to his heart: himself. Specifically, an 8-bit representation of himself, whose death would change history, causing the present-day Hazard to die an untimely death as well. It's a convoluted story that never expects you to accept the ridiculous premise. Blood Bath takes frequent jabs at its own inane logic, poking fun at the ludicrous situation and trying to figure out if time travel really can change the present. In fact, the only humorous moments in Blood Bath are when the game makes fun of either itself or its predecessor, Eat Lead. There are many jokes about the poor sales and chilly critical reception of the first game, and those instances of self-ridicule make the game more endearing and humorous than the by-numbers action and uninspired parodies do.

The eight levels play out in typical shooter fashion. You walk from left to right and spray bullets wildly while trying to avoid the slow-moving attacks from your countless foes. You can freely aim by holding LB and moving the left stick, which works well but feels clunky compared to last year's Shadow Complex, in which you could aim while running by swiveling the right stick. There are moments in which enemies will rush you from the background, and you can aim your sights that way with a tap of the trigger. It's not a particularly new idea, but it adds some depth to the typical shooting action, forcing you to keep your eyes darting across the screen to identify any potential threat. Weapon power-ups give the tried-and-true action a bit of variety. The assortment of machine guns, rocket launchers, and shotguns let you dispose of your enemies in deadly ways, but it's the flamethrower that is the gem of your arsenal. It lights up your attackers like campfire marshmallows, leaving behind a gooey residue that probably shouldn't be eaten.

A giant boss character waits at the end of each level, giving you a worthwhile ending sequence to all this bloody carnage. The bosses are purely pattern based, but they move quickly and have powerful attacks, forcing you to stay focused the whole time or you will meet a fast, and very violent, end. The most ridiculous of these battles is against a giant robotic lighthouse. There is no explanation for why someone would have equipped a lighthouse with legs and missile pods, but it sure is fun avoiding its deadly anchor and shooting its missile right back at it. If you aren't quick on your toes, you will die frequently at these bosses' hands, which makes the game pretty darn hard. On the higher two difficulty settings, your continues are finite, so you will need to start over from the beginning of the level if you fall to these giant monstrosities. The challenge never seems unfair, and it's rewarding to make it through a particularly difficult level unscathed and finally vanquish a boss who tormented you so thoroughly in the past.


The different levels draw inspiration from popular video game franchises, letting you walk through familiar backdrops that will evoke a pang of nostalgia when you think back on your time spent with those vastly superior games. The first level re-creates the undersea utopia from BioShock, another places you in the eerily clean city from Mirror's Edge, and a third level mixes Team Fortress 2 and Super Mario Bros. for some unexplained reason. The parodies are not always clear (the pirate-themed second level could be mimicking anything from Tomb Raider to Pirates of the Burning Sea), but it is neat when you recognize a game you previously enjoyed. The problem is that Blood Bath doesn't do anything with this material. Sure, it's interesting to blast through Rapture, but there aren't any jokes about the Little Sisters or Big Daddies. The art style is the only thing Blood Bath shares with BioShock, which feels like a missed opportunity. If the end boss destroyed itself with a golf club or Matt Hazard made fun of objectivism, the parodies would have been a lot more entertaining. As it is, the parodies are strictly visual and largely forgettable.

Although the adventure can be completed in less than two hours, there is a little bit of replay value for those who enjoy collecting. Every level has three hidden cartridges, and by nabbing them all, you unlock information on unreleased games Matt Hazard starred in from his fictional past. There is an offline-only cooperative mode as well, and though it doesn't change the action at all, it is certainly more fun blasting waves of enemies with a buddy than by your lonesome. The standard shooting in Matt Hazard: Blood Bath and Beyond is solid, but there is little in this package to entice those who have already torn through thousands of enemies in dozens of other games. The parodies are the one element that could have been interesting, but they are implemented in such an uninspired way that they serve only as a reminder of how much cooler this game could have been.

Divinity II: Ego Draconis Review










This role-playing sequel is a reasonably good time, but it doesn't nail some important basics.
The Good

* Fortress invasions are well paced and enjoyable
* It's fun to fly around as a dragon
* Lots of customizable weapons and armor
* You piece together your own summoned creature.

The Bad

* Level of challenge is wildly imbalanced
* Bland story populated with bland characters
* Mind reading feels half-baked
* Glitches, bugs, and other oddities.

In Divinity II, the hunter becomes the hunted. You begin this third-person role-playing game as a newly recruited dragon slayer, eager to join a bloodthirsty party tracking down a fearsome lizard. Soon, however, a turn of events transforms you into what you once reviled: a dragon knight who can slice through enemies on the ground as well as transform into a winged beast and take to the skies. The ability to morph back and forth between human and dragon form is Divinity II's best and most interesting feature, though there are a few other elements that also help set it apart from the competition. Unfortunately, these flames of originality are too often extinguished by Divinity II's less compelling facets. This adventure is a hefty challenge, but the difficulty too often stems from imbalanced enemy encounters rather than tough, thoughtfully constructed battles. Furthermore, thin characters and a by-the-numbers plot make it difficult to get invested in the story. Divinity II may satisfy your craving for some looting and leveling in a fantasy world, but it lacks the sparkle and cohesion of the better games in the genre.

Divinity II makes a good first impression. The initial areas are sunny and bright, and the first major town you visit has a nice fantasy ambience that's just off-kilter enough to avoid looking generic. This is Rivellon, the same world in which the first two games in the series--Divine Divinity and Beyond Divinity--took place, though you don't need to be familiar with them to follow along here. You play a dragon slayer recruit, still in the process of the initiation stages, when you stumble upon a dragon knight in her final death throes. She transfers her powers to you, you meet a bearded sorcerer wearing a big floppy hat covered with stars, and before you know it, you're a dragon knight yourself. It seems that dragons are not the real enemy; rather, the scowling, monologue-loving, bald-headed Damian has returned to the realm and is gathering a powerful army. But Zandalor, the aforementioned wizard stereotype, has a plan: infiltrate the Hall of Echoes, where the dead slumber, and revive Damian's lover, Ygerna. Due to the powerful magic that connects their souls, doing so will in turn trigger Damian's death.

It's a good premise, but the game does a poor job of making you feel connected to the events that unfold. The transformation from slayer to knight could have made an impact, but scant character development and minimalist dialogue siphon away any potential dramatic tension. Some talented voice actors give their lines energy and enthusiasm, but they're rarely given anything interesting to say, and key characters are simple cliches without much personality of their own. And even should you somehow become caught up in the struggle against Damian and his allies, the disappointing ending will let the wind out of your sails. Nevertheless, there are some clever delights scattered about Rivellon, and Divinity II is best when its tongue is planted firmly in cheek. A quest to stop a troll infestation eventually leads you to a roomful of clucking chickens; you solve a riddle filled with enough silly sexual double entendre to make even the most jaded player titter; and the creature you summon to your side stops from time to time to lift his leg and empty his bladder.

In the first hour you'll be asked to choose one of three classes, but don't give this decision too much consideration: Divinity II features a classless skill progression system and provides a good number of different skills to learn in multiple categories. Weapons and magic skills are what you'd expect to see in a fantasy game. Whether you prefer bows or axes, fireballs or magic missiles, you'll find something to your liking, and the steady flow of new goodies will keep loot lovers happy. The early hours, in which you seek out the objects and knowledge that allow you to take your dragon form, send you across sun-drenched fields and into a looming tower. In time you explore goblin-infested caves, mysterious mines, a beach littered with whale carcasses, and a zeppelin port, among other locales. The technology powering Divinity II is not cutting edge; animations are clumsy, textures are bland, and oddities like boulders that aren't flush to the ground and buildings that disappear when you move the camera betray a certain awkwardness. Yet there are some attractive vistas to ogle, and there is a nice amount of visual variety to the dungeons. The art design is familiar but lovely, masking the technical flaws with flourishes of ivy, the deep red glow of molten lava, and shafts of golden light.

It takes a few too many hours before you can take to the skies as a dragon. Once you reach that point, however, you'll appreciate how freeing it is to fly about the oft-unfriendly skies. You can't soar everywhere, mind you. There are plenty of mountains and invisible walls to hem you in, and certain areas are protected by force fields that will quickly fry you if you try to penetrate them. As a dragon you have access to a separate set of skills and armor, though these options are much more limited than those you get on the ground. Nevertheless, it's a hoot to unleash scorching fury on enemy wyrms and anti-dragon towers, particularly in areas containing flying fortresses. These regions have a nice pace to them, requiring you to switch back and forth between forms, moving quickly from aerial lizard fights to ground-based skirmishes. Oddly, however, you can't see ground-based enemies from the air, so you might exit dragon form only to land in the middle of a bunch of Black Ring troops eager to crush you to a pulp. On the flipside, airborne fiends will ignore you once you're on terra firma.

Your dragon form is not the only grand reward awaiting you once you've slashed your way through the first third of the game. You also gain access to your very own battle tower, which functions as a home base where you can store excess items and ask your private dancer to perform perhaps the unsexiest jig you ever did see. The tower is more than just a safe haven, however: it also provides you with a number of helpful non-player characters who make potions, enchant weapons and accessories, and extend your skill levels--all for a fee, of course. Enchantments make loot collection even more interesting, particularly since you can also improve your stats and skills by adding charms to many of your items. Your most intriguing employee, however, is the necromancer, who will sew a creature together out of various limbs you find or purchase. It all seems a bit creepy, but playing Dr. Frankenstein is fun, and the creature is a great help in battle.

Not all of Divinity II's more original facets require you to wait so long before you can enjoy them. In the first hour or so, you earn the ability to read minds, and during most conversations, you can choose the mind-reading option to discover what kinds of secrets characters might be hiding. A few quests, such as a very early one involving an unfaithful wife and her not-so-innocent husband, use this option to some effect and let you use the information you discover to solve the quest in a few different ways. However, most mind-reading attempts of significance lead to treasure chest passwords, hidden loot stashes, lower vendor prices, or additional skill points. These benefits are nice, but rarely does the option lead to quest flexibility or greater insight into a character's psyche. What mind reading essentially does is to turn experience points (which you must spend in order to read minds) into a form of currency: you spend XP for the chance to gain other types of rewards. Divinity II hints at the potential flexibility mind reading could have provided but never explores it, which is a shame considering the game's linear nature. There are plenty of side quests, and you can tackle many of them in more or less any order. But don't expect the kind of elasticity that games like Fallout 3, Dragon Age, or even Risen provide. In most conversations, it doesn't matter whether you choose the line that makes you sound like a jerk or the line that makes you sound like a paragon of virtue. With very few exceptions, such as a fascinating sequence in which your moral choices determine which reward you receive, the result is always the same.

While not all of these creative elements work as well as others, the ideas are mostly sound. Unfortunately, developer Larian Studios botched too many game design basics, which all too often makes you wish that these inventive ideas were used in a better, cleaner game. Enemy encounters are often a big problem for many reasons. This is a challenging game even on medium difficulty, though the challenge too often results from unbalanced skirmishes and poor pacing and is further exacerbated by the imprecise combat. Enemies don't respawn, so there aren't many chances to grind if you enter an area that seems out of your league. You'll die frequently as you make your way through the hordes of skeletons and dragon elves, but the game doesn't offer the precise combat needed to make for fair fights. Most boss fights are more easily won by exploiting the game's poor AI (hide behind a pillar so the bad guys don't see you) or poor pathfinding (get the enemy stuck running in place, and then fill him with arrows) than with clever battle tactics. As it is, these tactics involve a lot of jumping, rolling, and hit-and-run attacks, which is erratic but not very strategic--and not much fun.

Other quirks and flaws will also get in your way. Platforming sequences provide a nice change of pace, but floaty, inexact jumping make some of these sections more exasperating than enjoyable. If you pull a foe too far from its home area, it will regenerate its health and be all but invincible until it runs back to its starting location. In one dungeon, enemies regenerate indefinitely but (like many creatures summoned by your enemies) don't reward you with experience points, even though they can very certainly murder you. And we ran into a number of bugs on multiple systems. Exiting the game may cause the process to hang and force you to use the Windows task manager to close the program, and never-ending loading screens might also lead to a similar shutdown. In one case, we got stuck in an inescapable conversation and therefore could not complete a side quest. Divinity II is clumsy, from its poorly designed minimap to the thin quest log. As a result, it feels as if it were designed from the top down, rather than from the ground up.

Divinity II may draw you in despite its foibles. Flying about as a dragon, summoning your custom-made beast to your side, messing around with enchantments and charms--these elements are thoughtfully designed and inventive enough to be entertaining. But the disappointing story, glitchy AI, and all sorts of minor frustrations bog it down. If you're a forgiving RPG fanatic, you may be able to overlook the faults and see this sequel for what it might have been. But great ideas don't always make a great game, and Divinity II isn't as slick and addictive as its predecessors, or as gripping and replayable as its modern competition.

Defining Game Mechanics

Abstract:

This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance of a formal definition of game mechanics.

Keywords Game Design, Game Research, Game Mechanics, Rules, Challenges.
Introduction

Gears of War (Epic Games, 2006) showcased the impressive graphical capacities of the then-called "Next Generation" consoles. Making good use of the XBox 360 hardware, Gears of War models, textures and general aesthetics excelled. Yet, it is likely that this game will be remembered not as an exhibition of what archaic technology could do, but as the title that popularized the cover mechanics in third-person action games. Inspired by the cover system of kill.switch (Namco, 2003), Gears of War combined a linear level structure with action sequences where the dominant strategy is to take cover and patiently create an effective combat tactic. The influence of this design choice is such that even titles like Grand Theft Auto IV (RockStar North, 2008) have implemented a cover mechanic. Taking cover has arguably become one the features that all triple-A third-person action games ought to have nowadays.

The question is: what does "mechanic" mean in this context? Seasoned players would probably not hesitate to call the cover system a "mechanic", something that connects players' actions with the purpose of the game and its main challenges. But the meaning of the term is not always clear.

During the summer of 2006, Nintendo released Bit Generations, a collection of seven games focused on minimalist game design. In Orbital (Nintendo, 2006), the player controls a small unit, flying between planets and meteorites. The goal is to collect items so that the initial particle grows until it has its own gravitational field, which can be used to attract a star and thus finish a level. The challenge is provided by the different gravitational fields of the other space bodies, and the fact that a crash with any stellar element will lead to the destruction of the player's unit. The player can only attract or repel her unit from these gravitational fields, and so use them as slingshots, safe havens, or u-turns.

Given this description, what are the mechanics of Orbital? A common answer could be the attraction/repulsion actions that the player can use, but also the gravitational fields of the planets or even the use of gravity for sling-shot flying. In this sense, then, game mechanics also describes the mechanisms of the game simulation. This lack of conceptual precision points to a definitional problem: it is unclear what game mechanics are, and how the term can be used in game analysis.

Game researchers and designers have provided a number of definitions of game mechanics that have been used in different contexts, from analysis (Järvinen, 2008) to game design (Hunicke, LeBlanc, Zubek, 2004). In this article, I propose a definition of game mechanics useful for the analysis of games and their formal constituents. This definition will allow for formalized analysis of game structures, and it will also open up for the possibility of connecting formal game analysis with research on controller designs and user experience.

I define game mechanics, using concepts from object-oriented programming, as methods invoked by agents, designed for interaction with the game state. With this formalized definition, I intend to:

* Provide a tool to discover, describe, and interrelate game mechanics in any given game.
* Define mechanics also in relation to elements of the game system, game hardware and player experience, mapping mechanics to input procedures and player emotions.

Even though I will be mentioning concepts like game rules, challenges, emotions and user experience, it is not my intention to enter the debate on those topics. Here, I use those concepts in a relational way: defining game mechanics requires mentioning and acknowledging rules, challenges and emotions. I do so in an instrumental way and leave for further research the implications of this definition for understanding other systemic components of games.

Since both game researchers and game designers have covered the topic of game mechanics, I begin this article with an analytical summary of the major works on this topic, providing a general overview of these previous definitions of game mechanics and place my work within this tradition.

The second part of this article presents the definition of game mechanics, detailing the elements that compose it. I then present a brief reflection on primary and secondary mechanics and how they can be derived from this definition.

These concepts are put into practice in the third part, where I perform a comparative analysis of Shadow of the Colossus (Team Ico, 2005), Rez (United Game Artists, 2002), and Every Extend Extra (Q Entertainment, 2006), highlighting the use of this concept of mechanics in the research on game structure and user experience. The article concludes with a summary of the results, and a reflection on the shortcomings of this definition.

With this article I intend to provide a practical analytical tool for describing game systems as formal structures that create gameplay. I also intend to focus on how variations in game design can innovate and deeply engage players in aesthetic experiences created by means of gameplay design.
Previous Definitions of Game Mechanics

There is a relatively long and multidisciplinary tradition of studying the ontology of games (Juul, 2005). The ontological question has often implied describing the elements of games, how players relate to these elements, and the contextualized act of play (ibid, p. 28). This study of games lead to analysis disregarding the overarching definitions of what games are and focused on each of the elements that constitute a game: the system, the player or the player-and-system in context. Eventually, this area of research was defined as game studies (Aarseth, 2001).

The research on games as systems lead to formal analysis of the game components and how they interrelate. Formal analysis is understood as descriptions of game components that can be discerned from others by means of their unique characteristics and properties. "Formal" should be understood in relation to aesthetic formalism, which contrasts "the artifact itself with its relations to entities outside itself" (Audi, 1999, p. 11).

Some formalist approaches makes a difference between the rules of the game and the actions afforded to players by those rules. This conceptual perspective can be tracked back to Avedon (1971) who suggests a formal structure of games in which there are "specific operations, required courses of action, method of play," which he defines as the "procedure for action", as opposed to the "rules governing action", which are "fixed principles that determine conduct and standards for behavior" (p. 422).

However, this formal distinction between rules and mechanics is not always applied in game mechanics research. Lundgren and Björk (2003) define game mechanics as "any part of the rule system of a game that covers one, and only one, possible kind of interaction that takes place during the game, be it general or specific (…) mechanics are regarded as a way to summarize game rules". In this view, mechanics is a term that encompasses those rules that are applied when the player interacts with the game, and there is no need for a definitional distinction between rules and mechanics. Game mechanics would be low-level descriptions of game rules or clusters of game rules.

Game designer Richard Rouse (2005) offers a more pragmatic approach to defining game mechanics, with the goal of teaching the basics of game documentation of game design. For Rouse, game mechanics are "the guts of a design document", since they describe "what the players are able to do in the game-world, how they do it, and how that leads to a compelling game experience" (p. 310). A similar pedagogical approach is taken by Fullerton, Hoffman and Swain (2004), who define "game procedures" (a similar concept to mechanics), as "the actions or methods of play allowed by the rules (…) they guide player behaviour, creating interactions" (p. 25). In teaching game design, then, there is a need to apply Avedon's conceptual distinction between rules and mechanics. The design process is understood as the creation of a system, and the interaction possibilities that a player has with that system. However, these approaches lack a deep explanation of the connections between rules and mechanics. These connections are fundamental for the formal analysis of games, as Björk and Holopainen (2005) stated in their argumentation for the development of Game Design Patterns.

Other definitions, like Cook's (2005): "game mechanics are rule based system/simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms", while acknowledging the relations between players, rules and mechanics, fail to provide a sufficiently clear set of properties that allows the concept to be applied in a formal analysis of games. This definition is valuable since it incorporates the notion of feedback to the understanding of mechanics, but it falls short in explaining how we can identify a mechanic, or a set of mechanics, and how it is based in the rule system.

The MDA Framework (Hunicke, Zubek, LeBlanc, 2004) provides some more detail on the formal nature of game mechanics: "mechanics describes the particular components of the game, at the level of data representations and algorithms (…) mechanics are the various actions, behaviours, and control mechanisms afforded to the player within a game context". The latter part of the definition provides a set of elements that will allow us to identify a mechanic. However, this definition would require more precision in its formulation: for instance, behaviours afforded to the player can be both strategies suggested by the game design (the level layout in Gears of War suggests the behaviour or covering, yet it does not directly afford that action); and the operations that the game system does in the background to calculate the success of player actions (as the effect of gravitational fields in Orbital - external to player agency, yet related with the player's actions).

The MDA framework provides insights into the relations between the formal, algorithmic elements of games and how they are presented to and manipulated by players. Nevertheless, it is a model that does not allow for the description and analysis of a mechanic due to a relative inconsistency in the formulation of the definition.

A much more precise approach is taken by Järvinen (2008), who not only distinguishes rules from mechanics but also relates the latter with player agency, both in terms of psychological and gameplay experiences. Järvinen defines mechanics as "means to guide the player into particular behaviour by constraining the space of possible plans to attain goals" (p. 254). In this sense, "game mechanics are best described with verbs" (p. 263), and so "take cover" would be a key mechanic in Gears of War, while the two dominant mechanics in Orbital would be "attract" and "repel".

In relation to rules, Järvinen perceives mechanics as making "a particular set of rules available to the player in the form of prescribed causal relations between game elements and their consequence to particular game states" (p. 254), which leads to the creation of player strategies derived from the intersection of rules and mechanics (p. 258).

Järvinen's approach is thorough, describing how players appropriate mechanics and how systems should be designed to afford strategy-generating mechanics. However, Järvinen's approach is rather deterministic: mechanics seem to exist so that goals can be achieved, and thus there would be no mechanics if the game, or a specific set of actions, has no goals. Cases like Sim City (Maxis, 1989) or some of the sandbox play in Crackdown (RealTime Worlds, 2007) encourage player action without the requirement of goals. Destroying a city by invoking Godzilla or exploring a sprawling postmodern metropolis using superhuman abilities are pleasurable interactions with(in) a game that are not determined by any in-game goal.

Within the general research tradition on game mechanics, the concept is used to analyze elements of the game system. Game mechanics are used to describe how players interact with rules, and as more formal properties of a game such as game goals, player actions and strategies, and game states. However, these definitions do not provide a single, dominant approach that encompasses all these aspects. All the previous definitions have attempted to provide pragmatic approaches to allow for a flexible understanding of game mechanics in games and how they relate to player agency and game rules. In the following section I present a formal definition of game mechanics, together with the arguments that make it a more precise and inclusive approach than those reviewed in this section.
Defining Game Mechanics

Let's start with a definition: game mechanics are methods invoked by agents, designed for interaction with the game state.

The different components of this definition require further explanation:

"Methods invoked by agents" defines this approach to game mechanics, as it formalizes the use of terminology taken from the object oriented programming paradigm (Weisfeld, 2000). In this appropriation of the terminology, object orientation provides a set of metaphors that describe the elements of systems and their interrelations. I do not want to imply that the analysis of the source code of a game will reveal that all game mechanics have been implemented as methods of classes or that object-oriented programming should be considered a default methodology for the actual production of computer games. Nor am I implying that the Object Oriented Framework should be extended to a formal analysis of all elements of the game. Object Orientation provides a clear, formal framework for the description of games and as such is a useful analytical tool. It is useful because it provides a formalistic approach to actions taken within information systems like games, which may lead to the application of modeling languages like UML to the description of game systems. The Object Oriented framework is also appropriate because it facilitates an analysis that does not require human players to understand in-game agency. In other words, by using an Object-Oriented approach, we can analyze game mechanics as available both to human and artificial agents[1].

Following object oriented programming terminology, a method is understood as the actions or behaviors available to a class (Weisfeld, 2000, p. 13). Methods are the mechanisms an object has for accessing data within another object. A game mechanic, then, is the action invoked by an agent to interact with the game world, as constrained by the game rules. In Gears of War, if the player wants to take cover, she has to press the A button in the controller. This will make the avatar seek cover in the closest environment object that can provide that cover. In that sense, a mechanic is limited by the rules that apply to the gameworld (the general physics simulations, for instance, whose objects are suitable for providing some kind of cover), and, on occasion, to rules that apply exclusively to that particular mechanic - for example, some mechanics can only be invoked in certain environments or gameplay contexts.

Following Järvinen (2008), the best way of understanding mechanics as methods is to formalize them as verbs, with other syntactical/structural elements, such as rules, having influence on how those verbs act in the game. For example, in Shadow of the Colossus we find the following mechanics: to climb, ride (the horse), stab, jump, shoot (arrows), whistle, grab, run (and variations like swim or dive). In Gears of War, a non-comprehensive list would be: cover, shoot, reload, throw (grenade), look (at a point of interest), use, give orders, switch weapons[2]. All of these are methods for agency within the game world, actions the player can take within the space of possibility created by the rules.

This definition departs from the implicit anthropocentrism of previous approaches. Game mechanics can be invoked by any agent, be that human or part of the computer system. For instance, AI agents also have a number of methods available to interact with the gameworld. On occasion, those methods will be other than the ones made available to the human player, which can have consequences worth of analysis. This approach can be particularly interesting when trying to understand the effect of bots in MMORPGs, since bots are agents that optimize their interaction by focusing on a core set of mechanics. This design choice may lead to an imbalance in the game system, in terms of its dynamics or its economy. Another extension of this approach would draw a distinction between agents in a game with mechanics and agents without access to mechanics. For example, some bots do have access to mechanics while other game agents do not have access to mechanics and hence cannot interact with the game state. This line of research, however, is outside the scope of this article.

The second advantage is that it eases the mapping of mechanics to input devices, allowing for a great degree of granularity in the analysis of games. Applying the conceptual framework of Object Oriented programming determines that an agent invokes a mechanic in order to interact with the game[3]. When it comes to players, input devices - from mouse and keyboard to the Wii Fit Board - mediate this process. In Gears of War, the cover mechanic is invoked by pressing the A button in the controller. In Orbital, the two mechanics are mapped to the two buttons of the Game Boy Advance device. Thanks to the formal precision of Object oriented terminology, it would be possible to use an abstract modeling language, like UML, to describe the interaction possibilities afforded to players, and how those are mapped to specific input device triggers.

For game analysis, this suggests the possibility of closely studying the relations between input device design, and player actions. It would allow, for instance, the study of how in some fighting games, one mechanic is not triggered by one button, but by a combination of input processes. Thus, it could be argued from a formal perspective that mastery in fighting games comes from the mapping (Norman, 2002, pp. 17, 75-77), of one mechanic with a set of input procedures, which leads to both psychological and physiological mappings - how the "body" of a player learns to forget about the remembering the illogical sequence of inputs, and maps one mechanic to one set of coordinated, not necessarily conscious moves.

Another interesting approach from this formal perspective is the possibility of describing mechanics that are triggered depending on the context of the player presence in the game world, what I define as "context mechanics". In Gears of War, the cover mechanic depends not only on the specific input from the player, but also on the proximity of suitable objects to the player avatar. Contextual mechanics have also been used in Assassins' Creed (Ubisoft Montreal, 2007) to expand the possible interactions of the player with the gameworld, without overtly complicating the layout of the controller device.

Contextual mechanics are analytical concepts that can be used to understand how players decode the information in a level - how a player perceives certain structures and how those structures are used to communicate intended uses or behaviors. Furthermore, contextual mechanics can also be used to analyze a game like Wario Ware, Inc., Mega Microgames! (Nintendo R&D1, 2003) that builds its design by mapping multiple mechanics (Järvinen, 2008, pp. 266-269) to one button, easing the players' learning process and focusing on stress coping challenges (Rollings and Adams, 2007, pp. 287-288).

Implicit in this definition is an ontological difference between rules and mechanics. Game mechanics are concerned with the actual interaction with the game state, while rules provide the possibility space where that interaction is possible, regulating as well the transition between states. In this sense, rules are modeled after agency, while mechanics are modeled for agency.

In this object oriented framework, rules could be considered general or particular properties of the game system and its agents. All objects in games have properties. These properties are often either rules or determined by rules. These rules are evaluated by a game loop, an algorithm that relates the current state of the game and the properties of the objects with a number of conditions that consequently can modify the game state. For example, the winning condition, the losing condition and the effects of action in the player's avatar health are calculated when running the game loop. This algorithm relates rules with mechanics, exemplifying the applicability of an ontological distinction between rules and mechanics.

For example, in Shadow of the Colossus players have a game mechanic called "climb", but they are also determined by a property called "stamina", which is the algorithmic translation of a rule: "players have x stamina units". The climbing mechanic states that when invoked, stamina is lost at a certain ratio. A property/rule states that if stamina is below a certain threshold, climbing is not possible anymore. The game loop checks the game state; if the player invokes the climb mechanic, those functions that determine the consequences and boundaries of the players' interaction are called, and the resulting changes in the game state are evaluated against the rules of the game. Then, the player will succeed or not in "climbing", depending on their "stamina".

The second part of the definition claims that game mechanics are methods "designed for interaction with the game state". This implies that the task of game designers is to create mechanics that agents can use to interact with the game. These interactions modify the game state (Juul, 2005, 59-64). Game mechanics are often, but not necessarily, designed to overcome challenges, looking for specific transitions of the game state. Designers create the basic mechanics for the player correlating the central challenges of the game with the set of mechanics useful for overcoming them.

Challenges, like rules, are one of the contested areas in game research. Much has been written about what challenges are and how can they be analyzed, and it is not my intention to suggest a new interpretation of the term. In this article, I use challenge to refer to a situation in which the outcome desired by the player requires an effort to accomplish. For instance, every colossus in Shadow of the Colossus is a challenge, each of which is composed of a subset of challenges: the fifth colossus is a flying creature with weak spots in each wing and the tail. The challenge is to run from one weak spot to another without falling, since player movement is affected by the wind and the speed of the moving colossus. All these challenges are matched with a mechanic: by shooting arrows, the player calls the attention of the creature; by jumping and then grabbing to the hair of the creature, the player accesses a more or less stable surface where she can then run to the weak spots and stab them. All challenges in this example are mapped to particular game mechanics.

Even though this formal definition determines that games are structured as systems with mechanics, rules and challenges, understood as the essential grammar of computer games (and probably of all games), there is more to the act of playing a game than just interacting with mechanics constrained by rules. In the act of playing, players will appropriate agency within the game world and behave in unpredicted ways. One thing is what a designer previews, and another, very different one, is how players actually interact with the game world. The formal, analytical understanding of mechanics only allows us to design and predict courses of interaction, but not to determine how the game will always be played, or what the outcome of that experience will be.

Furthermore, it can happen that what was designed as a game mechanic is used in a non-gameplay related behavior: players of Shadow of the Colossus used the climbing mechanic to reach some of the farthest areas of the game world, which had no influence, or interest, for the central gameplay sequence and narrative of the game. Game mechanics are designed for gameplay, but they can be used for toyplay (Bateman and Boon, 2006). The only variation would be the level of abstraction: for a player who is playing the game, a mechanic serves a specific set of purposes, while a player that is playing with or within the game, a game mechanic loses its formal game design origin and becomes an instrument for agency.

For designers and theorists, game mechanics are discrete units that can be created, analyzed and put in relation to others. But for any agent in a game, the mechanics is everything that affords agency in the game world. Mechanics is thus tied to agency in the game system.

With this definition of game mechanics, I have intended to contribute to game studies by:

* Formalizing an ontological difference between rules and mechanics that can potentially lead to detailed game analysis, and
* Suggesting a mapping between game mechanics, input procedures, and player experience.

This very formal definition still leaves some questions unanswered, especially with regards to well-known terminology such as core mechanics. In the next section, I present some further implications of this definition for the analysis of games.
Interlude: Core, Primary and Secondary Mechanics

Game design literature uses the "game mechanics" concept extensively, incorporating certain qualifiers to it. It is not rare to find in the literature notions like "core mechanics" (Järvinen, 2998, p. 255; Rollings and Adams, 2007, pp. 316-357), and in more casual settings, an implicit categorization like primary mechanics and secondary mechanics (Järvinen, 2008, p. 268). These qualifiers do not describe what concept of game mechanics the authors are adopting - if a rule based one, in which mechanics is a subset of rules, or one that advocates for an ontological differentiation of both. In this section, I briefly discuss how core mechanics, primary mechanics and secondary mechanics can be used as functional terms within the context of the definition I have introduced. These concepts are, as said, widely used in game design literature, thus it is important to define them according to this article's definition of game mechanics.

Core mechanics, in the traditional sense, have been defined as "the essential play activity players perform again and again in a game (...) however, in many games, the core mechanic is a compound activity composed of a suite of actions" (Salen and Zimmerman, 2004, p. 316). Järvinen defined core mechanics as "the possible or preferred or encouraged means with which the player can interact with game elements as she is trying to influence the game state at hand towards the attainment of a goal" (255). Understanding core mechanics as those that describe the actions a player repeatedly performs is a useful formalism, but it falls short in precision. Players often perform play activities again and again in a game without using so called core mechanics. Jumping, for instance, is extensively used in multiplayer First Person Shooters, where almost all players spend some time "hopping" around - as a humorous display or for entertainment. Salen and Zimmerman and Järvinen are right in pointing out that the core mechanics have to do with repeated performance in the play context, but the actions performed ought to be defined from a systemic perspective, if the formal framework should be upheld.

From that systemic perspective, I define core mechanics as the game mechanics (repeatedly) used by agents to achieve a systemically rewarded end-game state. For instance, stabbing is a core mechanic of Shadow of the Colossus, since the player will perform it repeatedly to achieve the end state of the game, rewarded with the completion of the fictional framework of the game. In Orbital, the core mechanics are the only mechanics. Both games are examples of focused game design, in which player actions are limited, yet tuned to create emergent gameplay (Juul, 2005, pp. 67-83, Sweetster, 2008).

Games like Sim City or EverQuest (Sony Online Entertainment, 1999) do not have an end state as such. However, there are desired states towards which players focus their efforts, be those reaching the cap character level or keeping the city budget in the black. These games have a specific set of game mechanics oriented to reaching those states, and as such it is possible to speak of core mechanics even in the case of games with no systemically determined end state. In the case of simulations like Sim City, core mechanics are those that focus on reaching an equilibrium state; in games like EverQuest, core mechanics are those that allow players to reach a level cap, and further expand their agency by fine tuning their characters' abilities.

At this stage, readers will most likely object that complex games like Grand Theft Auto IV have such a vast number of mechanics, and so many are used to make the game progress, that the very use of the core mechanics concept may be useless. It is a valid point - complexity requires a precise terminology. Thus, I will use the concepts of primary (core) mechanics and secondary (core) mechanics to solve some of these issues.

The concept of primary mechanics has been defined by Järvinen (2008, p. 268) as "what the player does in relation to a game state during a standard turn or sequence", differentiating then between submechanics, or actions available to the player "as a consequence of the primary mechanic" (ibid), and modifier mechanics, or actions the player does "in a specific game state which occurs on some condition (…) specified in the rules" (ibid). Again, Järvinen's comprehensive approach is highly relevant, but its formal ties to games understood as goal-oriented systems with which (human) agents interact determine this classification of mechanics. In the following I will suggest an approach to the concepts closer to the approach taken in this article.

Primary mechanics can be understood as core mechanics that can be directly applied to solving challenges that lead to the desired end state. Primary mechanics are readily available, explained in the early stages of the game, and consistent throughout the game experience. In Grand Theft Auto IV, primary mechanics are shooting, melee fighting, and driving: they are readily available to the player, mapped to the most obvious and tradition-conforming controller inputs and remain consistent throughout the game experience: shooting is always performed using the same button combination, and when players have control, they always have access to that mechanic, provided they have a firearm. Interestingly, this use of the primary mechanics concept explains the design experiment of Orbital: players only have primary mechanics available to interact with the gameworld.

Secondary mechanics, on the other hand, are core mechanics that ease the player's interaction with the game towards reaching the end state. Secondary mechanics are either available occasionally or require their combination with a primary mechanic in order to be functional. The cover mechanic in Grand Theft Auto IV is an example: it cannot be used exclusively to solve the main challenges of the game, but once mastered, it can prove of help to achieve the end state of the game. In comparison, the cover mechanic of Gears of War is primary, since not using it implies the almost immediate death of any game agent.

Again, readers may claim that there are mechanics in a game beyond those tied to the goal/reward structure. And they are right - in many modern, complex computer games there are many mechanics available for player agency, and several of them play a role in achieving the goals. I would prefer not to categorize those, though: the importance of the terms of primary and secondary is their explanation of the game system as it was intended to be played by an ideal player[4]. Any formalist approach, such as the one proposed in this article, falls short of trying to explain all possible player interactions. As such, I would like to leave all mechanics that cannot be consistently defined as primary or secondary without any type of classification. It is still relevant to understand them and to describe how their importance is perceived in actual gameplay. However, those goals are beyond the scope of this article.

The distinction between primary and secondary, then, allows for a granular understanding of the agency methods available for players in the game experience, and their importance in terms of design and analysis. However, these terms should not be used as rigid categories: on occasions, secondary mechanics can turn into primary mechanics during the designed gameplay progression, and some primary mechanics may even disappear in the length of a game. These concepts should be used as analytical aids, as a first step into a formal categorization of mechanics depending on their impact on gameplay.

One last question remains: within this formal, object oriented framework, it is not possible to describe systems like the driving mechanic in Grand Theft Auto IV: more precisely, driving would consist of braking, accelerating, steering and hand-breaking. All of these are, effectively, the methods invoked by agents in order to interact with the game. However, using this very detailed description is not always a useful approach. Thus, the concept of compound game mechanics can be of use: a compound game mechanic is a set of related game mechanics that function together within one delimited agent interaction mode. These modes are defined by the interaction of these different modalities: as such, the driving compound mechanic is composed by a set of mechanics interrelated to provide a relatively accurate model of driving. When playing, and, on occasion, when analyzing, it is useful to think about these compound mechanics as a whole and not as a collection of formally differentiated mechanics. This concept provides an appropriate shelter for those complex interaction processes that, while composed by a number of smaller formally determined mechanics, we as players, analysts and designers, think of as unified.

So far, this article has been a rather dry presentation and argumentation for a terminological, analytical position. In the next section I will apply this definition, with attention to input-interface configuration and plausible player experience, to the analysis of the common mechanics and effects of Rez, Shadow of the Colossus and Every Extend Extra.
Applying the Definition: Theory and Design

To prove the analytical use of my definition of game mechanics, I apply it to three different games. This application will show that game mechanics can be used not only to formally describe a game but also to thread connections between different games and intended player experiences. In the following examples, I trace such a connection between Shadow of the Colossus, Rez and Every Extend Extra by analyzing dominant game mechanics and their implementation, and interpreting how the design choices could be meant to affect the player experience.

The basic mechanic in Shadow of the Colossus can be called "stabbing", which requires players to select a specific weapon when placed in a specific spot of a colossus, then press once the x button to "charge" her attack, then press once again to release and effectively stab the colossus. The intensity of the attack depends on the time lapse between the two inputs: the longer the player waits to unleash the attack, the more damaging it will be.

From a purely analytical perspective, this mechanic introduces an interesting observation: as opposed to the more classical "aggression" mechanics, in SoTC players do not obtain direct output from their initial input, nor do they have to push down the button for "charging" the attack. This is arguably a design choice, and it could be tied to the aesthetic goals of the game: the player is in a weak position between inputs, which reinforces the sense of awe these colossi suggest. In many computer games, players are supposed to feel empowered, yet challenged by their enemies. SoTC is designed to present players with what appears like an insurmountable enemy and equips them with just the bare abilities to epically undergo the slaying of these creatures.

By slightly modifying a well-known game mechanic, it could be argued that the design of Shadow of the Colossus is intended to create an experience of powerlessness and epic achievement. The player is not only faced with the colossi as challenges, but also their repertoire (Juul: 2005) is challenged by the control configuration of the attack mechanic. This challenge has likely been designed to have a significant emotional impact on the player, which I will analyze at a later stage in this section.

Even though this analysis could itself justify the use of this formal definition of game mechanic, it also allows for extending the study of mechanics to comparative approaches. In the rhythm shooter Rez, players have a general mechanic "shoot" that is invoked as follows: while holding the x button, players can select enemies with their crosshair, up to a limit of 8. When releasing the x button, players destroy the enemies. For each enemy destroyed, a rule states that a beat is played, hence the rhythm-based gameplay of the game.

From this brief description, we can argue that there are similarities between the two mechanics, as they both modify the conventional input/output mechanic: instead of pushing a button to produce an output, players have to release it to produce the output. The analysis can be extended: there is a principle of tension and release at work both in the stab mechanic of Shadow of the Colossus and in the shoot mechanic of Rez, and both can be interpreted as design choices that create a specific player experience.

Music can sometimes be structured as harmonic periods of tension and release: a composition builds up to a moment where the chord progression, for example, is culminated in a tonal change or a different tempo (A more detailed explanation of the structure of music and how it can be interpreted in the context of technological experience can be found in McCarthy and Wright, 2006). The same principle dominates Rez: players build up tension by targeting multiple enemies, then releasing and creating music beats. And in Shadow of the Colossus, players experience tension while their stabbing "strength" is being loaded and release when the player hits the button to stab the colossus. By examining the formal properties of these two mechanics, we can argue for a connection to an intended player experience, which means that it is possible to recognize patterns or typologies in the design of mechanics.

This tension and release effect through mechanics can also be found in the game Every Extend Extra[5], where the main mechanic "to explode" is executed by pressing the x button. This input makes the avatar explode and start a chain reaction rewarded with points. Tension is created by avoiding collision with the incoming enemies, which would destroy the player avatar without causing a chain reaction, while waiting for the perfect combination of enemies onscreen that would allow for a large chain-reaction effect. Gameplay is built around the exploding mechanic, another tension-release mechanic type: tension is built while avoiding enemies without providing any input, and release comes when the player finds the right timing and place to trigger the explosion.

These three reasonably different games are connected by a similar interpretation of a game mechanic. All these games play with player expectations (action on release) with the intention of creating a specific emotional experience in players. In the case of Shadow of the Colossus the experience is associated with the excitement of attacking the colossi with maximum power without falling. In Rez and Every Extend Extra, it could be argued that the synaesthetic goal of these games is communicated also by means of the mechanic: players experience the musical tension and release structure while actually playing the game.

From a formal analytical perspective, there is a connection between Shadow of the Colossus, Rez and Every Extend Extra, since all this games have manipulated a well-known core mechanic into a process based one of tension and release. This connection also leads to a plausible relation between the design of these mechanics and its possible impact on the player experience. By modifying the player expectations, and meaningfully changing the input procedures, these games are intended to create emotional experiences based on the agency of players with the game state and how it reacts to their input.

By tracing relationships between game mechanics, and arguing for their intended effects on players, game designers may innovate their approach to agency through the design of the game system. It could be argued that the developers of the three aforementioned games did so by formally isolating the basic processes of those mechanics, partially altering them, consequently modifying player expectations and experience.

As I have already hinted at, game mechanics are not only formally recognizable by designers; they are also a big part of the players' repertoire (Juul, 2005, p. 97-102). By modifying the basic interaction patterns of a mechanic, designers can arguably expect to break player expectations. A possible use of this definition, then, is as a formal tool for describing and modifying mechanics in a coherent and comprehensive way, by understanding the relations between the different methods, its properties, and how those are mapped onto the control interface.

Another potential contribution to game design is related to its documentation and communication. When writing a design document, game designers often have to translate into words their ideas about player interaction with the game world how that interaction is constrained by rules and how those mechanics can help overcoming the challenges in interesting ways. The literature on game documentation is vast (Rollings and Adams, 2007, pp. 63-65; Rouse, 2005, pp. 355-381, Fullerton, 2008, pp. 394-412, Schuytema, 2007, pp. 83-116), and most of it is based on tradition or a set of common practices more than on a research-based approach to the formal elements of games. With this definition of game mechanics, designers could more easily translate their ideas into a formal set of methods (mechanics), properties (rules that define the scope of those mechanics) and challenges.

Finally, for design and development purposes, this definition's focus on an object-oriented approach can facilitate the communication between programmers and designers with limited technical background. By thinking about rules and mechanics as designed methods and properties, game designers could perhaps document and explain their concepts with more precision, enhancing productivity while creating more comprehensive documentation for game development.
Conclusion

This article was born out of necessity: having an analytical vocabulary for defining game structures and systems that allowed a formal, precise, and scalable description of games as systems and how they interrelate with player practices. The result of this necessity is a formal definition of game mechanics that owes to object-oriented programming its formal phrasing, while inheriting from game studies the figure of players, or agents, as fundamental to understand how games are designed and played.

This article has defined game mechanics as methods invoked by agents for interacting with the game world. This definition allows the study of the systemic structure of games in terms of actions afforded to agents to overcome challenges, but also the analysis of how actions are mapped onto input devices and how mechanics can be used to create specific emotional experiences in players.

There are, however, many grey areas I do not have the space to focus on here. Perhaps the most significant is the ontological distinction between rules and mechanics. Game researchers have argued convincingly that mechanics could be understood as subsets of rules. However, rules are normative, while mechanics are performative, and I have argued that this ontological distinction can be extremely beneficial for the analysis of computer games.

Game studies history shows that there is no dominant definition of key concepts like rules or mechanics, and that those that attempted have yet to succeed. This article should not be read as the ultimate definition of game mechanics. This definition is flawed, yet less so than some previous ones. My goal will be achieved if I have succeeded in communicating to the reader one simple notion: that it is possible and useful to understand game mechanics as different from game rules, and in that understanding, we can more clearly describe how games can be designed to affect players in unprecedented ways.
Acknowledgements

The author would like to express his gratitude to the anonymous Game Studies reviewers who offered constructive and illuminating feedback, and to Aki Järvinen, Jesper Juul and Olli Leino, who helped shape earlier versions of this article with their comments.
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Ludography

Epic Games (2006), Gears of War (Xbox 360)

Matsuhisa, Kanta (2004), Every Extend (Windows)

Maxis (1989), Sim City (Windows)

Namco (2003), kill.switch (PlayStation 2)

Nintendo (2006), New Super Mario Bros. (Nintendo DS)

Nintendo (2006), Orbital (GameBoy Advanced)

Nintendo R&D1 (2003), Wario Ware, Inc.: Mega Microgames! (GameBoy Advanced)

Q Entertainment (2006), Every Extend Extra (PSP)

RealTime Worlds (2007), Crackdown (Xbox 360)

RockStar North (2008), Grand Theft Auto IV (Xbox 360)

Sony Online Entertainment (1999), EverQuest (Windows)

Team Ico (2005), Shadow of the Colossus (PlayStation 2)

Ubisoft Montreal (2008), Assassins' Creed (Xbox 360)

United Game Artists (2002), Rez (PlayStation 2)
Endnotes

[1]It is possible to find other applications of Object Oriented modeling to the study of computer games. For instance, the concept of Inheritance, or how some classes are derived from preexisting classes, can be used to explain different mechanics available to different agents in a gameworld. Other uses of the Object Oriented framework in the analysis of information systems can be found in Floridi and Sanders (2004).

[2]Järvinen (2008) has a detailed list of all the mechanics, understood as verbs, present in the micro-game collection Wario Ware. My approach is deeply inspired by that listing.

[3]In the case of analyzing mechanics as available to artificial agents (i.e. A.I. controlled bots), it is possible to disregard the mapping between mechanics and input controllers.

[4]Even though the use of the “ideal player” here can invoke literary theory approaches to the ideal reader (Iser: 1980, pp. 27-30), I will be using “ideal player” in a more design-oriented perspective, as the abstraction of a user that will use the object designed as predicted by the design team (see Dillon: 1995).

[5]Every Extend Extra is the PSP version of an earlier game built with the same mechanics, Every Extend (2004)