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	<title>Terminally Trivial</title>
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	<link>http://www.terminallytrivial.com</link>
	<description>Random Thoughts About Games</description>
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		<title>All About EVE</title>
		<link>http://www.terminallytrivial.com/2009/10/07/all-about-eve/</link>
		<comments>http://www.terminallytrivial.com/2009/10/07/all-about-eve/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 02:54:39 +0000</pubDate>
		<dc:creator>Kilby</dc:creator>
				<category><![CDATA[Special Features]]></category>
		<category><![CDATA[Atlanta]]></category>
		<category><![CDATA[CCP Games]]></category>
		<category><![CDATA[Clint Hocking]]></category>
		<category><![CDATA[EVE Online]]></category>
		<category><![CDATA[IGDA]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[SIEGE]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.terminallytrivial.com/?p=531</guid>
		<description><![CDATA[I&#039;ve attended a couple of Atlanta-area game development events in the last month and have been meaning to blog about them both.  I&#039;ll talk about this last weekend&#039;s SIEGE convention soon, but I&#039;m going to first back up to the Atlanta IGDA Chapter relaunch meeting held back on September 23.
The host for the evening was [...]]]></description>
			<content:encoded><![CDATA[<p>I&#039;ve attended a couple of Atlanta-area game development events in the last month and have been meaning to blog about them both.  I&#039;ll talk about this last weekend&#039;s SIEGE convention soon, but I&#039;m going to first back up to the <a title="Atlanta IGDA Chapter" href="http://www.igdaatl.org" target="_blank">Atlanta IGDA Chapter</a> relaunch meeting held back on September 23.</p>
<p>The host for the evening was the Atlanta branch of <a title="CCP Games" href="http://www.ccpgames.com/" target="_blank">CCP games</a>, makers of <a title="EVE Online" href="http://www.eveonline.com/" target="_blank"><em>EVE Online</em></a>.  Their hospitality was astounding.  Not only did they provide attendees with plenty of space to converse, but they also provided a full steak and seafood dinner on the house&#8230; that alone nearly pays for my IGDA membership.  <img src='http://www.terminallytrivial.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>In addition to facilities and food, the staff of CCP also gave a presentation entitled <em>How to Make an MMO (in 90 Minutes or Less!)</em>.  No, you can&#039;t actually make an MMO on the scale of <em>EVE Online</em> in 90 minutes, but you can get a quick overview of the process.  The presentation consisted of a handful of smaller lectures covering many different aspects of MMO development.  Unfortunately, I forgot to bring a notepad.  I do, however, remember one point in particular.</p>
<p>Reynir Harðarson, one of CCP&#039;s co-founders, gave a design-focused presentation.  In it, he talked about how that many MMO&#039;s are either theme parks (find something to do, get in line, and, when it&#039;s your turn, participate in the story/quest/activity) and others are sandboxes (here&#039;s the things you can do, have fun!).  <em>EVE</em> is more sandbox than theme park.</p>
<p>Why?  Because players quit games, but players don&#039;t quit friends.</p>
<p>That&#039;s a simple but very profound piece of advice.  It&#039;s true that games that are more like theme parks such as <a title="Um... yeah, you should probably know about WoW by now." href="http://www.worldofwarcraft.com" target="_blank"><em>World of Warcraft</em></a> have been phenomenally successful with such an approach, but I really like the logic behind CCP&#039;s philosophy.  I find it particularly interesting as I&#039;ve been studying the social games space a lot lately (if planting crops and running mafia missions counts as &#034;research&#034;).  I&#039;d say that this should be a guiding principle to anyone creating a social game.  I may not be interested in reaching yet another level when I&#039;ve already leveled up 162 times, but I might just keep playing to help my friend reach his goals.</p>
<p>While the next Atlanta IGDA Chapter meeting will be a social gathering, <a title="Clint Hocking's Blog" href="http://www.clicknothing.com/" target="_blank">Clint Hocking</a> is scheduled (if I heard correctly) to be the featured speaker at the following meeting.  I listened to him during the &#034;micropresentation&#034; session and went to the game design workshop he and several others ran at GDC last March.  I&#039;m sure he&#039;ll have something interesting to say&#8230; and I&#039;ll remember to bring my notepad this time.</p>
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		<item>
		<title>Exploration That&#039;s Not That Complex</title>
		<link>http://www.terminallytrivial.com/2009/08/26/exploration-thats-not-that-complex/</link>
		<comments>http://www.terminallytrivial.com/2009/08/26/exploration-thats-not-that-complex/#comments</comments>
		<pubDate>Wed, 26 Aug 2009 04:50:01 +0000</pubDate>
		<dc:creator>Kilby</dc:creator>
				<category><![CDATA[Game Analysis]]></category>
		<category><![CDATA[1UP.com]]></category>
		<category><![CDATA[Achievements]]></category>
		<category><![CDATA[Chair Entertainment]]></category>
		<category><![CDATA[Jeremy Parish]]></category>
		<category><![CDATA[Metroid]]></category>
		<category><![CDATA[Metroidvania]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Samus Aran]]></category>
		<category><![CDATA[Shadow Complex]]></category>
		<category><![CDATA[Super Metroid]]></category>
		<category><![CDATA[Xbox Live Arcade]]></category>
		<category><![CDATA[Zebes]]></category>

		<guid isPermaLink="false">http://www.terminallytrivial.com/?p=409</guid>
		<description><![CDATA[The recent Xbox Live Arcade release Shadow Complex is getting glowing reviews&#8230; for the most part.  One of the harshest (though a still solid B) came from a review by 1UP.com&#039;s Jeremy Parish.  In the review, he says:
To call Shadow Complex inspired by the Metroid series would be a terrible slander to the word &#034;inspiration.&#034; [...]]]></description>
			<content:encoded><![CDATA[<p>The recent Xbox Live Arcade release <em>Shadow Complex</em> is getting glowing reviews&#8230; for the most part.  One of the harshest (though a still solid B) came from <a title="1UP.com's Shadow Complex Review" href="http://bit.ly/SBYpe" target="_blank">a review by <em>1UP.com</em>&#039;s Jeremy Parish</a>.  In the review, he says:</p>
<blockquote><p>To call <em>Shadow Complex</em> inspired by the <em>Metroid </em>series would be a terrible slander to the word &#034;inspiration.&#034; It&#039;s not so much that the developer, Chair, looked to <em>Super Metroid</em> for ideas as it is that they took a sheet of wax paper and did a rubbing of Samus Aran&#039;s entire career. It&#039;s a clone, albeit one for these modern times &#8212; which is to say, it uses polygons instead of sprites, and it&#039;s a reasonably-priced download game for Xbox Live. In practically every other way, though, it&#039;s completely identical to <em>Super Metroid</em>&#8230; down to the powers you earn and the map structure. This is a game where you <em>use missiles to blow up red doors</em>, if that tells you anything.</p></blockquote>
<p>As I played the game, I found myself agreeing with this statement ten times over.  I&#039;m collecting health upgrades to add little squares to my life meter that represent extra energy?  I&#039;m using a grappling hook to traverse the map?  I&#039;m constantly doubling-back across the map because I didn&#039;t have the necessary weapon or power-up to reach a certain location when I visited it the first time?</p>
<p>It&#039;s true, I could fill a notebook with the similarities between these two games.  In spite of this, I do give <em>Shadow Complex</em> recognition for improving one aspect of <em>Super Metroid</em>.  I&#039;m not referring to how much fun the combat is, though the melee attack animation is satisfying every time it plays and the power of the game&#039;s final weapon makes replaying the game with it a joy.  What stood out for me is how <em>Shadow Complex</em> makes exploration a pleasure, especially in comparison to <em>Super Metroid</em>.  Both games challenge players to collect every item in the game world.  Even as a kid with too much time on my hands for playing <em>Super Metroid</em>, I found this task frustrating to complete.  In <em>Shadow Complex</em>, I was somewhat disappointed to reach 100% completion.  I was having too much fun tracking down all the items and it had nothing to do with my unhealthy obsession with trying to earn achievements (full disclosure:  I did get 20 Gamerscore points for finding all of the items).  I can pinpoint a couple of design choices that led me to feel this way.</p>
<p>First, consider the size of the worlds in these games.  If you don&#039;t mind potentially spoiling the experience of them, take a look at <a title="Super Metroid Map" href="http://bit.ly/nR24u" target="_blank">the map of <em>Super Metroid</em>&#039;s game world</a>.  Now look at <a title="Shadow Complex Map" href="http://bit.ly/156puQ" target="_blank">the map used in <em>Shadow Complex</em></a>.  While I <em>think</em> that the <em>Super Metroid</em> game world has more rooms to explore, ignore that for now and just focus on how spread apart the game is.  Compare this to tight corridors of <em>Shadow Complex</em>.  In the latter, it&#039;s relatively easy to get from one area of the map to the other.  In a game that requires the player to constantly traverse around the world and revisit previous areas, moving through familiar corridors for the sake of getting from point A to point B isn&#039;t guaranteed to be a fun experience.  It might be fun in an MMORPG when the player doesn&#039;t know what will be encountered along the way, but the enemies of<em> Super Metroid</em> that stay in the same areas minimize the potential excitement of the journey.</p>
<p>Second, observe the amount of effort it takes to discover hidden paths in both games.  Take a look at <a title="Sequence From Super Metroid" href="http://bit.ly/BeaR8" target="_blank">this sequence</a> from <em>Super Metroid</em>.  In the span of about a minute of gameplay, there are three different items that can be collected.  All of them are very stealthily hidden throughout the area.  The secret paths in <em>Shadow Complex </em>tend to be much more obvious.  Sometimes an alternate path is behind a vent cover or  a familiar style of door.  On other occasions, a path is blocked by environmental features like rocks that are out of place.  In several instances, <em>Shadow Complex</em> shows the path or an item on the screen.  The player is then left to figure out how to access the secret area.</p>
<p><em>Metroid </em>fans will be quick to point out that these paths are far from impossible to find without a strategy guide.  In fact, the game gives Samus an X-Ray Scope for this purpose.  The problem is that, assuming the game is played in the intended sequence, this scope doesn&#039;t become available until nearly half-way through the game.  <em>Shadow Complex </em>has a similar weapon, the flashlight.  Turning it on and shining it on different areas reveals objects that can be destroyed and, through a color-coded system, lets the player know which weapon will be necessary to eliminate it.  When does the player get the flashlight?  Right after the intro sequence and opening cutscene.  While <em>Super Metroid</em> forces the first-time player to wait until making significant progress in the game to start exploring closely, <em>Shadow Complex </em>gives players the choice to do so right off the bat.  The ability to examine the world as the player encounters it enriches the gameplay with a greater sense of freedom.</p>
<p>Am I ready to declare that <em>Shadow Complex</em> eclipses <em>Super Metroid</em>, one of the greatest games of all-time?  I don&#039;t believe so.  The point here is that dismissing <em>Shadow Complex</em> as nothing but a knock-off of <em>Super Metroid</em> is far from accurate.  While it isn&#039;t wholly innovative, it is evolutionary in its approach to the &#034;Metroidvania&#034; style of game.  Refusing to purchase the game because it rips off <em>Super Metroid</em> is far from a wise move.</p>
<p>But what about refusing to buy the game for <a title="Gamasutra Article on Shadow Complex Controversy" href="http://bit.ly/3z18q2" target="_blank">political reasons</a>?  Well, my friends, that is another blog post entirely.</p>
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		<item>
		<title>Extreme Makeover &#8211; Blog Edition</title>
		<link>http://www.terminallytrivial.com/2009/08/25/extreme-makeover-blog-edition/</link>
		<comments>http://www.terminallytrivial.com/2009/08/25/extreme-makeover-blog-edition/#comments</comments>
		<pubDate>Tue, 25 Aug 2009 23:51:04 +0000</pubDate>
		<dc:creator>Kilby</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Themes]]></category>
		<category><![CDATA[Wordpress]]></category>

		<guid isPermaLink="false">http://www.terminallytrivial.com/?p=406</guid>
		<description><![CDATA[If you aren&#039;t reading this from an RSS feed (and really, you should stop by the site and say hello), you&#039;ll notice I gave the blog a bit of a makeover.  I wanted to accomplish a two things by moving to a new theme:
1) I wanted something a bit more &#034;content-focused.&#034; Although my last theme [...]]]></description>
			<content:encoded><![CDATA[<p>If you aren&#039;t reading this from an RSS feed (and really, you should stop by <a title="Terminally Trivial" href="http://bit.ly/UlSUN" target="_blank">the site</a> and say hello), you&#039;ll notice I gave the blog a bit of a makeover.  I wanted to accomplish a two things by moving to a new theme:</p>
<p>1) <strong>I wanted something a bit more &#034;content-focused.&#034;</strong> Although my last theme served me well, I starting feeling like it was a bit cluttered.  I went with a simpler, plainer theme just to bring the content front-and-center.</p>
<p>2) <strong>I wanted to have a theme where it didn&#039;t matter if everyone else uses the same one. </strong> Creating a unique theme from scratch or from a base theme is not very high on my list of priorities at the moment, so I still need to use an off-the-shelf theme.  I&#039;ve seen my previous theme used at several sites, but it often used a different color scheme or had different subject matter.  When I stumbled on to another game developer who used the same theme (along with the same color!), I decided I eventually needed to change the theme.  With a simpler theme like this one, it&#039;s less obvious that there are many blogs out there using the same theme.</p>
<p>So there you have it.  I hope it makes the site easier to read.</p>
<p>One other note:  I have temporarily taken down the link to my projects.  I&#039;m in the middle of revising that section.  I&#039;d like to talk a bit more about the ones I&#039;ve posted as well introduce some new ones since the last time I updated that part of the site.</p>
]]></content:encoded>
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