Showing posts with label simulation. Show all posts
Showing posts with label simulation. Show all posts

Friday, December 19, 2008

Bowling Isn't So Hard (Wii)

I have yet to understand why there isn't a full fledged, PBA licensed bowling game out for the Nintendo Wii yet. The only remotely decent bowling game was free and came packaged with the Wii in the Wii Sports title.

I should say there have been quite a handful of tries to date, but with scores like these on Metacritic, one has to wonder what developers are thinking creating such awful games on a platform built for playing this exact kind of game.

Wii Sports' version of bowling is one of the most fun games on the Wii today still. Even after two years of releases, Wii Sports dominates the sales charts. Now, that may not be a fair statistic since it comes with every Wii, but the other top games are Mario Kart, Super Smash Brothers and Zelda; games that don't even use motion control (besides steering in Mario Kart).

Two years after it's release, most people still talk, and play, Wii Sports when they bring out their Wii-motes. Bowling is most likely the first game they play. So is a good bowling game, as well as a good tennis game, golf game, or baseball game for that matter, really under the developers radar for solid development and marketing?

Or does the fact that the target of Nintendo's console is squarly aimed on children and non-gaming adults hurt good, solid development of titles like this. AMF Bowling: Pinbusters and Brunswick Pro Bowling (as linked here) make you wonder that when reviews constantly refer to Wii Sports Bowling as being superior that developers are just missing the point entirely.

Wednesday, August 08, 2007

Ian Bogost on Colbert Report

Ian Bogost, who wrote a new book on persuasive games, makes a run on the Colbert Report, a bold move for any man (I'm a fan of the show).

Ian does a good job defending games as a medium and artistic expression. Colbert offers that Pac-Man is nothing more than a pill popping simulation, games Ian calls abstract.

Ian is interested in political and social issues in games. Oil God, for instance, is a game a lot of people might be interested in, while maybe shying away from the one about being a disgruntled copy store employee.

Games like Grand Theft Auto: San Andreas offer up true life situations like eating food. The only food you can eat in San Andreas is from fast food restaurants. A stab at life in the 'hood? I don't think that was the best argument he could have used, but he was able to make the point.

I'll offer another one: Grand Theft Auto: San Andreas also employs a fitness management model. Your character can go to a gym, work out over the course of a 5-10 gym sessions and see an increase in muscle mass, which makes your character run faster and longer. Or you could assume the roll of a fat guy, eat food all the time and be lazy by only getting around in vehicles.

What is interesting here is that while these types of simulation models work themselves into every game genre, gamers and game creators realize that the nature of gaming demands we have both types of games: games with simulation and games without. Some gamers like the meta-gaming built in so they can manipulate details and character statistics. Others don't want to deal with the hassle of management while gaming and just want to have fun.

Luckily the industry can support multiple types of games and the store shelves hold something for everyone.