Category Archives: desperate gods
Interactivity: U or You?
Blaine Arcade
I played a game over the Christmas season that immediately struck me as… progressive. I’m sure you’re familiar with the sensation: an artist or inventor unveils something and your first reaction is to say, ‘How did we not have this before?’
That game is called Desperate Gods. It’s a virtual board game put together by Wolfire Games during a week-long game jam. And it’s free to download and play. The initial description of the game doesn’t lend itself to the progressive language of mad scientists or entertainment phenomenons that sweep across the internet like typhoons. It involves four players rolling dice, battling monsters artistically rendered on digital cards, and having their pieces trek across the board. So where’s the progress? The secret is in the interactivity.
When you think of an electronic board game you will most likely imagine Mario Party 22 and its stamp-licking mini-game or one of those cheesy DVD trivia packages with an announcer who sounds like a young male lifeguard. Instead, Desperate Gods messes with that formula. Where other entries would see you taking turns to move around the board, this game grants control to all players at all times. Anyone can touch anything. Someone could accidentally grab your piece, knock over the pile of gold, or make a complete mess of the cards. You must actually shake your mouse and release the button to roll the dice. The rules of the game are given to you as a simple numbered list instead of being built into the game’s code, essentially allowing you to change the rules at any time to suit the play style of your group of friends.
That is interactivity, something that I think is profoundly misunderstood by major video game companies, particularly Nintendo. The Japanese gaming giant has struggled to become the interactive force in video games through, in my personal opinion, a misunderstanding of what video games are supposed to be.
Some players just want to watch the board burn. |
The Wii forced you to point in certain directions. The 3DS, which has turned itself into an oxymoron by being a portable device that requires you to sit perfectly still to use its 3D, has you tapping away at a touch screen. The Wii U has its Game Pad controller, which often literally requires you to look away from your video game to another part of your video game sitting in your lap. These are not forms of interactivity with lasting impact. They are the cheap plastic toys from cereal boxes that hold fascination for all of a day.
Changes color when dipped in milk! |
That’s not to say there’s nothing in the way of interactivity going on. Just take a look at LittleBigPlanet, Team Fortress 2, and Trials HD. All of them allow the players to build worlds out of provided tools. True interactivity comes from making the games seem more real and more responsive. Arm waving adds more broken televisions than it does fun.
In short, I encourage you to give Desperate Gods a try and see what kind of experience you and your friends can build together.
[GOTY] Blaine Arcade’s Top Nine of 2012
Blaine Arcade
GOTY 2012
Folks, let me preface this list a little bit. I’m all about the hook! You know, that part of a game’s premise that is brand new. So here’s my top nine for the year that I actually played (there were some other good-looking games this year, but I didn’t get to them. Here’s looking at you Legend of Grimrock).