I am 32 years old. I play computer and video games, in some form or another, every single day. I do this because they give me a feeling of accomplishment, they make me feel like I have skills that can be applied successfully, and certain games enable a social aspect which I find hard to maintain away from a computer. I am 32 years old, and I am starting to think that I want more.

Half Life 2: Episode 2. A series which has threatened a few times to kill someone off finally did it, and it wasn’t who you thought it would be. I cried like a fucking baby, because of a game. A fucking game.

I’ve cried at films (and a certain Japanese cartoon about catching pocket monsters) more times than I care to remember. I’ve cried at games twice, maybe three times in my life? Games have been cribbing from films for fucking years now. It seems like they’ve nicked everything except the emotional connection. How come there’s only a handful of developers which are capable of this?

The point I’m trying to get to isn’t that games should make you feel like crying, it’s that they should make you feel more than they currently do. I’m bored with shooting people to forward a plot I don’t give a shit about, that’s the same as any other game made in the last fifteen years. Let me choose to not shoot sometimes. Let me pick my own side. Let me choose a way of playing the game that is comfortable. And then, when my expectations are set and I’m getting into it, surprise me. Make me react, make me feel angry, or sad, or anything. Something.

There is a game which already does all this, and it was made nine years ago. And I’ve played it for a few hours, six years ago, and lost it, and never got round to giving it another go. And now that I’ve realised all this, I’m going to buy it again and see if it was as good as I remember it. And I’ll also see if it can surprise me.

(Deus Ex, by the way)

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Something I noticed last night – even though you know that behind every fight are COLD HARD NUMBERS, which are there to make sure you will never ever win at your current level, and even though there’s six of them with rocket launchers and one of you with four bullets left in your gun, the game is just so much fun, you start to think your way out of things. Like “I can get round the corner and put my turret down so the bandits shoot that, then I can run round the back and get a few headshots in and OMFG I killed one! Now grenades…. two down! Bollocks, the turret has gone, and now I’m dead”. And when you respawn, you think about how you’re gonna kill the last four bandits, with even less ammo than you had. But the game is clever. It knows when you’re running low on ammo, or health, and enemies drop what you need. So a quick daring run to the corpses results in your SMG getting a couple of clips back. And the thinking game begins again.

Certain encounters (and not even the boss fights; these are just normal fights) remind me of raids in WoW. You look at what resources you’ve got, and think of a way to apply them to maximise the carnage. Playing as a soldier, I’ve got a turret which replenishes health and ammo when I’m close to it, and it also gets the aggro from the enemies. This lets me do all sorts of shit – get behind them and get in close with a shotgun, or duck behind the turret and snipe them, or run back and blow the fuckers up with a rocket launcher. Add the grenades I always forget I’ve got, and the melee knife, and you’ve always got options.

And this is in a traditional twitchy FPS. So if you need to think about how you’re gonna do stuff, you need to run and hide and think. The game doesn’t always give you that luxury, so a lot of the time you’ll have to come up with plans on the fly and just wing it. Eventually, you’ll realise you haven’t blinked for half an hour and your eyes are sore.

The game is flawed. Some things it does are terrible. But the gameplay itself is fucking hideously good. It makes you feel involved, more than any shooting gallery FPS could ever do (with the possible exception being the ending to Call of Duty: MewTwo, but that cheats).

And all this is from me playing on my own. Can’t wait to see how it goes with more people.

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Borderlands is a mixture of FPS and (MMO)RPG, which is available on the PC, Xbox 360, PS3, iPhone and Atari 2600. I lied about the last two. I’ve been playing through the PC version (thanks Drav!) for a wee while, and although I haven’t got to play co-op yet, I’ve got enough of a grasp on the game’s workings. For your reference, I’ve got my soldier up to level 11.

If anything, the past few years has shown that games developers know that there’s only so much straight up FPS action that people can take, and so FPS games have been diversifying. There’s a healthy experimental quality to some FPS games of recent years – Far Cry 2 wanted to add more immersion and player-made story (and failed on both counts); Mirror’s Edge wanted to add platforming (and based on the 360 demo, kinda succeeded); Call of Duty Modern Warfare sprinkled some story-driven tragedy into the genre (and this worked a fuckton more than it did in the sequel). Gearbox, the makers of Borderlands, have decided to go one better. They’ve taken the FPS, and added the structure of RPGs to it, so instead of a linear path through the game, you’ve got quests to complete (with the associated run-back or drive-back to quest givers to hand in) and loot to, erm, loot (which is cash, ammo, guns, upgrades and the like). Other FPS games have character selections, and Borderlands does too, but in this game they’re essentially filling the usual MMORPG roles of healer, tank, long range DPS and rogue (ok, so it’s the Solider’s turret which can do the healing, but it’s healing so it is a healer).

Anyways, enough of that shit. This is why the game is good. It’s gorgeous (once you switch vertical sync on in your graphics card driver software). Cel-shaded, looks almost hand drawn up close, everything shifts at a rapid rate of knots and looks fucking beautiful. There’s a day and night cycle in there, which has some lovely sunrises and sunsets. From what I’ve seen, the world has a coherent look that carries one style through the different places. It’s solid and nice.

You know how different FPS games have their own feel? Like Half Life 2 feels a little bit floaty and sterile, Call of Duty is all rugged and physical with all the camera shakes when you’re shot, and Fallout 3 switches between floaty and cinematic with the VATS system, a bit stop and start sometimes? Borderlands has it’s own feel, and it takes a bit of getting used to. The field of view is pulled in tight, so you really don’t get to see that much. I’m playing the game on my 32″ TV, 1366 x 768, and to me it feels small. When you sprint, it pulls back to a more normal field of view, which adds to the sensation of speed and acceleration, but when you stop, it zooms back in. Only a bit, but enough. And the reason for this is simple – it puts the twitch back into first person shootery. It doesn’t take much for the little yappy enemies (funniest of which I’ve seen up to now are the Mutant Midget Psychos) to get under your camera, so you’ll be getting hit and you can’t see where it’s coming from. You’ll be getting shot from both sides, but where in another game a quick flick of the mouse makes the target appear under your crosshair, in this game you’ll be fucking hunting for the bastards. And believe me, this is a good thing. It shoves a bit of the old adrenalin surge back into it, especially when you factor the weapons and levels into it.

Like any FPS game, you get guns. Some you buy, some you find, and some you loot from corpses. There are fucking bajillions of them, and there is a good broad range between them all. I’ve come across a pistol which has a scope on it, shoots incendiary bullets to set people on fire with, and has a blade underneath it to help kill shit up close quicker. I’m currently using a shotgun which shoots electrical shells that’ll knock down an enemy shield in one shot. I believe that later on you can get weird mixtures, like a shotgun which fires rockets, or a pinpoint accurate rocket launcher with a sniper scope. You can only carry so many though, and you’ve also got up to four “equipped” slots. So your arsenal will build up, but you can only have a few readily to hand at one time; this encourages you to take it easy and make sure you know what you’re getting yourself into so you can kit yourself out accordingly.

And you’ll also need this kind of planning when dealing with higher level baddies. Like RPGs, your character gets experience with every kill and every completed quest. The enemies at the beginning are all your level or near enough to pose a limited threat. As you go up the levels and quests, though, you’ll soon be asked to take out enemies which are higher level. And you’ll know when it happens, cos the guns you’ve been happily sticking with suddenly become fucking useless. The headshots you’ve been carefully using to take enemies out easily (headshots are critical hits) will suddenly scratch ineffectively at the health bars of the sadistic cunts you’re aiming at. Sure, with patience and practice you’ll take a couple of them down, but the game knows you’re trying something above your station, and it’ll spawn more of the bastards to stop you. And they will. Like WoW, there’s an indicator next to each enemy to tell you their level, so you can compare it to your own and decide whether you’re gonna take them on or not. Sometimes though, you’ll venture into somewhere and not notice the bastard behind you, who will fuck you up good.

Of course, also like WoW, you could just choose a different quest to do. There’s an interface for selecting a quest to track, which will show you where you need to go to complete it. Each quest has a recommended level rating, so you can pick the one nearest to your level to make it easier. It seems like the quest interface doesn’t do this itself though, cos every now and again you’ll start a new quest, leg it all the way to where you got to complete it, and you’ll get your ass handed to you. If it would automatically pick the quest nearest to your current level, then that would be awesome. If you wanted to kill yourself, you could pick one higher than the recommended one still, but by default you’d get through the game quickly and relatively easily and you’d have fun. Woo!

Now that I’ve mentioned the interface, I’ve got to praise whoever makes the UIs for Gearbox. They’ve excelled themselves. Borderlands has some of the most annoyingly fucking stupid UI design decisions I’ve seen in a long time. Do you like to use your mouse for navigating in-game menus? Excellent – you’ll hate this. It doesn’t take long to realise that the quickest and easiest way of navigating the menus is by using the keyboard only. Fuck, some things you can’t even do with the mouse anyway, like confirming that “yes, I really do want to sell that gun, because I clicked on the relevant icon, and then the gun, and at neither point did my IQ suddenly plummet and click the wrong thing”. So you soon get used to calling up the menus, sticking both hands on the keyboard (Enter to accept, and Esc to cancel? That is wonderfully novel! Well done!), doing what you want to do, then going back to keyboard and mouse. THIS IS FUCKING ANNOYING. How anyone at Gearbox can be paid to come up with shit like this is beyond me.

Rant over! Despite the flaws described above, the game is fucking ace. You soon get into a rhythm of sorting out your weapon loadout, sniping enemies from a distance (or using a rocket launcher to soften them up first), switching to a SMG to slow their advance, getting the shotgun out for when they get too close, stabbing wildly at the V key to knife them when you can’t be arsed reloading, then remembering you have a special power and hitting the F key just in time to watch the bastards die in quick succession. Add the odd vehicle section (a quicker and funnier version of Halo’s warthog up to now) and you’ve got yourself Borderlands. Rinse and repeat. It’s very moreish, there’s the constant XP / loot / cash feedback from doing pretty much anything, and despite the obvious flaws, it doesn’t take long to really get hooked on the fucker.

I’d imagine the game is even better with more players, and I’m hoping to get on this in co-op after the New Year. Until then, it’s very very good indeed. Well worth a go.

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World of Warcraft is the MMO with the largest player base. There’s billions of ‘em. It’s the game that all new MMOs are held up against. It’s the game that all MMO developers and publishers are looking to beat, or at the very least steal a large chunk of players from it. For the last five years, people have been asking about what game is gonna take the limelight (and paying customers) off of WoW. Here’s some ideas as to how a developer could go about it.

WoW is based on the Warcraft universe, which has been going since 1994′s Warcraft: Orcs & Humans. There’s been Warcraft 2 and 3 since then, and each game has brought more additions and amendments to the universe. Important points being – this is Blizzard’s universe, they can do what the fuck they like with it, they don’t have to stick to “canon”, they don’t have a license they have to abide by, and they’re not afraid of changing what they’ve already put in place to strengthen the universe or the stories they are creating. They’ve had years to build this place in three games and their related expansion packs. When it come time to making WoW, they had an abundance of stories and locations which they could use, and their core audience were already well-versed in the lore. If anyone seriously wants to go head-to-head with WoW, they better bring a damn good licence to the table (Star Wars would be a good bet right now), or they better take five years pre-production and make a universe which is compelling and has a smattering of originality over the other MMO games out there (no-one would ever do this).

World of Warcraft is based around gameplay whereby you can’t really fail. What I mean is that, if you play by the rules and recommendations that come with the quests, you’ll never really truly get properly stuck. Sure, you can try and solo Molten Core at level 12, and you’ll never ever do it. If you stick to the quest text and the recommended players and the recommended level for a quest (if you’ve got an appropriate mod installed, of course), then you’ll never get to anything that you can’t do on your own. There is always a way to complete any objective on your own. The game encourages group play, but if this isn’t viable, you can still blast through most things comfortably solo style. PvP is there to remind you that there is an element of skill involved, however this can sometimes be put down to who can press the correct number key quick enough. Sure, you can learn the counter to any move or spell, and get better at clicking it quicker than anyone else, but on the whole you can happily blunder through it and get rewards (I know this from personal experience). Where WoW is clever is that it manages to easily trick you into thinking that you are better at the game than you actually are. This is why people stick with it, because it is difficult to not be successful. It constantly reinforces the fallacy that you are being rewarded for applying skill (when you apply skill to the game, you are actually getting rewarded quicker than less-skilled players). This is a hard thing to get right – make the game feel too easy, and there’s no feeling of challenge. Make the game feel too hard, and you’ll turn more inexperienced gamers off. WoW is balanced to perfection. Any challenger to WoW will have to be easy enough to pull in and keep “new” gamers, and it will also have to appear difficult enough to coax players to learn new, successful tactics. A hard trick to pull off, and one which took Blizzard a while to get right.

Everquest. Lord of the Rings Online. World of Warcraft. Guild Wars. Every other MMO on the planet (ok, this isn’t anywhere near true, but it does feel like they’re all like this). They have many things in common, but one of the most fundamental is this – click on something with the right mouse button, and it will die. Press a button, or a designated keyboard key, and it will die quicker. The main reason why they all follow this template is that you can explain it to anyone who has never ever played a game before. It’s a concept which is along the same lines as the instructions on the side of the original Pong cabinet (AVOID MISSING BALL FOR HIGH SCORE). You can explain it to your gran. However, after 5 years of WoW, and 10 years of Everquest, it’s safe to say that the majority of people who would get into MMOs are now into them. If a game wants to beat WoW, they can’t use the same gameplay. It is tired now. It’s been done to death. Sure, 10 million WoW players can’t be wrong, but I’ll bet they can be shown something they’d not thought of which they’ll like better. Or take the same “right-click to kill” gameplay, but add to it. WoW has done this, slightly, with things like the dragon mounts in the Lich King, and the vehicles in Wintergrasp, but they’re all still using the same gameplay. Why not add a shooting gallery? Why not add a section where you’re in a mine cart, like in Indiana Jones and the Temple of Doom, shooting at people as you whizz through (yep, an on-rails shooter)? How much better would the end of Deadmines be if, instead of running up a rock face and through a long tunnel, you all got in a mine cart and hurtled your way out the back? Flying mounts. The dragons you get in WotLK. You get on them, and you pilot them with W, A, S and D, and you aim them by holding the right mouse button and moving the mouse. Why not, just this once, take the right mouse button out of it? Why not let you fire guns that are strapped to the dragons (left click)? Why not let the dragons flame the shit out of things (right click)? Make it like a 3D version of Afterburner; dragons spinning round each other, trying to get a bead on one another, flames all over the place. Any pretender to WoW’s throne needs to really bring something new to the table. Maybe stealing existing game genres and slapping them on the top of the existing MMO template will be enough to make it feel fresh once more.

And finally, the one thing which developers (or publishers) never ever seems to get, even though it is fucking screamingly obvious. MMOs become communities. Communities made up of guilds or factions or whatever. They get like this because people like to play with like-minded people. What MMOs always do when they launch is go “we’re here, and you are there, and if you want to come here, you have to do all that shit again”. When what they should say is “if you’d like to come over here, and bring your friends with you, let us make it easier for you”. Let players reserve their player names and character names, so everyone from the old game knows who they are. Let guild leaders reserve the same guild name if they want to. Let guild leaders reorganise the guild in a browser; before, during and after the game launch. Don’t make people start up from scratch again if they don’t want to. If you want proof as to this point, just look up Syndicate. They’ve hit every MMO for years. I’m sure they’d be chuffed to fuck if they didn’t have to set up yet another guild in game, and only when each and every player was online.

I’m tired now, but that’s my current thoughts on it. Maybe more later.

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