What is a game genre? What is a game type? The definition of a each is as follows: game type is the description of the game play, and game genre is a a description of the narrative content of the game.
For me Game Type and Genre are not as easy to define as first it appears. With games taking bits of different elements you get a blending of these definitions. Games are not movies or books and can't just be categorized into such defined categories. What's the saying about a square peg and a round hole?
Yes you could argue that the definitions of game genre and type are more broad, but then you would be helping my point. I think we, as a society, have this need to conform games (and lots more) into a nice neat definition. I assume this is great for marketing or putting a description on a box when space is limited. But is this approach helping games develop as a proper media? Whenever I describe a game, I rarely am able to fit the game into a single genre or type. I just describe the game as is. Take Fallout 3 for example. Is it a role playing game, shooter, science fiction or frontier? What about Borderlands or Portal? Even a old 8-bit era game I have mentioned before, River City Ransom, is a mix of fighting and role playing.
Of course there are exceptions. A classic game such as Dragon Quest I is an RPG. No one would mistake it for a puzzle game. Black is another, just a pure action game. This just goes to show that we should describe the games with no rigid definitions, just let them be. Give us what the game gives us, not what it fits into.
Monday, August 23, 2010
Sunday, August 22, 2010
Free Play
Airport Security: The Game
Challenge
The game has three settings for difficulty but the lowest, Fickle, was sufficient for me. The game is funny at first, as you are making fun of the TSA. But don't take for that 2-3 seconds on each passenger or that line will be out the door and game over. Build your combos for points to get a good score. However the game becomes linear and you keep clicking over and over with no end in sight.
Fun Factor
Initially the game comes across as funny. Since the game is very repetitive you tire of the overall joke that is the TSA. It is funny you can allow a snake but not a pair of shoes, but this quickly becomes shallow. After playing this I can say if you do keep a rhythm with your selection of items you can keep the line moving and your combos building.
Replay Value
Unfortunately the game's reply value is low. This game comes across as a novelty and time waster rather than a constants source of entertainment. Once you get past the first few times they no longer allow cow skulls or t-shirts there is nothing else driving you to keep playing. What is my ultimate goal or reward? I need at least a little more.
Story
Story!? What story? You are a new TSA agent and need to get passengers through the checkpoint. Make sure you allow/disallow whatever crazy stuff is on the list. There is no ultimate goal or real moral choices. Take off those pants and get onto the plane Mr.! The game play is a purely simple puzzle driven click-fest. We don't need to stinkin' story. Just laugh at the TSA and disgruntled passengers.
Presentation
The game runs in a web browser and has clean simple graphics. This does allow for a multitude of players to have access as no special hardware is required. The sounds go along with the progress of the game, from the airport announcements (which are funny if you listen to them) to the groans of passengers or the head TSA agent.
Controls
Controls are straight forward point and click. Just glance at the disallow bar and quickly click on the blocked items. Speed with a mouse is key here. Great hand eye coordination, like most games, is key. But for me you can only get so much satisfaction from constantly clicking.
Summary
There is nothing else driving me to play this again, other than maybe having a laugh at the TSA. Overall I wish you started out at a small local airport and had to move your way up to the big airports in Atlanta, Chicago or New York. Maybe you could have a line jumper or something else different to deal with. Also more variation on passengers, items, or maybe a bit if a mix in the timing (the way the line moves) would help improve the game experience and increase replay value. Overall I give this game as it stands a 4 out of 10.
Challenge
The game has three settings for difficulty but the lowest, Fickle, was sufficient for me. The game is funny at first, as you are making fun of the TSA. But don't take for that 2-3 seconds on each passenger or that line will be out the door and game over. Build your combos for points to get a good score. However the game becomes linear and you keep clicking over and over with no end in sight.
Fun Factor
Initially the game comes across as funny. Since the game is very repetitive you tire of the overall joke that is the TSA. It is funny you can allow a snake but not a pair of shoes, but this quickly becomes shallow. After playing this I can say if you do keep a rhythm with your selection of items you can keep the line moving and your combos building.
Replay Value
Unfortunately the game's reply value is low. This game comes across as a novelty and time waster rather than a constants source of entertainment. Once you get past the first few times they no longer allow cow skulls or t-shirts there is nothing else driving you to keep playing. What is my ultimate goal or reward? I need at least a little more.
Story
Story!? What story? You are a new TSA agent and need to get passengers through the checkpoint. Make sure you allow/disallow whatever crazy stuff is on the list. There is no ultimate goal or real moral choices. Take off those pants and get onto the plane Mr.! The game play is a purely simple puzzle driven click-fest. We don't need to stinkin' story. Just laugh at the TSA and disgruntled passengers.
Presentation
The game runs in a web browser and has clean simple graphics. This does allow for a multitude of players to have access as no special hardware is required. The sounds go along with the progress of the game, from the airport announcements (which are funny if you listen to them) to the groans of passengers or the head TSA agent.
Controls
Controls are straight forward point and click. Just glance at the disallow bar and quickly click on the blocked items. Speed with a mouse is key here. Great hand eye coordination, like most games, is key. But for me you can only get so much satisfaction from constantly clicking.
Summary
There is nothing else driving me to play this again, other than maybe having a laugh at the TSA. Overall I wish you started out at a small local airport and had to move your way up to the big airports in Atlanta, Chicago or New York. Maybe you could have a line jumper or something else different to deal with. Also more variation on passengers, items, or maybe a bit if a mix in the timing (the way the line moves) would help improve the game experience and increase replay value. Overall I give this game as it stands a 4 out of 10.
Chapter Two Book Work
A defining game design is crucial to your games. It is will help sculpt the game you create. I have chosen to play three different games and determine what the overall design is striving for. The three games I chose are Deus Ex for the Playstation 2, Foes of Ali for the 3DO (yes I do own a 3DO!), and Peggle for the PC. After playing these games I realize now, more than before, each has a defining design choice.
For Deus Ex it wasn't about the visuals, as they were average at best, but all about the story and moral choices you made along the way. The story made this game to one of my favorites. Without the story you would have had just an average looking shooter with options for modifications you can implement. Foes of Ali on the other hand decided to push technology to the forefront. As the opponents in the matches were full 3D, which at the time were very rare. Other visual delights include visible physical damage on each boxer, along with blood spatter, numerous different viewpoints and the use of real life boxers from that era. The cost, however, came to gameplay. The overall experience, once you got past the wow factor for the graphics, was not so hot. You were amazed at the visuals but the sluggish matches This leads me to Peggle for the PC. What seems to be a simple action/puzzle game turns into a stupidly addictive game based on good old fashioned addictive game play. There is no real story and the graphics are clean but simple and cartoonish but you don't need that if you are focused on getting all those pegs.
P.S. thank you for this assignment. Now I have to go play Peggle.......
For Deus Ex it wasn't about the visuals, as they were average at best, but all about the story and moral choices you made along the way. The story made this game to one of my favorites. Without the story you would have had just an average looking shooter with options for modifications you can implement. Foes of Ali on the other hand decided to push technology to the forefront. As the opponents in the matches were full 3D, which at the time were very rare. Other visual delights include visible physical damage on each boxer, along with blood spatter, numerous different viewpoints and the use of real life boxers from that era. The cost, however, came to gameplay. The overall experience, once you got past the wow factor for the graphics, was not so hot. You were amazed at the visuals but the sluggish matches This leads me to Peggle for the PC. What seems to be a simple action/puzzle game turns into a stupidly addictive game based on good old fashioned addictive game play. There is no real story and the graphics are clean but simple and cartoonish but you don't need that if you are focused on getting all those pegs.
P.S. thank you for this assignment. Now I have to go play Peggle.......
Gameplay and Control
Assassin's Creed
You get a fresh story of being of old assassin lineage with a modern twist. I was initially wowed by the game. The thought of running roof top to roof top, planning out my route to my target and the great visuals. Once you get into this game there are some glaring issues and one that eventually made me take a very long break from playing before I was finished. Movement is good for the most part. I do have issues with the sometimes frustrating camera and unresponsive controls. I will wall jump backwards when I want to jump up and catch a ledge. Combat is also a bit wonky. Seems I press the action button sometimes nothing happens. Also because of the canned animations you are stuck swinging away with your sword this for a second or two if you miss a target. This is not what I expect with a modern game. This seems too rigid and not fluid enough to go along with the idea of a free flowing game world.
Gameplay suffers from the all too familiar mission types and related grind. This is the flaw that made me take a long break. I became so bored with the missions and grind over and over. There should have been a few more mission types. This would understandable if I am playing an old school, random dungeon, gotta build up to level 80 rpg. Since this was a new game at the time there would be an expected learning curve. Most of these shortcoming were address in the sequel making for an overall improved gaming experience. Overall the game is a good first release and paved the way for the find franchise it has become.
You get a fresh story of being of old assassin lineage with a modern twist. I was initially wowed by the game. The thought of running roof top to roof top, planning out my route to my target and the great visuals. Once you get into this game there are some glaring issues and one that eventually made me take a very long break from playing before I was finished. Movement is good for the most part. I do have issues with the sometimes frustrating camera and unresponsive controls. I will wall jump backwards when I want to jump up and catch a ledge. Combat is also a bit wonky. Seems I press the action button sometimes nothing happens. Also because of the canned animations you are stuck swinging away with your sword this for a second or two if you miss a target. This is not what I expect with a modern game. This seems too rigid and not fluid enough to go along with the idea of a free flowing game world.
Gameplay suffers from the all too familiar mission types and related grind. This is the flaw that made me take a long break. I became so bored with the missions and grind over and over. There should have been a few more mission types. This would understandable if I am playing an old school, random dungeon, gotta build up to level 80 rpg. Since this was a new game at the time there would be an expected learning curve. Most of these shortcoming were address in the sequel making for an overall improved gaming experience. Overall the game is a good first release and paved the way for the find franchise it has become.
High Concept
JB's stick it to 'em
Robert E. Pitts Jr.
Robert E. Pitts Jr.
Have you ever in customer service and wanted to tell off that rude customer? Well now can! Choose from an assortment of remarks, comebacks and things to do to get back at them.
Features
- Game board is shaped like an airliner, you move around the plane and hopefully you get off through the escape slide. Inspired by flight attendant with JetBlue Steven Slater
- Play your cards against the customer cards in a battle of wills to see who can dish it out best. Movement based on the card battles.
- Decision making is key. Do you play it safe and wait to pull out the big card or go for broke and try to quickly make your escape?
- For even more entertainment, an interactive DVD is included that has comedic clips of customer service situations that you choose to play instead of cards.
- Pay through to avoid the dreaded managers office.
- Makes a great party game where everyone can have a good laugh
Your ultimate goal is to slug through the customers and make your escape from customer service. Tug at the emotions of the players as they relive those dreaded times with rude customers. Anyone who has worked with the public understand that people can be rude, obnoxious and downright mean. So feel free to let it all out and tell than what you really think.
Genre
The game is a mix of a board game, card game and the benefit of the DVD
Target Customer
The large percent of the population working in a customer service role of some sort. Everyone from waiters to department stores employees. People want a release from dealing with the public. Read this quote from austenbronte who wrote on ABCNews.com. "Working with the GENERAL public is mundane and rude people like that woman can drive your insane, day after day, after day, after day. WAY TO GO STEVEN! You are free from that daily nightmare, now I wish you good luck in fighting the legal system and the airline, so you can stay out of jail." - Taken from ABCnews story linked here - http://abcnews.go.com/Entertainment/steven-slater-jetblue-flight-attendant-quitter-online-hero/story?id=11369252
Competition
None that I have found.
Unique Selling points
- It would be the first game of its kind
- Allows people to role play tough customer situations finally get to stick it to rude customers
- Great party atmosphere game
- DVD allows for longer play and great laughs
- Tap into the potential of workers tired of dealing with rude people.
Tabletop and a DVD player – according to the Digital Entertainment Group 2009 year end report, 92 million households have a DVD player.
Design Goals
- Easy - setup and game play
- Entertaining – Good laughs, replay value with different play throughs based on the cards dealt
- Group Play – get together and share the laughs
- DVD – videos appeal to the YouTube crowd and are campy and funny
Saturday, August 21, 2010
Introduction to the Game Design Document
What is the purpose of a Game Design Document (GDD)? Well for me it is about a base structure to go by. The GDD is not every single aspect of the game rigidly in place but rather a good basis to build from and tool to guide the creation process. This way you can take ideas and list them so all parties can be in the same page, especially if changes occur to the design (and they will occur). If you are like me and have 9000 things going on at once you can't keep track of everything in your head. It is crucial to keep the GDD updated so developers can have all team members refer to this and be on the same wavelength. Especially if you work on a game with a very large group, a GDD will help with organization and future planning. Of course there will be some instances that may not require a GDD but having one is usually better than not. Just make sure you don't put too much effort into documentation rather than development, to work out the fine details. Remember the final product is the game and not the paperwork.
The idea of a GDD can apply to any type of game design. With the board game idea, posted below, a GDD will help me along the creation process from basic design of the pieces, cards and to the overall rule playset. Even outside of the world of games companies have similar documents. In the field of cellular phones, I have an online reference tool to help in working with customers. So the concept of guidelines should not be foreign to most people. Now being lazy and not wanting to do it is your choice, but the lack of a GDD could lead to wasted development time and resources. Just take the time in the beginning to get a GDD created, maintain one throughout the creation process and the results will speak for themselves.
The idea of a GDD can apply to any type of game design. With the board game idea, posted below, a GDD will help me along the creation process from basic design of the pieces, cards and to the overall rule playset. Even outside of the world of games companies have similar documents. In the field of cellular phones, I have an online reference tool to help in working with customers. So the concept of guidelines should not be foreign to most people. Now being lazy and not wanting to do it is your choice, but the lack of a GDD could lead to wasted development time and resources. Just take the time in the beginning to get a GDD created, maintain one throughout the creation process and the results will speak for themselves.
Blog Game Review
Next up for SGD I have to review a game. I'm going to go back a while to one of my favorite games of all time – River City Ransom for the 8-bit NES. This classic does not get the credit it deserves and I rarely read about it in any “best of” lists. Now for my video game rating scale it goes from 1-5, and is based on :
1 – Going to the dentist to get a root canal
2 – Mowing the lawn – hey its not that fun but it does give you exercise
3 – Getting a new car
4 – Hanging out with your favorite band, celebrity, etc
5 – Chuck Norris roundhouse to the back of the face! (because nothing is more powerful!)
Using the this scientific rating system I declare this game to be a Chuck Norris round house to the back of the face! This is an early hybrid game. Take one part Double Dragon, One part RPG, add a sprinke of humor and bake at 350 degrees for 25 minutes. Viola! It was very innovative, detailed and pretty lengthy for its time. There are only a couple of minor drawbacks, that I will explain, but you can't go wrong with this title. (Also check out the release with slight tweaks for the Gameboy Advance system)
1 – Going to the dentist to get a root canal
2 – Mowing the lawn – hey its not that fun but it does give you exercise
3 – Getting a new car
4 – Hanging out with your favorite band, celebrity, etc
5 – Chuck Norris roundhouse to the back of the face! (because nothing is more powerful!)
Using the this scientific rating system I declare this game to be a Chuck Norris round house to the back of the face! This is an early hybrid game. Take one part Double Dragon, One part RPG, add a sprinke of humor and bake at 350 degrees for 25 minutes. Viola! It was very innovative, detailed and pretty lengthy for its time. There are only a couple of minor drawbacks, that I will explain, but you can't go wrong with this title. (Also check out the release with slight tweaks for the Gameboy Advance system)
- Gameplay : For the 8-bit era this was a pretty detailed and ambitious game. Initially you think the game is a simple beat 'em up similar to Double Dragon. However once you start playing you realize there is a lot more to it. After you defeat characters they drop money. Use this to upgrade your characters by eating various foods or purchasing technique book/clothing. You have various weapons and lots of different areas to fight in. Now one of the minor drawbacks is the password system. The cartridge did not have a battery backup, like Zelda. It is tiresome to enter that large password. The other minor drawback is enemies can sometimes hide off screen and get cheap hits. However once you get used to the flow of the game you can actually exploit this to your advantage. The real meat is fighting, saving up loot and building up your character. Multiplayer is also present so you and a friend can team up to take out the bad guys.
- Graphics: As an original NES game the graphics and details are really good. The environment is detailed, you get to see hilarious expressions on enemies faces while getting punched or kicked. Also there are animations of characters panting if low on energy. Characters are a good size and small touches to streets, parks and buildings add interest. There is no noticeable drop or chug in frame rate. The way the characters are drawn adds to the over all feel of the game. Kind of reminds you of the 50's era street gangs in a way.
- Sound: Well what else can you say about NES sounds. You have all the appropriate music (that changes for good old boss fights), typical smacks and thuds. Nothing spectacular compared to modern systems but good for the time period and with what the hardware can produce. It does not get annoying like some games of that era and since you will be engrossed in the game it will all blend together.
- Story: Well this is a plain Jane go rescue your girlfriend type of story. This is also a minor drawback. What does help the story though is the interaction with characters. Bosses will give you information as to what is going on and with whom you need to find next. This isn't linear and sometimes you have to back to previous areas to meet up with someone new. The enemies add some zing as well with funny sayings as they get pummeled – BAAAAARRRRFFFF!
- Learning Curve: There is nothing too difficult. Just level up your character for better combat and defense options. Sometimes figuring out what food/item/book does what is a bit of random purchasing and memorization. Its not a knock against the game, just makes it fun to figure out what is most useful. Just make sure you watch your stat screen and keep building up your character.
- Control Scheme: Since you are operating a game based on a simple controller it is just the directional pad and the A, B, start and select buttons. (Ah the good old days) There is no customer layout, but if it isn't broke don't fix it. The setup works perfectly with this game. You'll be beating up everyone in no time.
Chapter One Book Work
Here is another assignment for my SGD class in which I have to pick a game series that has evolved its game play mechanics over the course of the Franchise. I decided to go with the home console versions of Grand Theft Auto. Over the course of the franchise you have added full 3d worlds, more interaction options within those locations, while the core mechanics have been enhanced but remains familiar enough to retain loyal fans. The first two entries were top down 2d with basic point and shot mechanics, limited environment interaction and missions. Also there was no multiplayer.
Probably the biggest change and improvement was introducing 3d in GTAIII. This opened up a new realm of possibilities and made the first two look very simple by comparison. You got a lock on targeting system. It started out not so hot but with each release has been tweaked and has become quite good. It has become more realistic where needed with swimming, eating, changing clothes, gun play, driving mechanics but not over the top to hamper game play. You also have more detailed environments that add the way missions are played or planned out. You can run and gun or pick the off from a rooftop across the street Who can remember the disappointing drowning deaths in GTA III? This was addressed in GTA: Vice City by adding swimming and has remained ever since. This is meant to be a fun criminal simulator not a life simulator like the Sims series. After all it is a video game and meant to entertain not bog players down with real life.
With the downloadable content to enhance and extend the original game you get more missions, and game play variants. True multiplayer was added as well to allow friends to join in the fun. A much needed cover system has been added with GTA IV. With the years lots of little tweaks and improvements have been implemented. I could go on almost forever about each title and what was added. So I will keep it simple. From the original top down-2d game play to the GTA IV there has been a major evolution with the Grand Theft Auto series and I'm sure there is more in store.
Probably the biggest change and improvement was introducing 3d in GTAIII. This opened up a new realm of possibilities and made the first two look very simple by comparison. You got a lock on targeting system. It started out not so hot but with each release has been tweaked and has become quite good. It has become more realistic where needed with swimming, eating, changing clothes, gun play, driving mechanics but not over the top to hamper game play. You also have more detailed environments that add the way missions are played or planned out. You can run and gun or pick the off from a rooftop across the street Who can remember the disappointing drowning deaths in GTA III? This was addressed in GTA: Vice City by adding swimming and has remained ever since. This is meant to be a fun criminal simulator not a life simulator like the Sims series. After all it is a video game and meant to entertain not bog players down with real life.
With the downloadable content to enhance and extend the original game you get more missions, and game play variants. True multiplayer was added as well to allow friends to join in the fun. A much needed cover system has been added with GTA IV. With the years lots of little tweaks and improvements have been implemented. I could go on almost forever about each title and what was added. So I will keep it simple. From the original top down-2d game play to the GTA IV there has been a major evolution with the Grand Theft Auto series and I'm sure there is more in store.
Uh Wow....
For something unrelated to games, I have run across this gem on YouTube. Who Killed Captain Alex? Apparently the greatest movie ever to come out of Uganda. Enjoy.......
http://www.youtube.com/watch?v=BymeLkZ7GqM&feature=player_embedded
http://www.youtube.com/watch?v=BymeLkZ7GqM&feature=player_embedded
Friday, August 20, 2010
Final Project Idea
Just some more information about the board game idea to help give more detail. The comments and remarks on the deck cards are generalized and come from various industries not just the airlines. If you get a positive result you pick another card from the top of the SR deck. If negative you do not get another card. The catch of course is to strategize your card use. If you are bad/unlucky at utilizing your cards you will keep moving backwards all the way back to start and never escape. You can also get a bonus SR card on select spots on the board. If you run out of cards, land on select spots or select cc cards with the mangers picture you go the managers office and lose a turn. There are 3 mangers offices around the board. When you go the managers office you go backwards to the previously passed office or if you are not past the first office return to start. For your next turn you get 5 cards to start with.
To add a little spice, since we can use any medium other than a video game, is to have an interactive DVD with random customer and service rep interactions. You can utilize the DVD by landing on select spots on the board or selecting CC deck cards with the DVD icon. Some clips will be positive for the player or negative siding with the customer - movement will come from these. The clips will be around 30 seconds or so and will be campy and funny. The result will make you move forwards or backwards. You do not lose a card with a negative DVD playback result just the spaces.
If you win your escape from dealing with customers, you get to select a victory video sequence from the DVD. It will show a funny video of what happened after you left the world of customer service.
P.S. Another option as well for direct head to head competition is to play with another person in charge of the CC cards as you battle directly for victory and escape from the customer service nightmare!
To add a little spice, since we can use any medium other than a video game, is to have an interactive DVD with random customer and service rep interactions. You can utilize the DVD by landing on select spots on the board or selecting CC deck cards with the DVD icon. Some clips will be positive for the player or negative siding with the customer - movement will come from these. The clips will be around 30 seconds or so and will be campy and funny. The result will make you move forwards or backwards. You do not lose a card with a negative DVD playback result just the spaces.
If you win your escape from dealing with customers, you get to select a victory video sequence from the DVD. It will show a funny video of what happened after you left the world of customer service.
P.S. Another option as well for direct head to head competition is to play with another person in charge of the CC cards as you battle directly for victory and escape from the customer service nightmare!
Brotherhood of Leet
Check this out http://www.8bitwars.com/ - someone came up with the brilliant idea of making a "war" documentary about the 8-bit console wars of the 80's. The web series is made with a nod to the Band of Brothers series. The videos (2 episodes so far) have "archival war footage" and "interviews" with the war vets. Pretty funny stuff.
Thursday, August 19, 2010
Fifteen Minute Board Game
Well I have to do a bit of work. This is for my Simulation and Game design project. Gonna list my idea for a board game. Yes board game, they still do exist. Now I think almost everyone has been in a customer service role at some point. Taking this perspective and how rude, obnoxious and just plain dumb people can be I have created....
JB's Stick It to 'em!
Yes, you get to vent a little frustration by selecting quotes we all have wanted to say to a customer. For example in my line of work I get Einsteins that drop their phone in a toilet, come to me and complain about how you can't just give them a new phone. Well now you can select a good come back from your deck and proceed with the classic..."You are an adult and should have taken care of your phone instead of treating it like a 3 year olds bath toy."
The Rules are simple but with a bit of strategy. You have two desks of cards. One deck is the Customer Cards deck (CC), the second is Service Representative deck (SR). CC cards are comments, complaints, obnoxious remarks and general dumb customer interactions and are weighted with negative values from -1 to -10. SR cards are comebacks to complaints, inventive ways to get back at customers, general ways to frustrate the stupid customers of the world and are weighted with values from 1 to 10. You initially start with 10 cards in hand after shuffling the deck.
JB's Stick It to 'em!
Yes, you get to vent a little frustration by selecting quotes we all have wanted to say to a customer. For example in my line of work I get Einsteins that drop their phone in a toilet, come to me and complain about how you can't just give them a new phone. Well now you can select a good come back from your deck and proceed with the classic..."You are an adult and should have taken care of your phone instead of treating it like a 3 year olds bath toy."
The Rules are simple but with a bit of strategy. You have two desks of cards. One deck is the Customer Cards deck (CC), the second is Service Representative deck (SR). CC cards are comments, complaints, obnoxious remarks and general dumb customer interactions and are weighted with negative values from -1 to -10. SR cards are comebacks to complaints, inventive ways to get back at customers, general ways to frustrate the stupid customers of the world and are weighted with values from 1 to 10. You initially start with 10 cards in hand after shuffling the deck.
Steven Slater |
The board is shaped like an airliner, you move around the plane and hopefully you get off through the escape slide. Movement is determined by how you play your cards. Meaning SR-CC=movement. Move forwards or backwards the appropriate # of spaces. Note this is inspired by my burnout from years of dealing with overly rude customers in the customer service industry and JetBlue flight attendant Steven Slater. (This is why I want a different degree and out of customer service!)
Wednesday, August 18, 2010
Controllers
One more thing for the night. Is it me or can we please get more ergonomic Playstation 3 game controllers? Before anyone starts system bashing, I do own pretty much all systems going back to the Atari 2600. I've just been playing the PS3 a lot here and my wrist are killing me. Seriously move the analog sticks Sony!!!! Excuse me now, Mr. Carpal Tunnel and I have a meeting.
What is going on here?
Dedicated to the mind dribble of myself and whatever I feel that comes to mind within the world of video games and entertainment. I'll find things to ramble on about or rants to make. Please feel free to reply and make fun of me if you wish. I'll probably do that to myself as well....
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