Versus Flow
“In theory I love playing online with people on Versus but I get frustrated because I suck so badly at it, with my reaction time, that I just die constantly, and after a while of no joy whatsoever, it loses it’s fun factor.” -DeeGruenEinzige
The game designer’s job of setting the right difficulty and challenge level when it comes to the technical execution required to play a game (as previously discussed here) and the overall “solo” experience in a game is one thing, but for multiplayer competitive ‘versus’ style games it’s a different beast entirely. Here, to a reasonable extent I believe, you can measure the challenge, and hence the ability for a player to experience an enjoyable state of ‘flow’ depending on the person (or team) that they are competing against, and measuring their ‘chance to win’, based on their skill level versus the skill level of the competition. When there is a huge disparity in skill level, and one team or player is easily beating the other, then clearly there is little chance for either team or player to experience flow. Conversely where both players are of a similar skill level, and both would ‘on paper’ have a 50% chance to win, and are winning around that rate upon repeated competitive play, then you’ve got the potential for a really fun game where all players are in the ‘flow zone’.

Now of course, the game’s mechanics still play a part in the flow experience, and you can only go so far with this. A gamer’s taste in games will also come into play. It’s unlikely that even two equally skilled players winning 50% of the time are going to get to a heightened state of flow from repeated games of noughts and crosses (that’s tic-tac-toe for our American readers!), paper-rock-scissors (jun-ken-pon), or even a perfect 50/50 game of ‘flip the coin’ (unless they love alea and really enjoy winning by luck). And conversely many players wouldn’t enjoy a drawn out game of chess, even if it was against someone of exactly the same skill. The vast majority of gamers don’t appear to enjoy competitive play whatsoever. But we can assume for the sake of this article that we’ve got a game that both the players or teams of players enjoy playing, or potentially would enjoy playing.
The Only Test is Your Skill: Face Him Straight!
Now getting the game difficulty and game mechanics right for ‘flow’ in a single-player experience is a really difficult task. So much has been written on that topic already elsewhere. The big problem is matching the challenges in the game to every individual player’s skills, which of course, vary widely. And their tastes in the level of challenge and type of challenge they want (if any at all!) also varies. So you get solutions such as different difficulty settings, the ability to save your game, or as I’ve already discussed as an example setting the difficulty of moves within a game. However getting the potential for ‘versus flow’ right ie: the difficulty setting of versus mode, is actually a very simple goal, no matter the type of game: You simply need to match up two players (or teams of players) of relatively equal skill. Yet this is exactly where video games fall down.
I’ve referenced this issue a multitude of times here on Agoners, and I’m continually astounded that not even a single game has ever really tried to address this fully. I see this as the vital missing component in so many games.
Imagine if you could play a game of Street Fighter (any version!) and have a good chance of fighting against someone very close to your skill level with the character you selected to play. I cannot fathom that anyone would not find that more fun than the current situation; where it’s effectively totally random who you get to play, outside of creating your own game invites. On Street Fighter 2 HDR Ranked Match or a random Player Match lobby, you’re as likely to fight against Joe Noob, who can barely block an attack, as you are to fight against an Evo champion like Afro Legends - and I have first hand experience of both. Now of course your subsequent rating change, win or lose, will attempt to reflect the level of your competition – and HDR has one of the very few decent skill rating systems out there (provided all players have played enough games, you always play your best character(s) in ranked, and don’t get idiots playing you with rubbish ping times, or Akuma players…). But I feel the aim of an online matchmaking system ought to be to provide fun for the players first, and a realistic ranking or rating system second. But of course the rating system itself does become critical if you use it to matchmake. Street Fighter IV is also a total failure in this regard. Whilst it’s “Championship Mode” patch at least gave players the chance to get a match against a similarly skilled opponent with it’s grade point system, the system of grading players itself was so flawed, with far too wide levelling and grinding potential, that this actually did nothing but add a a slightly improved, but still only very small chance of a good versus match. Probably the only fighting game that even comes close to decent matchmaking is Virtua Fighter 5 – but only if people use the ‘find players close to my level’ option; which many do not, given that not enough players with good ping-times are play the game.

I can't believe I only stumbled across halolz.com thanks to writing this article - great site, click image for more!
When it comes to another staple competitive genre – FPS’s – things are arguably even worse. Almost every game I’ve played that could be a helluva lot of fun with good matchmaking eg. Left 4 Dead Versus Mode or Team Fortress 2, has no actual attempt at matchmaking at all. And adding vastly to the complexity is the fact that determining the skill of teams is a far more difficult task than ascertaining a single player’s ability. But what amazes me is that these games don’t even try.
I’ve often held up Halo 3 as one of the exemplars of good matching, with it’s in-depth experience point and grading system and seemingly excellent matchmaking system. However I’ve played a lot more of it since Halo 3 ODST came out, and very quickly huge cracks started to appear to me. There’s a lot of them, but they all generally fall under the umbrella of the major problem being that players are not realistically ranked on the actual skills that matter in the game. For example, map knowledge plays a huge part, whether in a team game or a free-for-all. However the matchmaking works on the assumption that you are equally knowledgeable on all maps in the game… not so much fun when you’ve never had a DLC map-pack, and just got ODST and hence are experiencing a multitude of new maps for the first time.
Jumpers for goalposts
I could go into a lot more depth about the problems in virtually all current games across any genre, this is just a sample that I am familiar with. But the point is that hopefully it’s obvious that it is a problem. If you analogise video games to real sports, the current situation is like asking a soccer team to have to play against anyone from the Premiership, through to a bottom division, to a bunch of kids kicking the ball around in the park, whenever they want to play a match. Most versus modes on games don’t even attempt to offer anything like Easy mode or Hard mode, or even a Normal; it’s just totally random, or more likely VERY HARD all the time, if you’re not an expert experienced player. How many of those players out there who don’t appear to enjoy playing competitive games, like the quote at the start of this article, might do, if they felt they had a chance for a ‘equal match’. Next time in this series I’ll look at some possibilities for solving it, and better ways of doing things.
PC vs Console
My move and settlement to Athens, Greece has finally been completed and I have some spare time to assault your eyeballs with another post regarding the PC vs Console debate.
I was inspired back into the debate by the release of the news that Left 4 Dead will be getting new DLC and the PC will be getting it for free but XBOX owners will pay (XBOX:0, PC: 1). Is this fair? Is there a reason?
Well it’s a big fat no, not as far as anyone can ascertain.
My guess is that Valve, in their glory and wisdom, realise that XBOX owners are a bunch of chumps who will pay for cat flavored peanut butter if there’s an achievement to be gotten, whereas PC owners are a bunch of thieving villanous bastards who’ll just download it from a torrent for free if money is mentioned. Taking this into account, I think it’s more of a cultural issue than anything technical or competitive.

He Owns a PC
What I have come to realise regarding PCs and Consoles is that you really need both. I own Call of Duty 4:MW on the PC and the XBOX360. But the one I play exclusively is the XBOX one. There is only one reason why, and that is because my friends play it there. I don’t play these games for the single player experience, if I did I’d still be playing it on the PC as the graphics are better and the mouse/keyboard combo is far better for me. But I have so many more laughs playing with my friends than being a lonely old git.

MMM, Cat flavored Peanut Butter!
On the otherhand, I have gotten back into my favorite game of all time: Eve Online. Which can only be played on the PC. The amount of pure brainjuice needed for this game is intense and is an experience I can’t get on the pick-up-and-play console. Neither can I go into it just for a dabble as it takes at least 30 minutes to do anything constructive.
2 years ago I would have been predicting the demise of PC gaming but recently I have had an epiphany (it didn’t hurt but thanks for asking). I have started work here in Greece in tech support of home PCs and have a very clear view of the situation in the PC market: XP sucks, Vista rulez. Most clients who have a problem are still running XP on a 3+ years old machine, the few clients I see with Vista and a newer computer I will see only once for a configuation change, not a technical error. And then I tried to remember the last time I had to hack my registry on my Vista computer, or edit the config.sys or do any of the million and 1 tweaks required to get XP limping along for another 6 months. And I haven’t; once my computer was setup, I haven’t had to change anything. In otherwords, it has become as stable as my XBOX360. I turn it on and it just works.
The only time a Vista machine should go wrong is if the dumb-ass user has downloaded a virus, installed a “free” game or any of the other stupidities that PC users are inclined too. Thererfore getting back to the problem now being that of culture. But as a gaming platform, it is still alive and strong and lends itself to games that the console doesn’t, and viceversa.
In conclusion….go get another credit card, buy yourself both platforms and default on the payments and cause another bank to collapse.
Role Inversion
Ok, it’s high time I published the results from the Inversion Survey. A disappointing response on this blog and on XBL I have to admit, but at least I got a good response from my facebook page

| Skill Level | Inverted FPS | Inverted 3PS | Inverted 3PA | |
| Remy77077 PAD |
2 |
y | y | y |
| Remy77077 MOUSE |
2 |
n | ||
| Navan Daughn PAD |
1 |
n | n | n |
| Navan Daughn MOUSE |
4 |
n | n | n |
| GA |
1 |
n | n | n |
| Dydus |
5 |
y | y | y |
| RB |
1 |
y | n | n |
| SH |
1 |
y | y | n |
| Grymbok |
2 |
y | y | y |
| adammk |
2 |
n | n | n |
| Hachimaki |
4 |
y | y | y |
| McMond |
2 |
n | n | n |
| Lom2112 |
4 |
y |
My hypotheses before this survey were the following:
1. What comes most ‘naturally’ to you is what you initially learnt from. Someone who played lots of flight sims, or arcade flying games would be affected by each initial learning sticking with them. Also someone who played lots of “crosshairs” games, such as Operation Wolf, before they played an FPS could be affected by learning that.
2. People who invert visualise their game differently. They visualise themselves as the character more, and changing the view is akin to moving their whole head about. It’s like moving ‘a joystick on your head’. People who don’t invert simply see themselves as the crosshair – more like they are visualising themselves as just the eyes of the character, or even the gun-sight.
3. There would be a performance related correlation that the non-inverters had a ‘faster’ kind of visualisation that would be helpful in making them better players (& more likely to become skilled and experienced at FPS type of games).
4. People would generally stick with one control method throughout all kinds of games – and if they changed it, it could well be to do with a change in how they visualised in that style of game.

Now clearly this isn’t nearly enough data, nor even enough questions, to make any kind of analysis other than anecdotal, but a few things stood out.
There wasn’t a clear correlation between highly skilled & experienced FPS players and not-inverting as myself and Navan suspected. This gives me a lot of hope that I should continue to play ‘my own style’ without feeling I am being unduely hampered by my choice of controls.
Secondly, I feel if I was to do this survey again and do it more widely, I think I certainly need to break down the difference between playing on a gamepad and playing on a mouse. When I initiated this I did so on the assumption that most people would play the same on either type of control, however I suspect the majority of answers to this were from a gamepad perspective, and also during the period between when I made this survey and this response to it, I had installed and played Half Life 1 on my PC, so was playing an FPS on a mouse for the first time in years. And bizarrely I discovered that without even realising it for many hours of play, I was playing without invert on. As yet I have no idea what has changed for me, as I am certain I used to play on invert on a mouse as well as on a pad.
Some of the most interesting responses I got were actually commentary as opposed to full survey answers, notably almost all of them correlated exactly with the hypotheses I started with -
- “I always play stick/mouse moves the way my characters head goes ie. I push forward I look down, backwards I look up. Same goes for flight based stuff”
- “For whatever reason, un-inverted controls make no sense to me at all. My best guess is that on some odd level I’m viewing the mouse/joystick as an analogue for my “head” in the game. Push the top of your head forward, and you look down, etc.”
- “..it might be interesting to see if there is a correlation with motion sickness for the inverters”
- “Remy77077’s head/crosshair theory fits here. I’m basically using whatever controls I have at my disposal to move a pointer around the screen, rather than trying to push my characters head around. “
- I have a simple explanation as to why I invert the mouse, I learned how to fly before I ever played any computer games with a mouse
Unfortunately I don’t feel I am going anywhere further with this right now. As I joked on facebook “..when I get my research budget”. This is definitely a really interesting area of games analysis for me, but I feel its a really complex area too, and there doesn’t seem to be any simple answers. A really detailed and wide-reaching survey would have to be done, that’s far beyond my scope and the scope of this little blog to entertain. If only I could quit my day-job eh?

Inversion Survey
This is something that’s been intriguing me and I’ve been working on a blog post on for some time, but I realised it would be far more intesting to try and get some data from my friends and any readers of this blog who’d like to get involved too, before actually discussing it further. So please put your answers in the comments, or message to me in any manner is fine (XBL, myspace, email etc.).
Thank you very much in advance to everyone that participates
1. Rank on a scale of 1-5 how skilled & experienced do you consider your play at First Person Shooter (FPS) games, 5 being the highest. (If you have an XBL account it would be helpful if you told me it as well to compare Achievements)
2. When you play an FPS game, do you play with look inversion (Y-axis inversion) on?
3. When you play a third person action game with shooting elements (such as Gears of War, Ninja Gaiden aim mode, Gun Valkyrie, World of Warcraft etc), do you play with look inversion (Y-axis inversion) on?
4. When you play a third person more movement-based adventure style game (such as Tomb Raider, Uncharted, Ninja Gaiden etc), do you play with look inversion (Y-axis inversion) on?
Any more comments associated with your thoughts on this, especially if you change your look invert settings from game to game I would be really interested in hearing your thoughts on why you prefer that. Ninja Gaiden is especially potentially interesting as of course you can have different look invert settings when in “aim mode” compared to the normal game view.
Personally, I’d rank myself a 2 for FPS game skill & experience. I’ve played an awful lot of games but I certainly don’t play as many as a lot of folks do, and I’ve never gotten especially good at any of them. On single player I usually only play through them once. And online multiplayer I don’t tend to “know” any of the maps very well when I play FPS games, or even have an average ranking on games like Halo 3. However I am far from a ‘noob’ and can generally hold my own on any game once I’ve played it a little bit. I play every single style of game with look inversion on - so pressing “up” always looks down for me.
-=Lordnaff=-
Here’s my answer to your survey
1. XBOX FPS rank: 1
PC FPS rank: 4
2. Not inverted
3. Not inverted
4. Not inverted
The reason that I don’t invert the y-axis is because when I have accidentally done it in the past, I got instant RSI, eye-strain, back cramps, irritable bowel syndrome, epilepsy and Aids.
Orange.. Wednesday?
The Orange Box: Day 1.
Well at the insistent urging of my colleague, friend & co-blogger lordnaff I eventually found a copy cheap enough to get.
So to tie in with my ideas on time-based reviews and things that could be added to XBox Live, here’s how I got on with Orange Box after my first forays at it (3 Achievements!) for a few hours last night. Warning, this is going to be unavoidably negative in places, much moreso than I would normally ever blog. However I was planning a post regarding my problems with the FPS genre as a whole, but instead I’ve also included a lot of those points here. So if you’re a big close-minded fan of FPS’s.. please look away now!
As a multiplayer-competition loving goon, the first game on “the Box” I decided to try, naturally, was Team Fortress 2. I already knew it was a pure MP thing, but I hoping for some kind of practice mode. Bots or something maybe? Umm.. nope. Nothing. So instead I booted a LAN game solo and after waiting for a 15 second countdown, to check I was really sure I was ready with myself, it did actually allow me to run around the map on my own, read the character classes and get a few basic tips & figure out the controls before without having to go in totally cold to a multiplayer game. It’s cool that there was some way to do this, but why hide it? Then I ended the game and got a congratulatory message for the longest time alive with the Medic or something. 15 minutes. Oh great, so my attempts at practice have ruined that part of my ‘high score’ stats now too. What a poor interface: This isn’t starting out well for TF2.
Anyway, I have the raw basics of the game down at least, although reloading on the B-button is proving to be an absolute nightmare for those used to Gears and Halo like me. Why on earth would you change that? But it’s time to leap into a Player Match on the same map I’d just ran around. Oddly.. there doesn’t seem to be any lobby, I am dropped straight into a game in progress. It seems to be a 3 v 3 game.
“Hello” I call over mic, to silence. “Anyone there?… Can you hear me?”. I run around for a good few minutes without seeing a single person. I hear intercom messages about ‘the intelligence’ being taken and stuff, so I know others must be there somewhere, but that’s all I get. Eventually I find someone on my team and get near to them and again call out; again with silence as the response. I was wondering if they could only hear me in close character proximity in-game. But it seemed to make no difference. I decide to follow my ‘teammate’ and sure enough I eventually find someone to shoot. A very brief firefight ensued and the usual spazzing about ‘figure-of-8 dancing’ that is all so common in the generally laughably-unrealistic FPS genre occured. I am pretty sure I got killed by a smack to the back of my head or something, although it was hard to tell, as I wasn’t left with any nice view of how I died or anything. The characters seemed to move way too fast to me, really hurting any attempt at tactical combat, not to mention how few hits seem to kill. The movements & attacks felt really jerky and non-fluid. It all seemed to heighten the sheer spazziness of it. As I’ve often felt with FPS games, it did accurately portray a gunfight between two people who had stuck traffic cones over their heads.
Eventually the opposing team ‘won’ the match and I noticed people seemed to be joining and leaving during the game too. But instead of a win/loss screen – it just seemed to restart immediately on another match with the same teams. I was getting bored with no-one to ask advice or anything, and then suddenly it popped up with “The Host has left”.
Maybe it was just a bad group? So the next match I enter the same map but this time one already full with 15 players, as I noticed it had felt extremely empty on that map. “Hello” I said once again as I was dropped instantly into a mid-game. Thankfully this time, someone answers. So it turns out you can actually hear everyone else on the same team. I explain I’m totally new to this and wanting some advice, and the young fella seems happy to help out – also, I notice no-one else seems to be really working as a team much at all. There’s no other communication going on so it doesn’t really matter that we’re talking about what the character classes and weapons over the game’s team channel. I try out a bunch of different classes but I couldn’t seem to get anywhere really with anyone other than the rocket-launcher Soldier who I am getting quite a few kills with at least.
Neither team seems to be be able to make any headway at all at actually gaining the objective. 8 v 8 seemed that it was impossible for either side to crack their defenses. Wandering into the enemy ‘base’ alone I could find no safe way in at all, and even following others in didn’t seem to help. I eventually ended up in a one to one chat with my helpful teammate because the game actually blocks the chat while one or other of us are respawning – but with no indication of this fact, I wasn’t aware I was in fact talking to myself half the time. Another gawp-inducingly moronic hole in the interface then. With the score on 0-0 for ages, the game eventually initiates “Sudden Death” mode which my teammate explains. A couple of minutes into this, without seeing any enemy… “The Host has left”. Oh dear. Well… I’m not really having much fun at this, so despite the fact I am really grateful to my teammate for chatting with me, I decide to go and try something else.
Overall, I can’t see why anyone would play this over Halo 3 at this point. The class selection is a very nice idea and it’s much better than running about the map to learn weapon spawn points. If I want a rocket launcher, I can play with one. That is great.
However for absolutely everything else Halo dumps on it from a stratospheric height. I am also pretty sure there is no party-play & a lack of good matchmaking… However I understand that some features may be a lot better in ranked matches, so I’ll certainly give it another try later. But when you’re looking at a bad interface, worse graphics, worse controls, and seemingly to me at this point far worse gameplay than the most obvious competitor that springs to mind… I’m left wondering why? Even the potential for the vaunted class-based teamwork seems much lower than in Halo without party play & with the flaws with the in-game communication.
So, time to try something else. Let’s start at the beginning with Half-Life 2 then I thought.

First impression – well the graphics don’t exactly seem cutting edge but, well, this started out really interesting. I was really impressed by the voicing and I at least seem to quickly grasp some sense of what was going on with the controls etc. The storyline seemed to be really interesting. Who were these overseer-type class? Who was that white-haired man talking over the viewscreens all the time with the really Equillibrium/1984 style stuff… I felt the urge to want to agree with them and assume they really were beneficial just to see how it played out. I wonder how things would get revealed… but then BAM. It was ruined. My heart sunk – you were already supposed to know that actually, the new ‘ruling class’ people are actually aliens now controlling the earth and they most definitely are the bad guys ™ and you should shoot them in the face immediately all without any qualms at all. No grey areas allowed sir! (but it goes so well with orange).
My interest in the story was almost immediately lessened to the mere curiosity that I get with 99% of videogame storylines.
Even worse, you were clearly supposed to know half the characters already. That’s to be expected I suppose for a sequal.. but it’s not much fun for anyone when you haven’t even brought the game out on the same console. At the very least I expected some kind of storyline prelude summary in the manual. Nope, nothing. Apart from a vague explanation that it was somehow my characters fault that unleashed a lot of this bad stuff ™.
Also.. as good as the speech was, because it was fading in & out as I approached people, and because of the loud voice over the top from the white-haired dude, I kept feeling I was missing things. I restarted a section with the subtitles on, and sure enough, there had been masses of speech I hadn’t heard, that made things a lot more playable and understandable.
Anyway, I got through the first few introductory sections still rather interested, if feeling really let down by the fact the big story ‘reveal’ had already prematurely spilt itself everywhere before the game had even begun. Then finally we get to the more ‘action’ section of the game proper, and finally a I get a pipe! Aaah. This is about the only thing fun I can remember from my brief plays on the PC Half-Life – playing MP matches purely to smack some sniper-rifling camping idiot in the face with a lead pipe.
But I notice the control still feels rather clunky though. Smacking down some crates with the pipe to get through a gap or picking up and dropping things and manouvring objects is a nice feature, but for me it just highlights how bad the first person viewpoint is for this kind of thing. Unlike in third person, sideways-on.. or even you, know, real life, it’s really hard to judge where objects are in relation to everything else around you when you are blessed with a Dalek-like “10 degree view” of the world. Perhaps it should be called 10% Life rather than Half-Life?
As I got a gun and firefights ensued, it just got even worse. It made me realise how important a feature the ’scanner’ in an FPS (like Halo has) is for adding any kind of realistic awareness of your surroundings. The “hit direction” indicators in Half Life 2 just didn’t seem to work properly at all either. I repeatedly got killed wondering “what the ****” was killing me. The worst case was when I was wandering along and suddenly couldn’t move, and my health dropped to zero. What on earth? On a later repetition I discover I’d been grabbed by some overhead egg-type alien thing. Fair enough, but why not pan the camera up automatically to, you know, let the player have some clue that his face is eaten off? Or better still.. here’s a crazy idea. How about making this game in something other than a first-person view in the first place?
I’m getting shot again and wondering where from.. so I try to backtrack into the cave-like area I’d just poked my head out from, but no.. I just stand still and die. Obviously this was because there was a tiny step on the ground that my character couldn’t backstep up over and, naturally, he had absolutely no awareness of it’s presence. Silly Gordan Freeman-Face! Another time it would seem my elbow got caught against a door corner in exactly the same fashion as I stood there getting shot. A problem I’m sure we’ve all faced in real life.. I’ve seen so many people stuck by their elbows in doorways when they don’t think to even move their arm, or maybe, you know, look out around the door frame rather than being forced to walk through it to get any view of what’s the other side. But of course.. you’d have to make something like Gears of War for that to work in a video game.
I also notice I’m repeatedly running through reasonably sized areas, but with really no clue as to where I’m supposed to be going. All the while being shot at. Again, it makes me realise how much better games have become these days to attempt to overcome these shortcomings of the FPS genre with objective and direction markers and map overlays for example. I got lost numerous times and died a few times before I found the ladder I hadn’t seen, or went in the right direction, or found the barrel I had to smash or explode.
All these things then seemed to combine on one particularly nasty section. I’d narrowly escaped some exploding barrels, and scraped through running down inside some pipes. I then walked out and got slaughtered by overhead gunmen. Ah, I forgot to mention until now that all enemies in this game seem psychically linked to your precise location at all times – the moment you step out of anywhere, or look through a hole in a wall, you will be shot. Even helicopters wheeling through city streets overhead are able to track you to almost sniper-like accuracy. I suppose it’s good practice for multiplayer. Anyway, I respawned and stepped out again, having learnt where the enemies where. I shot the first 2.. then more poured out and I died again. Respawn again.. and I notice each time I am starting this section with only 30% health. And I had no option to not save, no option to backtrack to find more health.
Not since I almost smashed the disk of Final Fantasy Tactics on the Playstation 1 have I seen such a game with such an atrocious save game interface that seems purely designed to screw over the player & perhaps artificially ramp up the challenge. It’s worse knowing that in all likelihood on the PC it had no checkpoints and the player could likely save anywhere and as often as they liked, and could manually backtrack to any previous saves they wanted. That kind of system also ruins games in it’s own way, but it wasn’t anything like this. Checkpoints are a great idea, but this was just so poorly designed as to be even worse than the save-anywhere method. I still eventually got through this section, but it left a really bitter taste in the mouth and resentment in my head.
Unfortunately the game seems all about repeatedly doing the same section over and over until you learn where the enemies are, where you are supposed to be going, where the ammo is. I don’t really feel much fun or progression from doing this. This is a definitive hallmark of all those bad PC games I’ve left behind. I’d heard Half-Life was meant to be immersive? Well it’s impossible to be immersed when you are dying over and over again and having to ‘learn’ sections of the game. Even good set pieces that should feel cinematic don’t really work when you see them over and over. I daren’t even compare it to something like Halo or Gears of War, as Half-Life 2 is so hopelessly outclassed on this front by games like these that it doesn’t even seem like a fair comparison.
I guess I was expecting too much. Worst of all, I was simply getting rather bored playing it. So bored in fact, I was periodically pausing the game and chatting & browsing on a PC while ‘getting through it’. This really isn’t a good sign when I’m only just starting a new game.
Oh and don’t even get me started on the torch! *mad glare*
The only point (past the very first level) where the game really entertained me was with the Achievements. The first one I got in the game was possibly the funniest and most accurate achievement for me personally I’ll ever receive, and when I was getting a bit frustrated with the game and it gave me “Malcontent” achievement, I did think this was a genius of programming to have read my mind like that.
Anyway, despite all this negativity, it’s still a game I feel I can still play more of. It’s reputation alone means it deserves more of my time. Who knows, in a few weeks or months I could completely change my opinion. But for now, I give this game my highest ever rating: One Turd
One team has STICK!
Team Shitty Shotty enlisted a new member last night, wildpaintings, and the team went on another foolery-filled rampage on Halolz. I suspect that wildpaintings maybe in danger of demotion from TSS however, as he led the Team to their dramatic first ever win. 50 to 49!
The game started off badly, with a member of the opposing team immediately making it onto both my ‘Mute’ and ‘Avoid Player – Communication’ lists before the game even began for his ridiculously annoying screeching in the lobby. But there were no drops, and a nice lag-free game that was incredibly close on score all the way… with myself dealing the, not-at-all-lucky-honest, final kill to the enemy team as Navan Daughn distracted the enemy from the flank:
Much whooping and cheering ensued as the glory of Team Shitty Shotty lit up the rankings leaderboard… umm, well not quite. It was only a Casual Team Slayer game.
Still, some delicious fiero in the face of agon was certainly felt all-round.
We even won again just a couple of games later, but it wasn’t even close, as the opponents were all on split-screens and one seemed to have turned into a stationary target practice dummy for reasonable periods of time which made the win rather anti-climatic after the previous excitement. However TSS was also fairly close to pulling off an upset in a number of other matchups against far more experienced and skilled opponents thoughout the evening. Definitely improvement was being seen in fact. I will attempt to counter this alarming trend with alcohol next time.
The next challenge is for Team Shitty Shotty to steal a victory from the pansies in a Ranked Match game, and perhaps to take their honed skills into other game arenas.
It was a rather good night of other gaming on top of this as well for me. I once again had some great Street Fighter AE matches with The Uberwarlock, who is an awesome Street Fighter opponent for me always. As usual, I was losing to him, but at least my game was reasonable this time – I even managed to beat his ‘Gief once. A fantastic challenge.
And, much later, I got out of bed for an insonmia-fueled 5am completion of Braid. Both of the Agoners crew are big fans of Braid with lordnaff in particular declaring it one of the best games ever. Myself, I am hugely enamoured with its existence as a 2D game & it’s aesthetic and design ideals, and would have bought it almost no matter what I thought of the gameplay. But overall as an actual game for me, I just think it’s ‘rather good’. The dissappointments that lower it to that category for me are firstly that I became very irritated with the manner in which the obfuscated game mechanics became a part of the puzzle themselves on one too many occasion – a problem a decent tutorial or smarter level design could have easily allieviated; to at least let you understand what tools you had available. And secondly I am feeling really let down by the storyline switch-up in the ending, which was far more poorly delivered than expected, and has pretty much ruined the game’s narrative for me. Then again, I prefer some good emo angst to some hard-hitting plot twist; your tastes may vary. But, I am named after Remy for a reason!
Fight For Futility!

Another game I love, Virtual On was recently re-released in an 
Lastly we come to the puzzle element in Half Life. Which mostly comes down to “where the **** do I go now?” or it’s close cousin “how do I get through this bit without X killing/damaging me?”. Now these are the only areas of the game where I actually became stuck a few times and found any real challenge in completing. However most of the time I was simply lost because I hadn’t played the game in a long time (usually due to being bored by it), and the game often gave very little indication of even the direction of progress (although some levels are indeed expertly arranged). However the solution to all of the times I got stuck was either trial and error on movement timing or a jump, or more often had a totally illogical solution which almost always involved moving your ‘disembodied hand & weapon floating camera’ along a 1 pixel wide ledge or pipe. These manoeuvres would be totally impossible in any game where you actually played a character that had any sense of scale and size, or even vaguely realistic physics to the placement of your character within the game environment. The trouble is that, given the save mechanic, these puzzle elements were pretty much the only challenging part of the game left to actually play. It did make me think that if you must design a game within the limiting restraints of a save mechanic like this, making something like Portal -where the action elements have been mostly stripped out in return for far more puzzle elements – is actually the logical way to go to improve it.
Half Life has of course won many awards, but none as coveted or as well deserved as the Agoner’s single turd.














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