We’re at the Freakin’ Frog. Here’s a shot of the Whiskey Attic upstairs.
Monthly Archives: June 2011
Bang bang!
gem was angry at that sheet of paper!
So, our trip so far!
The way out was decent. We a couple new CDs and a CD we hadn’t heard in a while. We also played MadLibs and made fun observations personifying various construction vehicles and power lines!
There were some mix ups on the first night, so after meeting up with Alex and the group, we split up. I tried to get together with my family, but long story short, that failed, and we ended up eating at the Village Seafood Buffet. Expensive, but oh god so good. We also watched some TV and saw the flamingos!
We met up at a bar and drank with everyone, which was a lot of fun! Some people had trouble learning to take jello shots 🙂 Then we took an overpriced limo back to one of our rooms to drink champagne and play with their dog, Tegin!
This morning we went to the shooting range. I had shot a little at a YMCA camp when I was much younger, but this was basically my first time shooting. We had three different handguns and a rifle. I enjoyed all of it! The amount I shake with the rifle was crazy. Using the scope was harder than I expected too. All in all, I was much better than I thought I’d be.
Then I went on a quest to find an ATM. It took so damn long. I then rushed to the pool to find the group but had to go back to the room for a forgotten ID. I never did find them.
Monster Hunter Dynamic Hunting
Monster Hunter Dynamic Huntig | iPhone/iPod, Reviews, Action/Adventure
Shower
Sonic Generations City Escape
I had to repost this trailer that Patrick brought to my attention. Man, I really want to play this.
Microsoft Press Conference Recap
Kinect is going to be involved with everything!
Microsoft brings a whole bunch of things I don’t need on my 360 to my 360.
Also, nothing of interest is happening on the 360!
Sumo Waits
Sumo waits at the gate for Collin.
An examination of level hubs
Level hubs are bad. There, I said it. Well, they’re usually bad anyways. Level hubs are the worlds you explore to find the actual levels. In a level, you have fun, progress the story and game, are taught new mechanics, and are tested on those mechanics. In the hub, you look for a level. Why? Menus will always be better than explorable hubs.
The Mario series has an interesting history with hubs. At first, there was no level hub at all. Finishing one level sent you on your way to the next. Super Mario Bros. 3 let you pick your level from the hub. You didn’t really explore. You couldn’t jump. You weren’t really in control of Mario, but you could pick your next level. There were multiple paths of levels, and sometimes things could block your path. Because you’d need to see the paths between levels and try to get to (or away from) the enemies blocking you, the level hub was important. Super Mario World was similar; it had multiple paths you could take. Levels that had multiple exits would lead to multiple exits and were marked on the map. Again, the map had a purpose. Importantly, these hubs were not difficult to navigate and didn’t add a significant amount of time between levels.
Super Mario 64 changed all that. Peach’s castle was the level hub, and in it you controlled Mario the same way you would in any level. Certain paintings in the castle allowed you to enter levels through them. In this way, the game rewarded (and required) exploration of the castle. Was this good? I loved Super Mario 64 when it came out, and I’m still quite fond of it. It’s hard to decide whether this was a bad decision. There are a few things that Nintendo did to keep the hub from being terrible. First, the game mechanics functioned the same way. If you enjoyed controlling Mario in a level, at least you could potentially get the same enjoyment out of the hub. Second, most levels weren’t hidden. You could clearly see where a level was based on the doors, and the doors were even marked, letting you know how many stars you needed to unlock it. Third, after obtaining a star, Mario would come back out of the painting, standing right in front of it. This is great because the majority of the time you need to go right back into the same painting for another star. Still, I’m going to go ahead and declare the hub bad. At the time, it was a good thing. It was new and interesting to have an explorable hub world, and it made Mario’s adventure seem grand. We were still at a time where all video game urban legends weren’t immediately debunked by the Internet, which made the hub feel like a mysterious place worth exploring. We were also new to 3D platformers; the hub gave gamers a chance to get used to controlling Mario. We’re past all that now. The hub is bad.
Nintendo thought we still needed hubs in Super Mario Galaxy. It’s practically amazing how terrible the hub is in that game. Not only was it a waste of time when what I really wanted to do was get to a level, but it was also confusing and hard to navigate. Things got a lot better in Super Mario Galaxy 2. The level select screen is very close to that of Super Mario Bros. 3 with multiple worlds consisting of different levels, this time called galaxies, with a star select screen after that like the one found in Super Mario 64 or the first Galaxy. However, it seemed Nintendo couldn’t shake the terrible idea all the way. Perhaps young gamers like a non-threatening place to play as Mario. Whatever the reason, there is still the spaceship that Mario uses. After beating a level, Mario once again appears on his ship. What’s there to do on the ship? There are plenty of NPCs with whom to speak, but there is little incentive to do so. Yes, there are times where there’s a reward, but this could be awarded to the player in a better way (such as the mini-game at the end of levels in Super Mario Bros. 3). In actuality, every time I get back to Mario’s ship, I run forward for a second to jump onto the button that brings up the level select map. Why put me on the boring spaceship hub if what I want to do every time is get back to playing Mario? And no Nintendo, that’s not an invitation to put more crap on the spaceship next time. It’s a request that you list what we want to do in your game and take out everything that isn’t on that list.
Now Nintendo definitely isn’t terrible. Sega is terrible. Sonic Adventure had an awful hub world that was incredibly time-consuming. Finding a level shouldn’t take a long time. Despite the bad hub, I did finish Sonic Adventure. I wasn’t as angry at hub worlds back then, and I had a lot more time on my hands. However, I don’t think I’ll ever be able to go back to play it again. Luckily, it seemed Sega had learned. In Sonic Adventure 2 it was much easier to find levels, and in Sonic Heroes it did away with all hubs and went back to stages and acts. Fantastic! While Sonic Heroes was buggy, I greatly appreciated how they mapped out the game. And then there was Sonic the Hedgehog (2006). What. A. Mess. The hub world was back in full force, and it was terrible. It was the first game I purchased for PS3, and it was a big mistake. I never have picked it back up again. Sonic Unleashed on 360 was a lot more fun, but still suffered from the bad hub world. Trying to figure out where the next level was got so bad that I gave up all together. While I haven’t yet, I plan on trying it on Wii because that version, or so I hear, doesn’t have the hub.
How about open-world games? Well, Grand Theft Auto does it very well, but I don’t think it’s exactly the same. Finding missions take place in a city that, for now, let’s call the hub. The missions take place in the exact same city. It’s seamless. Because the levels exist as part of the hub, I wouldn’t really call it a hub. In addition, in Grand Theft Auto 4 at least you can take a taxi to any mission on your map. And how do you pick your destination? With a menu. No More Heroes looks similar but is actually very different. There’s a city in which you can drive, but none of the actual game takes place in the city. This makes NMH’s city a hub, and a terrible one at that. Whether this was a mistake or not is debatable because Suda 51 has made the argument that this was a critique of open-world games. If he’s critiquing Grand Theft Auto though, then my previous statements about GTA would stand as my counter-argument.
Many iPhone games use a grid to represent levels. Level select screens have multiple pages, and each page has a grid of stars, with each representing a level. Not every game uses stars, but I see a level select screen similar to this in many games. This isn’t a hub, and this is close to what I’m advocating. However, you can’t deny that this looks very dry. In fact, I saw we look once again at Nintendo. Quite often they get it exactly right. They don’t use multiple pages. They use multiple worlds, such as the different islands in Super Mario World. Instead of stars representing levels, arranged in a grid, Super Mario World featured dots set up to reflect the world they represented. You could maneuver through the hub quickly and effectively, yet it still conveyed the idea behind that set of levels. It looked fun, but most importantly, let you get back to the actual fun quickly.
Thank you, Super Mario World.
A Contest I Don’t Want to Win
No thanks. I’d rather not have a rib job from you.
Okay, want to know what that really is?
How do relationships in game affect relationships in real life?
Breakfast Topic: How do relationships in game affect relationships in real life?
I like this one the least of my published WoW Insider articles.
Also, what’s with the picture they chose?




