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Posted Friday, September 14, 2007 12:30 AM

The Complete Vs. Mode Featuring MTV News' Stephen Totilo Vs. Level Up's N'Gai Croal on Short Session Games

N'Gai Croal
Pac-Man Championship Edition screenshot

Note: This email exchange with MTV News reporter Stephen Totilo originally ran on N'Gai Croal's Level Up and MTV's Multiplayer blog, in four separate installments, from August 13th-20th 2007. We now present it here in its entirety, under a single permalink, for easier printing, emailing and archival purposes.

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Q Games' Gunpey for PlayStation Portable

Time flies when you're having fun...or when you're arguing with a good friend. Along with MTV News reporter Stephen Totilo, we've thus far debated and discussed God of War II, the Halo 3 multiplayer beta and Manhunt 2. In this installment, which is also being posted on Totilo's blog MTV News: Multiplayer, we're taking on an entire category: small games, also known as short session games. Why? Because as the staff of Level Up gets older, we're finding ourselves unwilling to commit to the 10-20 hour experiences of most AAA titles, and increasingly drawn to simpler, more repetitive games that we can pick up and put down at our leisure.

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In the spirit of our topic, Totilo and Level Up agreed to limit the length of our individual entries to 500 words or less. Read on.

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To: Stephen Totilo

Fr: N'Gai Croal

Date: July 22, 2007

Re: My Name is N'Gai, and I'm a Gunpey-holic

Stephen,

I began this entry the week before E3, and I was well on my way to what would have been the perfect kickoff post on short session games. I was going to lead with the sentence "My thumb hurts;" rhapsodize briefly about the PS3 game Super Stardust HD; explain how despite my increased coverage of games, I've found myself spending less time actually playing games, causing the more robust console and handheld franchises that used to make up the largest part of my videogame diet--Metal Gear Solid, Halo, Metroid, Devil May Cry--to steadily give way to the likes of Virtua Tennis, Lumines, Meteos, Every Extend Extra and Geometry Wars; name-drop Electronic Arts chairman Larry Probst and a conversation the two of us had last fall about my changing gaming habits; cite Geometry Wars' revival of the Robotron-esque twin-stick shooter; and conclude by asking you which other genres that once served as full-meal games are ripe for revival as short session snacks. And I was going to accomplish all of this in the 500 word, small-entries-for-small-games limit that we'd agreed to for this installment.

That plan went out the window on the Saturday after E3, when I picked up the PSP game Gunpey for $9.99 in an L.A. Best Buy discount bin. It's a remake of a puzzle game created years ago by the father of the Game Boy, Gunpei Yokoi--think Tetris meets Connect Four--updated by Tetsuya Mizuguchi's Q Entertainment. I rarely spend my own money on games--it's one of the perks of this gig--but Namco Bandai neglected to send it to me, and being a Mizuguchi fan, I couldn't resist. And now I can't put it down.

Heading to work last Friday, I missed my subway stop because I was in the middle of a personal best run. Normally, I'd switch from an express train to a local train at 42nd Street. But I was so engrossed in Gunpey that I'd lost track of everything somewhere around Atlantic Avenue in my adopted hometown of Brooklyn. When I finally looked up, I was at 72nd street, as if time had somehow been compressed. At work, I didn't think about the game, and I had no real intention to play it again that day. I left the office to meet up with a friend in the East Village to see "Sunshine," and I'd planned to listen to Ziff-Davis' 1UP Yours podcast on the way. But the moment I sat down, I felt an overwhelming Pavlovian urge to play Gunpey. Goodbye podcast, hello nirvana. My friend was late to meet me; excellent. The line at the concession stand was inordinately long; hallelujah. Waiting for Sunday brunch to arrive; no problem. Procrastinating Doing additional research on this post; why not? Every delay was an opportunity to wake up my PSP and play more Gunpey. I've got full-fledged games like The Darkness sitting in their shrink wrap because I can't shake the fiendish pick-up-and-zone-out simplicity of Gunpey.

Is something wrong with me?

Cheers,

N'Gai

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To: N'Gai Croal

Fr: Stephen Totilo

Date: July 24, 2007

Re: Was Zelda A Mistake?

N'Gai,

I don't need the easy bait.

Your Gunpey love isn't sign that there is something wrong with you. In fact, it is a sign that you are quite normal. You are, I dare say it, typical. You are Joe Gamer. I say this not to disparage you, but to celebrate your one-man proof of my biggest new idea about video games, my 2007 Gaming Epiphany:

The only games that achieve mainstream success are those that can be played casually--narrative is unnecessary and maybe even a detriment.

Have you ever seen those lists of the best-selling games of all time? They are topped by games that can be played in 10 or 30-minute bursts: Tetris, Madden, Gran Turismo and Myst to name four. These are games with no story or with a story that can be ignored. See those Grand Theft Auto games on lists like that? Most GTA gamers play the series like it's Pac-Man with pedestrians and cops. Show me a multi-million selling Zelda game and I will show you an adventure-free Mario Kart that outsold it. Halo, GoldenEye, and Doom didn't get famous for lengthy solo campaigns. The DS didn't fly off shelves because of a 30-hour RPG. Casual is king.

So maybe I should have wondered if you were un-well when you favored the Metroids and Metal Gears of the world. It baffles me today that anyone looks for games that are linear and long, games that ask you to care what happens next. After 20 years of it not happening, people who make or love those games think they can be a dominant form. Don't those games always disappoint? The fluke is that anyone buys "Final Fantasy." The aberration is that anyone invests three hours--let alone 30--into an adventure game.

This has been a tough idea for me to accept. I always wanted my games to be adventures, an interesting interactive series of events. I crave Zeldas and Metroids and games that can be as rich and lasting as novels. But recently I realized that almost any such game I play lets me down. Final Fantasy feels too long. The Zelda games repeat themselves. The Metal Gear games tell a story I don't care about. I wait--in vain?--for one that is sublime from end to end (maybe my beloved Majora's Mask?)

But then I think about what kinds of games have really excited society. And I am reminded that the masses, including you, have always been most engaged by games that can be at their best 15 minutes in. They are the short-session games of the type I've recently become re-enchanted with myself. Super Stardust HD feels right. Geometry Wars doesn't disappoint. Lumines feels less flawed than any adventure game I've played.

So were those long-form games a mistake? Is casual king? Is adventure really better off the domain of movies and books? (And how does WoW fit into this?) My world is flipped.

-Stephen

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To: Stephen Totilo

Fr: N'Gai Croal

Date: July 25, 2007

Re: Super Stardust HD 1, The Darkness 0

Stephen,

Your Grand Unified Theory of Best-Selling Games needs some work. But with just 500 words per post, I'm not going to tackle that in this particular entry. I will say, however, that there are aspects of modern games--particularly those with stories--that can feel like work. With each new game, we have to learn its controls, mechanics, rules, visual style, geography, architecture and narrative. So depending on the game, it can be up to an hour before we hit the point at which we're truly having fun, where continuous confrontation, challenge and discovery are tempered by mastery of the game's basic elements in an equilibrium between the new and the familiar. In dealing with this medium that's still for the most part not very far evolved from its just-a-way-to-kill-time roots, I find that as I get older, I'm increasingly less tolerant of that initial learning phase.

After my last post, I popped in a long session game--The Darkness, finally--and played it for about an hour or so. It begins interestingly enough, with an on-rails, semi-interactive opening credits sequence of three mobsters casually driving through a tunnel, which turns into a car chase, a shootout, and finally a car crash, leaving you alone for the game's proper beginning. While that opening was both cinematic and atmospheric, its immersiveness stemmed primarily from its visuals instead of its rather limited interactivity, so I found myself getting bored and antsy. To paraphrase Cyndi Lauper, I just wanted to have fun, and I didn't want to invest much time or active thought in getting it.

Even though I got my Darkness powers in the next mission, and the third mission provided some opportunities to play around with my Darkness abilities in various scenarios, I still felt like I was too close to the beginning of the learning-mastery-performance axis, and as a result, I wasn't feeling the instant gratification that I wanted out of the limited amount of time I had to play. In other words, my ass wasn't shaking.

As we've discussed before, games are a generally ineffective medium for the plotting and character development aspects of storytelling. They're much better at action and exploration, the latter involving moving through landscapes and/or architecture in order to accomplish one's goals. But during my play session with The Darkness, my boredom stemmed from my increased aversion to exploration. I didn't want to navigate a 3-D world. I wanted a limited, clearly defined play space. I wanted simple rules. I wanted waves of obstacles to dodge and enemies to blast. I wanted to twitch and shoot and have the pleasure centers of my brain tapped over and over again, perpetually poised on the razor's edge between conscious thought and reflexive reaction.

What I really wanted to play was more Super Stardust HD. So I did.

Cheers,

N'Gai

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To: N'Gai Croal

Fr: Stephen Totilo

Date: August 5, 2007

Re: A Tetris That Fully Taps Cell?

N'Gai,

I think I bailed out of The Darkness at the same time as you. And there's a chance that after I bailed out I played more Super Stardust HD. But I can't remember. I might have played Picross DS. I might have played more Pac-Man Championship Edition.  Any of those three games may prove to be the finest titles of early summer and I am happy to shower all three of these small, short-session games with praise.

But...I am not going to be so kind to the games you're turning away from. You let them off the hook. You implied that it's you--not them--that has turned you away from long games and toward the modern day equivalent of Asteroids and Pong. Don't give them the old-man defense: that the closer your dreads get to turning gray the less appropriate long games are for people like you. Do people outgrow novels and long movies? No, there’s something else short games must be doing right. After all, the Wii and Guitar Hero are huge successes thanks to offering short-session fun.

So let’s praise the short stuff! But let’s also wonder: why is it so arresting even for serious gamers like you and me again? A major factor is that games are getting a little more in step with the rest of popular culture. Short games are to long ones what downloadable songs are to albums, what e-mail was to letter writing (and then IM was to E-mail and then texting was to IM). These days the cultural oddity is the 60-hour Final Fantasy. Oh, and "Harry Potter" novels and Vs. Mode exchanges (But which one is truly worthy of a movie adaptation?)

So short-session is in fashion. But here’s what I find really intriguing: the existence of high-end short games like Super Stardust HD. Many short-session games have been, to modern eyes, graphically basic. That is because they a) came from lower-tech eras (Pac-Man), b) were designed for relatively limited portable devices (Nintendogs), c) were made to be quick-loading time-wasters (Minesweeper) or d) weren't predicated on complex visuals (Guitar Hero). You might easily put cracks in my theory, countering with graphically rich games like Gran Turismo, Madden and Halo, that are popularly enjoyed in short sessions. But save that for later. But you know and I know, that SSHD draws an extraordinary amount of console horsepower to render a simple short-session game mechanic. This, I think, is unprecedented and an accident.

I don’t think the PS3 and 360 were engineered to run small games. They were packed with pricey chips to run epics and big, involved games full of modes and seasons--not to run a thousands-of-objects-on-a-screen shmup . But that’s what we’ve now gotten. And it makes me wonder. Is this a future that these game publishers should consider pursuing with vigor? How about using that Cell processor to make really fancy puzzle games and photo-realistic rhythm games?

What could technology made for epics provide short-session games?

-Stephen

Next: In which Croal declares that small games need better marketing and PR, and Totilo insists that all they need is love--spread via word-of-mouth-and-email like YouTube videos.

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Naked Sky Entertainment's RoboBlitz for Xbox 360 and PC

In Round 1 of our Vs. Mode exchange on short session games with MTV News reporter Stephen Totilo, which is also being posted on Totilo's blog MTV News: Multiplayer, we explained that our twilight years had brought on an increased impatience with the pacing and structure of AAA games, prompting us to spend more of our time on small games. Totilo argued that longform games, not our graying dreadlocks, were to blame, and speculated that the existence of high-end short session games on Xbox 360 and Playstation 3 were the accidental byproduct of machines designed for epics like Halo 3 and Metal Gear Solid 4. In today's installment, we set Totilo straight on the scope of the 360 and PS3's short session ambitions while making a case for the crucial importance of PR and marketing in nurturing the success of small games. Meanwhile, Totilo puts on his Man of the People hat, declaring that in the age of YouTube, the viral distribution and word of mouth are all that short session games need to thrive. See below for the full exchange.

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To: Stephen Totilo

Fr: N'Gai Croal

Date: August 6, 2007

Re: Are Small Games Being Sent to Die?

Stephen,

Your small games theories are giving me a minor headache.

In your first entry, you wrote, "The only games that achieve mainstream success are those that can be played casually--narrative is unnecessary and maybe even a detriment." How are you defining casual? Because games like Madden and Gran Turismo are extremely hardcore: Madden for its slew of options and its requirement of split-second decision-making; GT for its unforgiving driving simulation that privileges rigorous braking and handling over reckless acceleration. You're combining two axes: one of mechanics or accessibility (the hardcore-casual axis) and another of play session duration (the short-session game-long game axis.) So while there's some overlap, let's not conflate the two.

When you say, "I don’t think the PS3 and 360 were engineered to run small games," you're taking a narrow view of the two consoles. Both were designed with networking and downloadable content in mind, upon which Microsoft did a lot of pioneering work on the first Xbox. Look at the original file size limitations for arcade on 360; look at Sony's slate for Playstation Network. These systems were clearly engineered to support small games.

You wonder why many these newer short-session games like RoboBlitz and Super Stardust HD are graphically rich; it's because they're trying to stay competitive on high-end consoles. A $10 game doesn't necessarily get a pass on its graphics. (In Sony's case, a lot of its graphics emphasis has to do with the company pushing its 1080p/True HD talking points.) Small games don't get magazine covers; they don't generate many headlines; and other than a few exceptions--like flOw during the PS3 launch window and Microsoft and Namco's Pac-Man CE event in NYC--these games don't get much marketing or PR support. You and I both know small games developers who've been told by Microsoft PR to curtail their own promotional efforts. We also know that Sony PR wasn't even aware that they had a small hit on their hands with SSHD until we forwarded them the NeoGAF thread; separately, we only got access to a review build of Blast Factor Advanced Research a day or two before it shipped.

This nascent small games revolution is triggering a gold rush mentality as veteran studios and startups alike chase The Next Big Thing. Just as Geometry Wars revived the twin-stick shooter, we could see a renaissance of rail shooters; light gun games; graphic adventure games; turn-based strategy games; even text adventure games. Experimental games like Braid (rumored to have been picked up by Microsoft) and echochrome could find a home and an audience. WiiWare could open up radical new uses for the Wiimote, the Balance Board and the Zapper. But without a committed, creative approach to PR and marketing, it could all disappear without a trace.

Cheers,

N'Gai

P.S. "Vs. Mode: The Movie" sounds intriguing. You could be Anakin Skywalker to my Obi-Wan Kenobi; Clarice Starling to my Hannibal Lecter; Antonio Salieri to my Wolfgang Amadeus Mozart. Think about it.

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To: N'Gai Croal

Fr: Stephen Totilo

Date: August 6, 2007

Re: Small Games Don't Need PR

N'Gai,

Sorry about your headache.

Correct my conflations of casual and short session if you want, but let's look at the point I arrived at: the oddity of a game like Super Stardust HD, a decidedly non-cinematic, non-epic game beautifully benefiting from the power of Cell.

This simple, arcadey, short-session experience was rendered with technical muscle that I do believe was designed with things more like Final Fantasy XII and Metal Gear Solid 4 in mind. Whether this game was made to advertise 1080p or not is less interesting to me than the potential ramification of its existence: the effect it and similar games could have in showing the promise of small games that are built, as SSHD is, on technology that is, arguably, luxuriously over-powered for the current ambitions of small game designers.

I ask you again, what kinds of amazing small games could we get with the power of Cell? What kind of Deep Blue A.I. could you program into a Cell-based Space Invaders? How about a photo-realistic Pac-Man on 360?

I think the current gaming moment presents a special opportunity for high-end small games. Yes, such a technological opportunity already exists on PC and, no, small games developers and publishers don't capitalize on it. But I'd go back to SSHD and how creatively successful it is and suggest that, hey, maybe an appetite--consumer, creative and financial--can be cultivated for high-end, high-tech small games.

Ah, but you rightly point out that this could be a fleeting moment, that the small games resurgence may abate. It may, but we disagree on the needed safety measures. I don't think the continued success of the movement requires creative PR and marketing. After all, PR and marketing have had relatively little to do with the surge of popularity in small entertainment outside of games. YouTube clips and downloadable songs get popular without the help of "the man" thanks to the viral hype of "the many." Such viral success occurs in those fields because the platforms involved are open. Theoretically--and maybe temporarily--anyone could create something and anyone could share that creation with anyone else.

Could it happen for games? With the right open platform, sure. But maybe you think the console makers wouldn't allow for open platforms. Probably not, but there are ways they can emerge almost even despite Sony/Nintendo/Microsoft's closed nature: 1) web-browser-based (so, not exactly high-end) small games coded for play on consoles, as seen via WiiCade, which, combined with the right community features, could do the trick and give every console-owner access to a broad palette of games; 2) more promising, to me, Sony's LittleBigPlanet, which, if dynamic enough, has a decent chance of housing the next user-generated Donkey Kong or next Tetris, albeit rendered with cutting-edge graphics.

Consider the high-end small game with me for a bit. And then let's talk about, I don't know, what's better: small games that make you twitch or small games that make you think.

-Stephen

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To: Stephen Totilo

Fr: N'Gai Croal

Date: August 7, 2007

Re: Isn't It Pretty To Think So?

Stephen,

Why are you hung up on which games the Cell processor was designed for? A console is a fixed platform, so developers can take advantage of all its power and features knowing that anyone who owns that console is a potential customer. The same isn't true of the PC, whose dizzying array of configurations forces many developers to target the lowest common denominator. You're also failing to acknowledge the importance of the network and what it was designed for. Microsoft didn't start out with full movie downloads, and Sony didn't start out with large-scale games. They began with short-form content: trailers, demos and small games. Before digital distribution on consoles became possible, small games for those systems tended to be party games like Mario Party, collections like Namco Museum, or adjuncts to a larger title like Geometry Wars. Why? Because retailers and consumers--to say nothing of a publisher's sales and marketing departments--would resist an individual small game being sold in stores.

So what happens when you combine powerful CPUs and GPUs with built-in networking and online services on a fixed platform? You get something like Super Stardust HD. The hardware makes the graphics and physics possible; the network gives the developer and publisher the opportunity to reach an audience and recoup their investment. This is not an accident. It's not an oddity. It is the logical outgrowth of the feature sets of the Xbox 360 and the PS3.

You're also rather sanguine about the importance--or, according to you, the lack thereof--of PR and marketing in nurturing the success of small games on consoles. Sure, YouTube videos and downloadable songs have become hugely successful. They're also free, whether they're just being given away (YouTube) or pirated (downloadable music.) The companies behind flOw, Mutant Storm, Castle Crashers and Blast Factor aren't charitable ventures. If they and their publishers can't turn a profit on small games, the funding for these titles will eventually dry up. So unless you're talking about a very different business model than paid downloads, even with demos and free trials, small games still need marketing and PR just as do their bigger counterparts. They're competing for everyone's attention in an increasingly crowded entertainment landscape. To pretend otherwise is myopic. You can't spell viral marketing without marketing; and while word-of-mouth is even more necessary for small games than for disc-based titles, publishers' marketing and PR departments still have an important role to play. Right now, they're not doing a good job.

Flash games and other browser-based games are a nice thought, but I think their natural home is on the PC, not PS3 or 360. But they could see more success on Wii because its gestural controls are still novel. LittleBigPlanet is intriguing, but if you need to own the game in order to play the user-generated content, then the game's sales will be the gating factor on the spread of its user's creations.

Back to the games: why do you like SSHD?

Cheers,

N'Gai

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To: N'Gai Croal

Fr: Stephen Totilo

Date: August 7, 2007

Re: Answer The Question

Do you agree that, be it "accident" or "logical outgrowth" that SSHD feels like one of the first of a potential new strain of high-end small games? That's what I've been trying to get you to engage on.

Next: Which is more revolutionary for small games on high-end consoles: the graphics and processing power or the network?

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The third level of EveryDay Shooter, titled "Lush Look Killer"

We hope you like cliffhangers. Because Round 2 of the current installment of our Vs. Mode exchange on short session games with MTV News reporter Stephen Totilo, which is also being posted on Totilo's blog MTV News: Multiplayer, ended rather abruptly with Totilo asking us whether Super Stardust HD "feels like one of the first of a potential new strain of high-end small games?" In today's entry, we respond to his question in the negative, while going on to sing the praises of EveryDay Shooter--and helpfully suggest some possibilities for a sequel. Unwilling to let us dream a little dream, Totilo declares his preference for a brand new game from the EDS creator rather than our much-longed for follow-up, before going on to champion the 500-channel universe that is his new small games existence. Read on.

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To: Stephen Totilo

Fr: N'Gai Croal

Date: August 7, 2007

Re: Graphics, Si. Gameplay, No.

Not really, because the graphics are the only difference. This could presumably have been done on, say, Insomniac's Ratchet 2 engine. It wouldn't look the same, but it ought to play pretty much the same.

Cheers,

N'Gai

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To: N'Gai Croal

Fr: Stephen Totilo

Date: August 7, 2007

Re: Once More...

That's the point! Recall the bit in my letter where I talked about the game being made on luxuriously over-powered (for small games) hardware. That's what I was trying to explore with you. What happens when, for whatever reasons, developers start making simple games for super-powered hardware? What can/will they do with the extra juice? And what kind of small games emerge from that? That's why I was suggesting things like Space Invaders with near-human enemy AI or photo-realistic Pac-Man. That, to me, is the logical extension of SSHD: a simple game design injected with high-end extras. And it got me wondering what kind of potential such high-end simple games have.

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To: Stephen Totilo

Fr: N'Gai Croal

Date: August 7, 2007

Re: All Day I Dream Of EDS

I don't know how Space Invaders would benefit from near-human enemy AI, and I don't now how Pac-Man would benefit from photorealism. I guess this is where we're parting company: you're curious about what the tech can give us, and I'm more interested in what the network can bring us. In other words, short-session games delivered via digital distribution let developers take chances on riskier concepts without having to compromise them to satisfy the needs of traditional retailers. As a gamer, SSHD is one of the most joyful experiences I've had this year. But as a journalist and a critic, I think it's an evolutionary dead end. Any sequel would probably feel like more of the same thing, so that's why I don't spend much time thinking about the logical extension of SSHD.

EveryDay Shooter, on the other hand, is an inspired blend of twin-stick shooter mechanics, retro-futuristic art direction and an engaging interactive musical score; what's more the chaining system changes with each level. Jonathan Mak has barely scratched the surface of what EDS can do. Today, the game only uses guitar-based music. Imagine an EDS sequel built around other types of instruments: brass, woodwinds, stringed, percussive. Imagine an EDS built around choral voices, or a human beatbox like Rahzel from the Roots, or a DJ collective like the X-Ecutioners. Imagine an EDS with adjustable audio effects to go along with the visual effects that gamers can unlock in the current version, and new visual effects to boot. Imagine an EDS where you could mash up these different elements with new backgrounds and enemies. I'd love to play that.

Unfortunately, we may never get those games, as Mak didn't seem very interested in doing a sequel when I spoke with him at E3; it sounded as though he'd rather work on something new. But I hope this game does well enough to persuade Sony or another publisher to license EDS from Mak and take it into these other areas. Does EDS need the Cell or the RSX to pull this off? I'm not a developer, so I don't know. But I do know that without the network, we might never have seen this game on PS3. The tech helps developers realize their dreams, but the network lets them dream in the first place, console audience-wise. That's why I see the network as the more evolutionary part of the equation.

Cheers,

N'Gai

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To: N'Gai Croal

Fr: Stephen Totilo

Date: August 10, 2007

Re: EDS vs. ADD

N'Gai,

I like your ideas about EveryDay Shooter sequels, but not as much as I like the idea of playing something entirely different from EDS creator Jon Mak. I'm restless for new stuff, and I think my own renewed love for short games is both the cause and the cure for that.

A couple of evenings ago I sat down at my computer to write you a Vs. Mode response. Unfortunately for you (I think), I checked my e-mail first and discovered there was yet another new small game available on the PS3 store, something called Piyotama. I downloaded it, tried it for a few minutes, decided I didn't like it (when Tetris meets Hexic, I don't need to be around, you know what I mean?) and that was that.

In the last two weeks I've also sampled Nucleus, EveryDay Shooter and PixelJunk Racer on the PSN store. My Xbox Live account is set to automatically download every new game on Xbox Live Arcade. I'm awash in small games and loving it. Note that none of this is driving me to the PC to download and play small games there. In fact, the anecdote I just shared had a small game driving me away from the PC. I prefer gaming on the couch (or via handheld), not in my desk chair.

Since I started covering games, I've had a huge variety of big new games at my fingertips. I've played a lot of those titles. But it's only now as I indulge in this newly available plethora of small games on non-PC hardware that I'm experiencing that kind of variety at this rapid pace. And you know what? I like this gaming lifestyle. I like the idea that every couple of days there is a new game for me to play on the 360 or PS3 that I can download in the blink of an eye, have embedded in an easy-to-navigate menu of games, and that I can sample and judge whether I like it in just a few minutes. I feel that this is a more exciting way to be a gamer.

I've argued that the cost and length of new retail games narrows most gamers' experience. Rentals and demos aside, they wind up playing just a few new titles a year and/or are unlikely to try many games outside of whatever genres they're comfortable with. The widespread availability of small games to console gamers can change that. I feel like we've all been given a new (or newly refined) mechanism to experiment with and enjoy a broader array of games. It's like we all just went from having broadcast TV to 500-channel cable.

This feels healthy to me, as it seems like it will speed the feedback loop of creativity and consumer reaction. And it's all hinging on getting new thing after new thing. Or am I going to get crushed if (when?) it all calcifies into services that only house a few proven hits?

-Stephen

Next: The small games we love--and some that just don't work.

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Hand Drawn Games' Desktop Tower Defense

In Round 3 of our Vs. Mode exchange on short session games with MTV News reporter Stephen Totilo, which is also being posted on Totilo's blog MTV News: Multiplayer, we shared our thoughts on some interesting possibilities for an EveryDay Shooter sequel, while Totilo sang the praises of game consoles becoming more like cable TV, where there's always something new to check out and evaluate. In our final installment, we firmly express our beef with Totilo's bright line distinction between twitch-driven and thought-driven small games. But Totilo strikes the most vicious blow yet, making like Marlo Stanfield on "The Wire"--best currently-running show on TV, bar none--by dropping the most lethally addictive product we've consumed since, ironically, Dope Wars. What is it? We're speaking of Desktop Tower Defense. And if you value your life, your productivity, your every waking moment, do not play this absolutely brilliant gem of a game. You have been warned. Read on.

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To: Stephen Totilo

Fr: N'Gai Croal

Date: August 15, 2007

Re: Twitch Like A Butterfly, Think Like A Bee

Stephen,

Your analysis of what makes Pac-Man CE great is spot on. I love the way it takes the empty spaces that I've already cleared--which would have been useful only for escaping the ghosts in the original game--and continually reconfigures and reloads the cleared half of the screen as you operate on the other side. It's a small but profound shift in gameplay that completely outclasses the original.

Separately, I'm not sure that the gap between twitching and thinking games is as wide as you've made it out to be. Some of the best games combine the two in engaging ways. Each new level of EveryDay Shooter first asks you to suss out its chain attack system, then exploit it to better eliminate enemies and rack up points, without ever downplaying its frantic twin-stick-and-move basics. The puzzle games Lumines and Gunpey out thinkishly (I may have to start trademarking these new words), but become more twitchy as time progresses and the pace picks up; ditto for Frequency/Amplitude, Guitar Hero and the forthcoming Rock Band. Wario Ware requires you to quickly recognize the situation at hand, then push, twist or gesture to solve it. And in order to maximize your high score in Super Stardust HD, you have to keep in mind multiple factors: avoiding elimination to maintain and increase your score multipliers; choosing the right weapon for the right asteroid or enemy; acquiring and conserving bombs for tough situations; keeping an eye out for power-ups and point pickups; boosting through point pickups to increase their scoring value, and more.

These aren't just my favorite short session games in recent years--they're some of my favorite games, period--in part because of the way they combine deliberate choice and reflexive response. I popped Diner Dash into my PSP for the first time earlier this week, and after a bit of initial frustration with the controls--and a bit of disappointment with the lo-fi graphics and mediocre soundtrack--I found myself pleasantly challenged by the same twitch-and-think dynamic. But during our Halo 3 multiplayer beta discussion, didn't I say that the combination of tactics and action in frantic, highly pressured situations "blow[s] past the outer limits of my gaming abilities"? I did, but give me permission to revise and extend my earlier remarks. The reason that twitch-and-think doesn't bother me in the games I cited in the first paragraph is that the gameplay in each title is 2-D, not 3-D. I never get disoriented. I never have to worry about something coming at me outside of my field of vision. I don't have to aim high or low. Because of this, I can at my best become one with these games, in a way that I can't with their 3-D gameplay counterparts.

There's so much more that I could say, but this is my final entry, and I'm about to hit the word limit. But we should consider revisiting small games in six months or so. It's fertile ground for discussion and debate.

Cheers,

N'Gai

***

To: N'Gai Croal

Fr: Stephen Totilo

Date: August 17, 2007

Re: Better Than BioShock?

N'Gai,

Another derailment, another dog-ate-my-homework excuse. I planned to write this final letter of our exchange last night, at around 6:30 PM. But first I wanted to try a quick little game a few developers from New York City development studio area/code raved to me about: Desktop Tower Defense. I understood that, like any good small game, a session could only last a few minutes. I'd give it a quick try, make a snap judgment and have something to say about it--maybe--in that final letter.

At 7:56 I was still playing it.

At 7:57 I considered bailing on evening plans I had so I could keep playing.

At 7:58 I decided Desktop Tower Defense might be better than BioShock.

Try the game yourself here. But be warned: It's free, can be played in a browser and is easy to grasp. There's no defense against this game, except maybe not liking it. But how could you not like it?

Stubbornly sticking to categories you rejected last letter, let me tell you that DTD is a thinking game, not one designed for twitch. The playing field is the top of a desk that has had its clutter push to the edges, where only one path is open on each side. Little enemy "creeps" stream through the openings in marches toward opposite ends of the desk. The player plants turrets on the desk to shoot them down. Different types of turrets cost different amounts of money, as do turret upgrades. You gain money for the purchase by shooting the creeps, but lose health if they bypass your defenses. A few wrinkles aside, that's it.

DTD doesn't look nearly as good as BioShock. It doesn't even have a story, let alone a narrative exploration about what it means to be in control a game. It doesn't have amazing water effects.

But if one of the key draws of the nearly perfectly reviewed BioShock is that it is designed for gamers to tackle and re-play its challenges with varying strategies, well, Desktop Tower Defense, then is at least as good at that. I think it might even be better. Because while I may have beaten BioShock using a few different approaches (more on my 16-hour run of the game in next month's first-person-adventure Vs. Mode), I've already played through DTD about 25 times, using almost as many different strategies. And I keep wanting to go back and try something else. The game has me hooked.

I agree with you that the accessibility of 2-D gaming can easily trump the immersion of a 3-D experience--even when the 2-D experience masquerades as 3-D, as in short-session Super Stardust HD. Best of all with these small game is that the gameplay can't hide. It's the core and the surface. A great short-session game has the chance to get it so right, it makes you wonder why anyone bothers to make anything more grand.

Talk to you next month.

-Stephen

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