N'Gai Croal
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Feb 1, 2008 03:41 PM

In Round 2 of our Vs. Mode exchange with MTV News reporter Stephen Totilo (also featured on his blog Multiplayer) on Burnout Paradise, Totilo bravely challenged Nintendo fan orthodoxy to assert that Burnout Paradise had--apologies to Alex Ward for our terminology--beaten Animal Crossing at its own asynchronous multiplayer game. We took that ball and ran with it, inventing on the fly such acronyms as SOS (Shared Open Spaces), MMSS (Minimally Multiplayer Sandbox Simulators) or SSAOWG (Simultaneously Synchronous and Asynchronous Open World Games) to describe the genius of Paradise. In today's Final Round, Totilo challenges our distortion of one of his pet theories, then partially smacks down our idea that Burnout Paradise could or should lead to a One Game Future; we concede the point on satirical grounds, but issue a full-throated defense of our belief that Criterion's racer represents a design approach best described as the Everlasting Gobstopper of Interactive Entertainment. And if you have no idea what the heck any of this means, just read this post and let us enlighten you. Some excerpts:
Stephen Totilo: You did acknowledge that you were contorting my original theory. I'd like to re-iterate it, so that we can build off it or contort it again. My big idea, which you've never agreed with before, is that the only games to cross over to a mainstream audience and become cultural phenomenon are the ones that were made to be played--or could be played--in satisfying short periods of time. You could knock through a game of Pac-Man or get a thrill causing mayhem in GTA 3 in five minutes flat. You can feel like you've actually experienced the essence of Tetris, Wii Sports and Guitar Hero in just as short a span--which isn't to say you won't get hooked for much longer. But that's why I don't think Final Fantasy, as popular as it is, has ever crossed over to the point where it gets mentioned on CNN when a new one comes out. It's why I think, while Zelda games are beloved, they do not matter to the world the way Mario games do. Almost all of Mario's adventures can be fun and satisfying in short bursts, which gives them a crossover appeal that can attract the attention of people who only play games in that casual way.
N'Gai Croal: The Everlasting Gobstopper of Interactive Entertainment, however, is the logical outgrowth of the dialogue we've been having in this Vs. Mode exchange....You wrote a post earlier today about Halo 3 and its content expanding features like Forge and Arcade scoring. What if Criterion and EA not only released a downloadable file establishing circuit races, but also let you create your own circuit races simply by driving through the city, automatically blocking off the surrounding streets, as if two "Tron" lightcycles were tearing side-by-side through Paradise City? What if Aftertouch and Pursuit were one of many modes that you could turn or off, like the game-modifying skulls in Halo 3? What if Criterion added a car customization mode, letting you swap out not only Boost Types, but also paint jobs and decals--or design them yourself, as in Rock Band? What if they--gasp--brought back classic Crash Mode? That's what I mean by the Everlasting Gobstopper approach to game design.
To read the Final Round of our exchange in its entirety, click on the link below.
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