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  • Verbatim: The Sixaxis Controller Has Been Relegated to the Trash Heap of History. Here Are Six Quotes to Remember It By.

    N'Gai Croal | Apr 2, 2008 03:48 PM
     The Pixar film "Wall-E"... 

    As reported on MTV Multiplayer (and confirmed by us), the North American release of the rumble-enabled Dualshock controller brings with it the (timely? untimely?) demise of the Sixaxis. "It'll no longer be offered after it's completely sold through at retail (likely by the summer time frame)," a Sony Computer Entertainment spokesperson told us via email. That seemed like a rather casual dismissal of a device once heralded as the "next generation" of input devices, so we've decided to honor the Sixaxis' passing...with one quote for each axis from its brief, troubled history. Sayonara, Sixaxis.

    ***

    The Date: October 2006
    The Man: Kaz Hirai, president, Sony Computer Entertainment
    The Source: Kikizo
    The Question: If the new Sony is less arrogant, where's our rumble?
    The Quote: "The issue when we're talking about trying to have motion sensing as well as a vibration feature, is trying to isolate the vibration feature from the motion sensors. Is it technically feasible? Absolutely. But the other problem, or the balancing act that you need to do, is to be able to present the controller to the consumer at an affordable price. We have one controller in the box, but many consumers will want to go out and get an extra controller. And if we have to come up with technology - which you can technically do - to isolate the vibration from the sensing, if that means that the controllers are going to be so expensive, then we're doing the consumer a huge disservice by coming up with a controller that is not very affordable. So it's a balancing act that we need to do. And we felt that ultimately, the vibration feature, which is a feedback feature, as compared to the motion sensing which is an input functionality, when you compare the two, we decided that the input device or methodology is a lot more important that feedback, and that has been a strategic decision that we've made."

    The Date: October 2006
    The Man: Phil Harrison, former head of Sony Computer Entertainment Worldwide Studios
    The Source: ThreeSpeech via GI.biz
    The Question: Any regrets? And why not have both gesture and rumble?
    The Quote: "I think that the next generation interfaces that can be created built on Sixaxis motion sensitivity give tremendous gameplay benefits that far outweigh a reactive vibration function….[T]he decision that we've made to build in the Sixaxis functionality, and Bluetooth wireless, and great battery life, and all the other functionality that comes with it, far outweighs the chatter that we're getting on vibration. And, it's incredibly light! Just pick it up!"

    To read the rest of our Verbatim selections, click on the link below.

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  • The Edge of Reason: LittleBigIdeas For LittleBigPlanet, Part II--Why Media Molecule's Prototype Craftworld Should Become the 'Itchy and Scratchy' to LBP's 'The Simpsons'

    N'Gai Croal | Apr 2, 2008 12:30 PM
     Craftworld, the 2-D prototype for LittleBigPlanet 

    Two months ago, we used our second "Playing in the Dark' column for the U.K. magazine Edge, which appeared under the title "Halo 3.0: From Bungie's Lips to Phil Harrison's Ears," as a jumping off point to examine how LittleBigPlanet could become the ultimate 2-D gameplay creation tool for amateur console developers. Today, we explore how Media Molecule could extend the power of their underlying concept to PlayStation Portable, Web browsers and even mobile phones.

    In a previous post, we revealed the developers' coy response when we asked them whether they had any future plans for Craftworld, the equally charming flat 2-D prototype which evolved into the 2.5-D game that is LittleBigPlanet. We also reported their explanation that the same physics engine that powered Craftworld was also driving LittleBigPlanet. This got us thinking about whether Craftworld could have a life beyond that of a cute demo. Obviously, as the flat implementation of LBP--so described because the graphics in Craftworld are 2-D, while LBP's are 3-D--Media Molecule's prototype could find a home on a slew of less-powerful platforms: mobile phones, Web browsers and, of course, Sony's PSP. Even the just-shy-of-ubiquitous PS2 could be a candidate. But something was still missing. Why not go one step further and create a shared description language among LBP and various versions of a commercially released Craftworld?

    Here's how it would work.

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  • MTV News' Stephen Totilo Vs. Level Up's N'Gai Croal on Patapon. Final Round--Fight!

    N'Gai Croal | Apr 2, 2008 10:00
     "300 patapon," by canecodesign on deviantART

    In Round 1 of our Vs. Mode exchange with MTV News reporter Stephen Totilo (also featured on his blog Multiplayer) on Patapon, the Level Up staff struck first with our championing of the value of indirect control, feel and iconic design. Totilo largely sidestepped our talking points, preferring to focus on gamer guilt and control versus orchestration in games. For our second and final round, things get a bit more personal. We belligerently extol our superior taste in games; attack Patapon's leveling grind; and vociferously dispute Totilo's metaphoric interpretation of the PSP title's gameplay. Totilo, for his part, responds with a deceptively polite evisceration of our anti-grinding position--before charging that the last two Vs. Modes have been too chummy. Is he correct, or just dead wrong, as usual? Only you, Dear Reader, can make that call. Some excerpts:

    N'Gai Croal: Back to Patapon: is the grind an imperfection? I say yes. It seems like an easy way to pad out a game that otherwise, as designed, isn't very long. Now, it's true that I could go back to any open area to mine it for the resources I needed, but it was still grinding nonetheless. And I'm not as forgiving as you on this point because while the songs are pleasant and memorable, they weren't so good that I would let it slide....A much better solution would have been to let me "sell" my warriors back recover part or all of the ka-ching that I spent on them so that I could use spend it on  a better warrior. But in fairness to the designers--and to return to the suspension of disbelief point I just raised--they seem to want to make a point about the value of your individual troops. Each class of warrior can only contain so many troops; when you get the ingredients to make a better soldier, you first have to clear a slot in its respective class. And when you clear that slot, the Patapon warrior in it dies, in a manner suggesting that the air was removed from its body. (Not to mention that with the death of your warrior goes all the ka-ching and experience points you put into it.)

    Stephen Totilo: When we curse a grind, we're cursing a game for forcing repetitive gameplay, to block advancement without this repetition. But aren't all games, by their very nature, rife with repetition? Isn't Super Mario Bros. just a lot of repeated hops. Isn't Halo just a few specific styles of engagement repeated and remixed for hours on end? Sure. The grind, however, earns scorn because it forces too much repetition. It crosses a line. It registers an excess. The repetition often becomes too much and turns into a grind once the game has forced the gamer to go backward, to perpetrate the game's initially un-offensively repetitive gameplay in levels they've already run through. Gameplay repetition is changed to gameplay grinding. And that's when it's time to get angry. Except: it's all subjective, isn't it? Where is that line between fun repetition and grinding? Why don't God of War games get accused of forcing a grind? Because they don't? Oh, surely, they do. They require collecting orbs to get powers, some of which you need to advance. Does God of War get off because they just don't do it forcefully enough that it's bothersome?

    To read the Final Round of our exchange in its entirety, click on the link below.

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  • Level Up's Top Eight Gaming Tidbits for Apr 2nd, 2008

    N'Gai Croal | Apr 2, 2008 12:35
    1. HOT...or not? The 25 Hottest Men In Gaming, considered--and a pointed rebuttal
    2. THR...owing down the gauntlet at "The Unethical Usage of Licenses" in games
    3. WHO...will use this license ethically? Ubisoft? Activision? Electronic Arts?
    4. WOW...The best April Fool's joke ever? If not, it's surely in the top ten percent
    5. THE...circle of life: as one developer fades away, another studio is born
    6. CIV...il war in the house of Take-Two: the various proxies differing opinions
    7. HMM...A look at the bleak possible future of print reviewing for videogames
    8. RND...I can has Cornershot? Or, a look at the cat that will not have you LOL-ing
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