Showing posts with label Products. Show all posts
Showing posts with label Products. Show all posts

Sunday, May 9, 2010

The Casual Gamer's Curse

As an increasingly old person, I have less time for games than I used to.  And yet, games continue to really appeal to me, especially as the narratives have gotten more adult (pretty much, I'm sure, as a result of my increasingly old Nintendo-kid contemporaries in the game industry).  Stuff like Mass Effect, Bioshock, and Fallout 3 makes my wallet come forth -- I want to play in those worlds and experience those stories.

There's the obvious problem that if I have, say, one solid 3-hour gaming session I can get a week, then a 30-hour game will take me 10 weeks.  Annoying, since it kind of breaks up the story continuity a bit.  More so, though, this problem is getting to me:

Difficulty vs. Gameplay Hours

After each 3-hour chunk of play, I let the game sit for a week or two (maybe trying to play another game one week) and when I come back, I've lost the muscle memory and reflexes from the last session.  This repeats several times and pretty soon I have a stack of $50 games that I've played a fraction of. The last game I actually finished was Portal.

Right now I'm playing through Assassin's Creed 2, which is incredibly fun.  It feels like you are playing in something like the real-world Italy of the Renaissance -- cities just like the real things, characters taken from history, involved in a storyline that is plausibly Machiavellian.  I'm also bed-ridden after a surgery, so I'm able to play for many hours a day and so I'm tearing through the game, at a level of difficulty that's allowing me to enjoy the story and experience rather than getting frustrated with the mechanics. It's great finally being able to play on the red line in that chart again, like I was 15.

So my plea to developers is this:  make mature games that are shorter, but no less rich.  Movies are no more than 3 hours; I can enjoy one at one sitting and have a rich experience.  Why can't games be like that?  I like an iPhone puzzle game as much as the next dude, but it's as if I had to choose between watching sitcoms and watching the complete 10-DVD Ken Burns Jazz documentary set.

I still want all of the elaborate world design, latest graphics advances, refined complex gameplay, and entirely the complexity of story.  I just want it in less than 10 hours of complete experience rather than stretching it out over 30 hours with intricate development trees, equipment upgrades, and filler missions.  I'll still pay $50 for it, I promise, and if you want to use all that game structure you've built to release additional paid download episodes, I am all for that as well.

Sunday, April 11, 2010

Don't Say Usable if You Don't Mean It

I'm pretty sure Helveticards, a deck of playing cards with a trendy sort of functional Swiss design, is supposed to be tongue-in-cheek, but one phrase in their description made me clench a bit:
Helveticards are the beautiful, usable alternative to the traditional deck of cards...
That, it must be said, is a bold assertion, as if it's a wonder anyone can get through a game of solitaire with the woefully unusable traditional pack.

Dudes, the usability of the playing card has, due to the economics involved, been refined for centuries and has been pretty well standardized since the 19th century or so.  Check the comparison with a card from a generic China Airlines pack:

HelveticardChina Airlines playing card

Okay, the Helveticard admittedly looks cooler, but more usable?

While the Helveticard has a tasteful small indication of number and suit surrounded by artful whitespace in the corner, the standard card packs it large and clear all the way into the corner -- suit below number so you can see exactly what you have with minimum fanning.  The Helveticard at least keeps the upper-left/lower-right symmetry, but if you happen to flip it upside-down, the card indicator is color-inverted for chrissakes.  In fact the Helveticard shows a disturbing lack of commitment to symmetry, with the big 5 and suit indicators off to the side with a definite opinion on "up".  I'm imagining a group of designers picking up their hands, fastidiously rotating their cards to be right-way-up.

Also, do we really need a textual "Five of Clubs"?  It's not currency, it's a playing card;  half the games played with it were probably invented by illiterate people.

Trendy styling, poor design.  Vignelli and Brunson would be displeased.

Friday, December 26, 2008

iPhone App Review

Everybody else seems to be doing it, so I've put together my rundown of my favorite iPhone apps after a few months of use.  Full listing inside...

Wednesday, November 12, 2008

Bad Design

Bad design, particularly industrial design, is a subject I've wanted to write something about for a while, but I make it a policy not to talk about design unless I have a proper example as otherwise it turns out much like talking about love:  interesting only for the person talking.  So today I was fortunate to find a truly excellent example of just the kind of bad design I had in mind.

Helios concept

This is the "Helios", by designer Kim Gu-Han, which recently won "best use of technology" in the 2008 Interior Motives Design Awards.  It looks pretty cool, and it is horrendously terrible ID.

Wednesday, May 23, 2007

An Ideal Vice

For my money, your best vices have three attributes:
  • Little or no wholesome benefit
  • An element of selfish indulgence (bonus points for substance delivery)
  • A pleasant, charming ritual (bonus points for required accessories)

You've got your drink. Sure maybe red wine has marginal health benefits, but really what we have is the slow enjoyment of wonderful, alcohol-infused liquids from glasses of unusual shape.

You've got your gambling. Not my personal bag, but I've got to admit that it hits the high points, although any game without a skilled human running it doesn't count. Scores extra for being in close proximity to most other vices.

Churchill, Bogart, Jameson, and Dietrich

And you've got your smoking. Perhaps the best of rituals, it gives you something to do with your hands, you can (in theory) do it anywhere, and -- let's be honest -- it's the ultimate coolness multiplier. It makes Humphrey Bogart more mysterious, Winston Churchill more cunning, Marlene Dietrich more sultry, and J. Jonah Jameson more brash.

If only it weren't for the problems. There's the offensive smell and yellowing smoke. Irritating, but from what I can tell from movies, more or less 98% of human beings did it anyway in the first half of the 20th century ... before we started figuring out that it also kills you in painful and humiliating ways.

So with that in mind, I can't understand why the makers of the "electronic" cigarette, a cigarette-shaped device that delivers nicotine in vaprous form without any of the downsides, have decided to market it as a tool to help smokers quit.

I think I may finally take up smoking, if they can figure out how to give the device a quick charge from the flick of a "lighter".

Once you have such a device, why stop at simple nicotine delivery? This should be the Nespresso of inhalants, with individual cartridges of all sorts of choices and combinations of taste, smell, and over-the-counter substance. The first smoke of the day has the flavor of bitter espresso with a powerful kick of caffeine. The "eastern blend" smells faintly of aromatic herbs and delivers a mellow ginseng boost.

You notice a woman at the end of the bar, gazing coyly at you through a thin haze of alluringly scented mist that she lazily blows from the corner of her mouth. Your heart begins to pound and your breath quickens; you feel an athsma attack coming on -- quick, have a FLOVENT(TM) Smoke (now in breath-improving formula)!

Update: Crown 7 seems to now offer cigar, cigarette, and pipe form factor devices to the US market, but still only nicotine!