Showing posts with label Randy Balma. Show all posts
Showing posts with label Randy Balma. Show all posts

Thursday, 25 September 2008

A retrospective of 'ZZT', part Un


In this post I am having a long-form discussing about a particular videogame with a childhood friend of mine and fellow blogger, Bibliosimius. In this 2 parter we discuss our mutual affection for the game ZZT and it's profound impact on our underdeveloped teenage minds.


Ben fires his opening volley:

So in this blog post I'm discussing with my long time friend B'simius a game that is part of both of our shared gaming heritage, and has probably had the single biggest impact on my tastes when it comes to games. I am of course talking about the 1991 classic videogame ZZT!

ZZT was a game by Tim Sweeny, later founder of Epic games, who went on to make both the Gears of War and Unreal Tournament series. What is probably most notable about the game is that it's not quite your ordinary PC game - in large part ZZT was just a level editor for making your own games. B'simius, would you also agree that a large part of the attraction to ZZT was the fact that it was really just a cleverly disguised game creation tool?


B'Simius replies:

As far as I'm concerned, the editor was ZZT's primary point of appeal. I probably spent more time programming Objects and drawing giant sandwiches using nothing but ASCII than I did playing the games, even though some of them were pretty amazing feats, especially given the limitations inherent to the program.

In retrospect my many attempts at crafting masterpieces of ZZT-OOP were generally fairly shoddy, but I couldn't get enough of trying, and trying, and trying again because of that ever-present sense that I made this, this is mine; a sense that's generally out of reach to the common gamer. A bit of a melodramatic assessment, I must admit, but there is truly a warm, snuggly spot in my heart reserved for this game.


Ben:

You're totally right about the feeling you get of owning your creations. I remember I once spent a good six hours scripting an EPICintro cut scene to a game that I never made more than a single screen for. It was fantastic!

Do you get the same sensation of ownership from Spore? I know you have been playing that game like a bit of an addict, does it reflect a similar attraction? I've been formulating this weird theory recently that ZZT (and the semi-sequel Megazeux) have been more of an influence on my gaming tastes than anything since.

I mean, how else do I explain why my favourite game ever is the batshit insane Randy Balma: Municipal Abortionist? I can only guess that the surreal games of ZZT (I'm looking at you Bernard the Bard & That Game With B-Fly Ptarmigan in it. For readers unfamiliar with this particular ZZT game, B-Fly was a Ptarmigan God who spewed up the universe).


B'simius:

Spore has a similar feel, although it pales in comparison to the scope and scale of ZZT. You can only go so far with creating Spores; eventually you have to set them loose in the universe, which is where the majority of the game really takes place. In ZZT, though, it's not just the majority but the entirety of the game that's forged in the editor's fires.

A thought's occurred to me. ZZT may have influenced your taste in games as far as the surreal and loopy content goes, but do you think your early exposure to ZZT has influenced the way you think about games as games - that is, the structure, outlay, design, etc. of games?


Ben:

ha ha! I was actually hoping this topic would come up, because, yes, I think ZZT has totally influenced the way I think about and appreciate games. And not just games too - I think the 'ZZTOOPS' system of scripting burrowed deep into my impressionable mind as a child and is influencing the way I make music.

When we started working with a music program called Max/MSP in Digital Musics back in 2nd year Uni, I was one of those insane few people who actually got it. Although I wasn't super great at making cool stuff with it, I understood the underlying principle of the visual patcher environment as a programming language and that gave me a huge advantage over just about everyone else in the class.

When it comes to games, I think I also have that same rule based approach, hence my attraction towards the work of Ian Bogost & Gonzalo Frasca who both talk about games qua simulations or computations. It's all rules and instructions baby!

And thus concludes part I of our ZZT retrospective.

Sunday, 27 July 2008

Of Indie Games and Children



A few weeks back I was babysitting a family of four kids all under the age of 11 for the whole day, 9-5. It was fun, as they're all great kids and all I've gotta do to keep them entertained for a while is put on a Star Wars DVD and let em go nuts with the movie. By go nuts I mean be incredibly absorbed for multiple hours.

Anyway, as the day dragged on and they got progressively less interested in the movie (I think we were up to episode 6 by then) I decided to show them a couple of cool things on the PC. They showed me a few fun mini clip games that they enjoyed, and it got me thinking about sharing a few of the Indie games I was rather into at the time with the kids. I downloaded the cult classic Death Worm (which I've mentioned before in my 10 indie games to be playing while not working on your thesis post) and prepped the kiddies on how to gobble up lions and elephants and people like a good Death Worm should.

They got stuck into it like professional gamers. They loved it, and I quickly downloaded the two player version of the game, which delighted them even more, as there are 4 of them and in their family there's always someone wanting to do whatever another one is. Two players means one less person to be left out. Coincidentally, they were actually better at the game than me I'm mildly ashamed to say. It seems to me that kids are getting better and better at games, and at younger and younger ages too. I've got no chance these days.

Anyway, their parents get home about an hour or so later and I suddenly realised that... well... maybe Death Worm was a little bit of a mature game to be letting a bunch of (remember max age) 11 year olds play. Worries aside, their parents are super-cool and were totally fine with them playing it (I wish my parents were that understanding!) and that was that. Did I mention how awesome I think their parents are yet - both generally and specifically about games? Oh I did. Oh well, can't really stress it enough.

But it got me thinking... there are Indie games out there, for instance Randy Balma: Municipal Abortionist, which while not explicitly depicting abortion, at least hints at the act and is quite a mature kind of experience. Oh, and by the way, it's not at all rated by any classification system, because it's free to download. As far as I know, no idie game that is free to download comes with any kind of classification, offical or not!

I know, I know, Caveat Emptor and all that goes without saying on Teh Intertubes, but it's a bit of an interesting situation we're in whereby politicians are shouting left right and centre "WON'T SOMEBODY THINK OF TEH CHILDREN!!!" whenever any game aimed at a mature audience comes out (For a recent local Australian TRAVESTY of an incident, see this video in which an audience member asks a panel of politicians and journo's why Australia can't have an R18+ classification for videogames and in which Fallout 3 is described as being 'all about killing people'. Incidentally what I want to know is why the FRAK did the question asker, apparently a writer for an Aussie online gaming portal, answered 'basically, yes' to that description... GAH!). Additionally, these same politicians are choosing to ignore current information, statistics even, that says the average Australian gamer is aged 28, and that there are games being made without classification being targeted at this same age bracket (indeed like Randy Balma and Death Worm).

So anyway, the lesson to be learned this is;
Don't forget when showing friends your Indie games to think about age appropriateness, because chances are if you're like me, you've probably never even given it a second (or first!) thought before.

Or maybe you have and I'm an idiot for giving Death Worm to a bunch of tiddlewinks. Either or.