Chris Glein Game Design and Life

World of Warcraft: The Burning Crusade

Played on PC

I held it off as long as possible, but at last I have hit level 70 in World of Warcraft (TBC reviews: GameSpot, GameSpy). I had no interest in rushing the journey from 60 to 70 because I knew that the returns diminish pretty dramatically after you hit the level cap. It’s likely that Blizzard has handled it better this time around, but it’s a fundamental limitation of this kind of game that at some point the content thins out and they have to string you along with a decreasing time/value proposition. So I’ve absolutely taken my time to smell all the flowers as I’ve strolled through The Burning Crusade.

The quality of content added in this expansion is undeniably of a higher quality than what was previously available. The quests are more interesting, the zones flow better, the rewards are more diversified, the instances are more streamlined… everything’s just plain better. This is true not just of the new Outland 60 to 70 content, but also of the new 1 to 20 content for the two new races: blood elves and draenei. Leveling a new character through the first two zones is a much deeper experience than it used to be. Unfortunately then you get dumped off in the old stuff for the next 40 levels. Which leaves sitting here with a level 20 blood elf, thinking “do I really want to go through all that again?”

Meanwhile back in Outland, my level 70 druid has a similar dilemma: how do I want to spend my time at the level cap? For me the game is all about the locations. So in the meantime the answer to my question is easy, as that of the seven zones in Outland I’ve only really cleared out five and a half of them. Plus there are fifteen instances on your way to 70, and I’ve only visited six of those. On top of that there are the more hardcore ones that require uber gear, but I recognize that I’ll likely never see those. So from where I am now I’m just going to keep doing what I have been doing: solo questing through the zones, grouping up to do an instance every now and then, and occasionally doing commando style solo runs on the instances that previously owned me so that I can convince myself that I’m a badass.

I don’t feel like I’ve hit the wall yet, and I’m optimistic that when I do I’ll realize it and have the self control to just stop and go play another game or something. My achievement point addiction and WoW addiction will continue to battle it out, striking some sort of tenuous balance. And then when my crack-riddled psyche needs some rest I can flail around like a crazy person with my Wii. Problem solved.

Warioware: Smooth Moves

Played on Wii

Warioware: Smooth Moves (GameSpy, GameSpot, GameFly) is my fourth contact with the Warioware series. And it feels like all the previous iterations were just building up to this one. It arrived on the GBA. Multiplayer was added when it was ported to the GameCube. When it hit the DS it brought a more intuitive set of controls. And then it revisited the GBA to experiment with motion controls (which is the one title I missed). And now it’s here on the Wii, and the Wiimote makes it the best yet.

Warioware has always been crazy, and there’s a group of people that have always found it appealing. But bringing the whole experience to life with the motion controller makes it far more approachable. Seeing some ambiguous one-word explanation and being expected to press a button or do something on the D-pad just wasn’t that intuitive. But physically shaking that banana or turning that key is obvious. In the past, multiplayer with Warioware was a brutal matchup of those who knew the games and those who didn’t. But the gap is much narrower with Smooth Moves, making party style multiplayer viable after only a quick introduction.

I’ve said before that I want my games to be more exciting than reality. Warioware shows the exception to this rule. The microgames are generally the most mundane tasks imaginable (like vacuuming or sharpening a pencil). But throwing a set of these tasks at you in disorienting rapid succession somehow makes that all okay. And mixing those in with more fantastic tasks like throwing shurikens at impeding ninjas or lasering down giant monsters can’t help but make you smile.

The one complaint I have with Warioware is that although the controls are more intuitive they’re decidedly more flakey. There are times when you tweak out the sensor and miss a round even though you were doing the right thing. And if the game were less fun this would be really aggravating. But before you have a chance to really get mad a new game is coming your way and you’ve forgotten all about it.

Viva Piñata

Played on Xbox360

I usually wait until after I finish a game before I review it. But I’m pretty sure that Viva Piñata doesn’t have an end. I guess the closest thing would be getting all the achievement points. But given all the other games I have going on right now (ahem, new Wii), I don’t think that’s happening any time soon. So I’m going to jump the gun and tell you what I think now instead of later.

Viva Piñata received a lot of critical acclaim (links: GameSpy, GameSpot, GameFly), and with good reason. It’s a charming game with adorable graphics and compelling gameplay. It’s hard to stop playing Piñata once you’ve started, because there’s always something to do in your garden. Advancing through the game and discovering all the creatures is genuinely fun. But there’s something about it that’s just… off.

The thing that initially confused (and disturbed) me about Viva Piñata is that despite all the cute creatures with personalization options, this is not a game about enjoying your piñatas. It’s about getting over attachments. You start the game intuitively caring a lot for your individual piñatas. But to advance in the game you need to grow heartless and start selling of your piñatas and feeding them to other Piñatas. You quickly learn to not get too attached to your piñatas because eventually you’re going to have to do away with them. Don’t bother spending money to buy a cute hat for your Newtgat, because half an hour later you’re going to be feeding him to that Badgesicle that just moved in. And definitely don’t stop to give him a name - just keep it at “Newtgat 2” so that it’s easier to say goodbye. As a game that’s targeted at kids (with it’s own Saturday morning cartoon and everything), that underlying message is kinda disturbing.

But hey, I can’t be too harsh. Because even as I’m sitting here preparing to retire Viva Piñata to the shelf for awhile, I kinda still wish I was playing it. My memories are filled with delightful moments of coaxing new creatures to join my garden and rejoicing when they finally decide to stay. But somehow my brain has blocked out all those other memories… like when I was too slow to call the doctor and my piñata died from some crazy candy fever… or when I had to put down my first Raisant because he picked a fight with everybody… or when garden filled up and I had to sell off entire species to make room for some new hotness…

Damn. It’s a wonder I don’t curl up in a ball and cry myself to sleep after playing this game.