Perpetual motion

As much as I like the look of Starcraft 2, several reviews have dinged this otherwise exemplary title for bad dialog and a contrived story.

Leads me to ask the obvious: Why haven’t video game developers figured out how to make a well-acted video game yet?

Game gods

The discussion below about developers becoming “game gods” is an important one, I think. I really haven’t weighed in one side or the other because I’ve never really followed a developer in that way, save Shigeru Miyamoto.

If I were to say one thing though, it’s that game gods aren’t so bad as long as there’s a range of them out there representing a variety of tastes, and whose games are truly advancing the medium forward.

As it stands now we have people like CliffyB, Itagaki and Kojima. Unfortunately, each of these fine fellows create games that aren’t really all that original or imaginative, and their personalities and followings have, ironically, had more of an impact on gaming (in this case negatively) than their creations ever will. That’s the bad thing about so-called “gaming gods” in this era.

In any event, Jade Raymond should call me. I guess that’s two things.

Non-issue

Charging for online play (EA, THQ and Ubisoft all considering or already implementing) isn’t *that* big of a deal, really.

While the whole anti-consumer “Project Ten Dollar” movement sucks in general, and sucks especially for the used game buyers who can’t afford inflated $60-per-game prices, it does confirm something I’ve suspected all along about online gaming, specifically: That online functionality, forcibly hoisted to the forefront our our consciousnesses by the enthusiast press and hardcore gamers as some kind of necessary component of all video games today, just isn’t that big a deal.