Virtual Achievers

    As more games attempt to eliminate the boundaries that limit
    our interactivity with the medium, they become increasingly aware of their own
    potential. In doing so, they’ve succumbed to many of the restrictions that such
    ambitions possess. One of the drawbacks of an interactive medium is the
    overextension of creativity. Games have become more ambitious in terms of user
    interaction. As compelling as a game’s concept may be, the idea is only as
    strong as its execution. When hype is driven by potential, the game is suddenly
    judged on its ability to meet, if not exceed, it. Though they often become
    bestsellers, they also never seem to follow with their promises thus
    disappointing many gamers who’ve pinned their hopes upon such games.

    Prince of Persia:
    The Sands of Time was one of the most brilliant adventure/platforming games to
    have graced our generation, and despite its merits, the title’s most defining
    attribute was its freerunning feature. Yet no matter how compelling the
    feature, it was always limited to the game’s environment. So when the
    masterminds behind Sands of Time announced they were starting work on a new
    title that promised to take this defining feature into an open gaming universe,
    you can imagine the gaming world’s excitement. What the game eventually became
    was Assassin’s Creed, one of the most ambitious, and ultimately disappointing,
    games of this generation.

    I applaud the game’s attempt to create a huge and dynamic
    playground for which to parkour into ecstasy, but the playground is meaningless
    if you can’t do anything inside it. The problem with Assassin’s Creed is that
    developers forgot they were making an actual game. Truth be told, what the game
    did right, it did it in awesome fashion. Freerunning is one of the most
    enjoyable features I’ve ever experienced in any videogame. However, it’s the only feature that the game
    gets right. Though the actual assassinations are genuinely fun — if not an
    annoying lesson in the dangers of repetition — they only comprise about 5
    percent of the game. To compensate, the developers thought it clever to have
    gamers redo the same chores before every mission. Interesting at first, the
    appeal of the tasks becomes increasingly stale as the missions go on, wherein
    players are suddenly aware that the only thing that changes about the tasks is
    the irritability level.

    No matter how ambitious Assassin’s Creed was, it can’t hold
    a candle to Peter Molyneux. Molyneux could easily be described as the
    industry’s most ambitious game developer, and he’s been more than outspoken in
    his attempts to incorporate elements of morality and emotion into his games.
    While Black & White was Molyneux’s first attempt at this, it was Fable that
    tried to implement moral choices and consequences into the actual design. Yet
    because morality is such a complicated thing to tackle, Fable ends up a
    mediocre RPG, too ambitious for its own good.

    Of Molyneux’s many promises of Fable’s potential, few were
    actually implemented. The game’s biggest selling point was its freedom of
    choice, and it does a wonderful job in crafting that illusion. Truthfully, the
    choices you make only amount to how heroic or demonic you become; there is
    never any middleground to your morality. The only choice in the game that
    exists is whether you want to be either the world’s greatest civil servant or
    the world’s biggest douchebag. Though the types of quests you choose may change
    with your character’s morality, the actual game is completely linear, with a
    world that never seems to age along with you.

    It’s hard to be convinced that my actions have
    consequences if the world around me
    refuses to change. It’s like being constantly trapped in a time bubble, only
    I’m tragically exempt from everlasting youth.

    Describing these two grandiose games brings me to the point;
    the ambition of Spore. Ambitious doesn’t even begin to describe what Will
    Wright intends to do with this title. Wright, creator of the phenomenal Sims
    franchise, aims to beat out not only Molyneux in ambition but also every game
    developer who has promised bigger and better things. Dubbed “Sim everything,”
    the game will attempt to imitate the stages of evolution. Essentially, the
    entire game is divided into five stages known as the cell, creature, tribal,
    civilization, and space stages. You’re able to create and control the evolution
    of a species, and each stage will provide gameplay distinctive to that
    particular level. Yet a greater aspect of Wright’s ambition comes in the
    inclusion of a Spore encyclopedia, aptly titled the “Sporepedia.” Unlike
    typical multiplayer affairs, the Sporepedia will allow you to share your
    species with other players.

    Not only that, the game will give you the option to select
    other species to inhabit your world. The feature will also implement a function
    called the Sporecast which will constantly update you with information about
    the most popular species — you can even choose to subscribe to the creations of
    a specific player. It’s a sort of social networking built into the game, with
    ambitions of file and video sharing along with community filters not unlike
    those found in YouTube.

    Spore is not just ambitious but potentially revolutionary.
    However, with promises of ambition comes the standard expectations and
    disappointment. While I applaud games that are becoming more and more
    ambitious, how many Assassin’s Creeds or Fables can I possibly bear? Despite my
    fears, however, I’m glad that these games exist. Without their attempts to
    further develop the industry, games wouldn’t be as evolutionary and radical.
    Though many of these games have arguably been disappointments, if more and more
    games like Spore become successful, perhaps the general public will see our
    industry as a viable medium. Hopefully Spore’s success can convince people of
    the craft’s potential.

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