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	<title>Playing a Losing Game &#187; jealousy</title>
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		<title>Playing a Losing Game &#187; jealousy</title>
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		<title>There is a light that never goes out</title>
		<link>http://playingalosinggame.com/2009/03/08/there-is-a-light-that-never-goes-out/</link>
		<comments>http://playingalosinggame.com/2009/03/08/there-is-a-light-that-never-goes-out/#comments</comments>
		<pubDate>Sun, 08 Mar 2009 18:46:26 +0000</pubDate>
		<dc:creator>mike delosreyes</dc:creator>
				<category><![CDATA[imagine]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[jealousy]]></category>
		<category><![CDATA[love]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://playingalosinggame.com/?p=69</guid>
		<description><![CDATA[“That last attack, Savior is now operating at 30% of its crew.  Alex and I are the only Orbitals left, with the Captain acting as helmsman, comms, and engineer.  My first impression of the Captain &#8211; unimpressive, maybe a bit impassive.  Our escape, despite casualties, the Captain has prevented us from being ripped scattered across [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=playingalosinggame.com&blog=6764912&post=69&subd=playingalosinggame&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<p>“That last attack, Savior is now operating at 30% of its crew.  Alex and I are the only Orbitals left, with the Captain acting as helmsman, comms, and engineer.  My first impression of the Captain &#8211; unimpressive, maybe a bit impassive.  Our escape, despite casualties, the Captain has prevented us from being ripped scattered across the universe.  In all my years as an Orbital pilot, I have never seen such firefights.  I fear the violence and desperation are numbing me, for I think of light shows when the mass drivers start streaking across the darkness.  But everything should be OK.  I’m optimistic that everything will be OK because Alex is still with me.”</p>
<p><img class="aligncenter size-full wp-image-71" title="homeworld02" src="http://playingalosinggame.files.wordpress.com/2009/03/homeworld02.jpg?w=450&#038;h=129" alt="homeworld02" width="450" height="129" /></p>
<p><span id="more-69"></span></p>
<p>Imagine a game whose story revolved around a starship trying to get back to home space.  It begins with Savior warping out of a battle that killed more than half its crew.  As Bryce said, there are only two Orbitals left that can function as the main offensive and defensive capabilities.  The surviving crew have been forced to take on multiple roles.  Home space is still a distance that spans galaxies populated by the enemy.  Morale is low.</p>
<p>At the start of the game, you select the genders of the three main characters &#8211; Alex, Bryce, and Caden.  The combinations are up to you.</p>
<p>Alex and Bryce are the veterans on Savior.  They went through basic together, have always managed to get assigned to the same postings.  People see Bryce as the shadow of Alex, who doesn’t see the relationship like that; they are best friends, wouldn’t want anyone else by their side.  Bryce wouldn’t want anyone else to shoot from behind the Shield Orbital, but Bryce does feel like the shadow despite the fact in being the Shield and deflecting and absorbing the light shows.</p>
<p>We are comfortable with games that use every button on the controller, even games that turn the directional pad into eight separate buttons.  Left analog usually controls movement, right analog the camera.  Sometimes shoulders are for attacking, and face buttons are augmentations for the primary; jumping, using, switching, reloading.  If face buttons are primary, shoulders are most likely not used or are clones.  If the camera is static, the right analog sits the game out.</p>
<p>We are comfortable with all these buttons and their combinations because for the most part the multitude of buttons is for a single character.  You rarely control two characters with a full range of functions that demand your attention at all times.</p>
<p><img class="aligncenter size-full wp-image-75" title="homeworld06" src="http://playingalosinggame.files.wordpress.com/2009/03/homeworld06.jpg?w=450&#038;h=159" alt="homeworld06" width="450" height="159" /></p>
<p>Imagine an overhead shooter that has you using the shoulders and dual analogs to control the two Orbitals that halo Savior.  Alex is the attack Orbital, uses mass drivers to single target or missiles for multi-kills.  Bryce pilots the defense Orbital, can deflect or absorb incoming shots.  The enemy comes in two forms; large starships which in turn launch smaller single fighters.  The latter will be the Attack Orbital’s main aggressor.  The former will continue to release fighters until its supply runs out, all the while firing its main cannons at Savior.  The Shield Orbital will have to absorb these shots so it can power up Savior’s main cannon and return fire &#8211; Alex can attack starships yet Savior can one-hit kill them.  When gauges are full, Alex has to laser sight the enemy starship.  While this is happening, Bryce will have to protect both Alex and Savior since Alex can be interrupted by the smaller fighters.  Orbitals are the sword and shield, which means the enemy’s main target is the body.</p>
<p>The Captain of the Savior &#8211; Caden &#8211; is a recent transfer, capable of commanding a starship despite the older Alex and Bryce.  The crew respect Caden; an approachable personality, concern for the ship and its crew apparent.  Since Alex and Bryce are the veterans of the ship, Caden will always ask for their opinion and assessments.  Since the situation has them spending a lot of time together, Alex and Caden begin to find comfort in each other.  As for Bryce, silence is the course of action because jealousy will only make matters worse.  Alex has no idea about Bryce’s feelings.</p>
<p>The game sometimes asks you to make a choice.  Outside of missions, the three characters will brief around the star map, plotting jumps and strategies.  Sometimes there will be disagreements between Alex and Caden about the routes, and at these indecisive moments, they turn to Bryce as the tie-breaker.  As the player, you have to decide: take the safer, longer routes or shorter more dangerous ones.  Another way to look at it: do you decide based not on the variables but on the person?</p>
<p>You also control Savior; not as robust as the Orbitals, but you still have to manage it.  Each mission for the most part has you starting at one end of the map.  You have to clear a path to the other end where the jump point lies.  Basically, you control Savior from the helm; two face buttons for acceleration/deceleration, and two for strafing.  Savior will always point toward the jump point; strafing is used for avoiding starship debris and other obstacles like mine fields.  The limited mobility is for the player’s sanity since there are two others ships to control.</p>
<p>There are instance when you can disengage the Orbitals from Savior and attach them to enemy starships while you set Savior on autopilot towards the jump point.  Controlling the Orbitals is the same, with the exception of the Shield’s shift to deflecting a starship’s flak fire.</p>
<p>As the story progresses, as Savior gets closer to home space, Alex and Caden spend more time with each other.  In the hold of the starship they share stories and scars, enjoy the privacy of the Captain’s quarters lit only by the computer display on the desk.  The porthole is shuttered because to see stars is to be reminded that one of them is outside where darkness and light are fatal.</p>
<p>Bryce doesn’t have the courage to tell Alex the feelings inside.  Perhaps Bryce fears it’s too late.  There were plenty of opportunities over the years to confide, to share an intimate moment that went beyond friendship.</p>
<p><img class="aligncenter size-full wp-image-73" title="homeworld05" src="http://playingalosinggame.files.wordpress.com/2009/03/homeworld05.jpg?w=450&#038;h=159" alt="homeworld05" width="450" height="159" /></p>
<p>The last mission is the jump point that will take Savior out of enemy space.  The map is filled with starships and mine fields to push you onto a specified path.  It will be a tough mission, but nothing you can’t handle.  Think of it this way: the increase in starships simply means you’re out there killing for just a bit longer.</p>
<p>Yet when you are three-quarters of the way to the jump point, something happens.  The number of enemies is overwhelming.  A scripted event triggers, putting Savior and the Orbitals in the line of fire.  From Bryce’s position at 6, Savior is 11 and Alex 2.  A pair of starship cannons fire upon Savior while a swarm of fighters have Alex locked on.  The game needs your decision: do you swing clockwise to intercept the fire or counterclockwise to save Alex?</p>
<p>The variables: save the starship and you can jump home or save Alex and die far from home.  Perhaps this time the choice is clear.  It’s all about rationality, and there is every reason to go counter.</p>
<p>Light shines upon Savior.  It’s nothing compared to the brightness after.</p>
<p>With no starship, you are forced to disengage and attach to other starships, destroying as many as you can.  Perhaps you are good enough to destroy every single enemy on the map.  It’s a losing game since you have no starship to take you through the jump.</p>
<p>Then again, Bryce gets to die beside Alex.</p>
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			<media:title type="html">mike delosreyes</media:title>
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			<media:title type="html">homeworld02</media:title>
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