Auro: Doing It Right

Auro Title

When I browse around gaming forums and subreddits, I see a lot of people asking the same question:

“What are other games like _______?”

It’s a fair question, and it makes sense. People are generally aware of their own tastes, for the most part. However, without an understanding of why they like what they like, people have to instead make comparisons and just hope that’s good enough. People might call Borderlands a mashup of Diablo and Call of Duty. Unturned might be called a mashup of DayZ and Minecraft. But is the actual experience of playing any of those games really similar to the games they come from? Do you play Call of Duty for the same reasons you play Borderlands? What exactly does Unturned have to do with Minecraft?

You could really go wrong making recommendations based on visual elements or theme when the primary driver of the experience is the rules of play. What you can and can’t do, what you’re asked to do, and how you decide to do those things are what shape the actual player experience much more than theming alone. With that in mind, I want to talk to you about a game where what you do is actually unlike anything else I’ve ever played – Auro: A Monster-Bumping Adventure by Dinofarm Games. Continue reading

Spelunky: When Scoring Goes Bad

Spelunky Competition

Spelunky is probably my favorite PC video game of 2013 (pending when I finally give Divekick a try). There’s a lot of good stuff going on in the gameplay – find your way down through randomly assembled platforming configurations and collect as much treasure as you can. You have a clear goal, but how to pursue that goal is ambiguous, the way hazards can combine are treacherous, and the ghostly dread of the soft time limit adds a sharp tension to every level you attempt. It has all the trappings of a great game you can play basically forever.

There was one feature that really stood out to me when I began playing: the Daily Challenge. A master server randomly generates a single configuration for the day, and all players get exactly one chance to score on it. It nicely counters the random arrangement and allows players to directly compete on an equal footing while still keeping the core gameplay completely intact.

I loved it – it was exciting to boot up the game each day to try my hand at today’s challenge. Knowing that my one shot for the day was on the line added even more tension to the run, and it really brought out my best. I really had to play things smart – I had to know when to take a big risk with low resources and when to just move on, when to hold ‘em and when to fold ‘em. It seemed like the game was at its best. Then I began to see a disturbing trend in the high score list for each Daily Challenge. That’s when I realized that I was playing all wrong and came to a surprising conclusion:

Daily mode as implemented in Spelunky is actually a bad idea. Continue reading