Botanicula will have you dancing in your seat and smiling like a child

by Michael in


The "adventure game" or "point and click adventure" genre once dominated the computer game landscape with such beloved entries as Maniac Mansion, Grim Fandango, Day of the Tentacle, Sam & Max, Monkey Island, and more. The games generally had you guide characters through a scenario by clicking on objects and people in order to solve puzzles and move an adventure story forward. The funny dialogue and engaging stories combined with the puzzles in the best games of the genre to great critical and financial success for decades. At some point, though, the genre began to fade into nonexistence. Many who grew up playing computer games mourned the death of a beloved genre By the turn of the century, most people playing video games might not have even been aware of the genre and many of us who were aware of its disappearance shed not a single tear.

I was one of those people who had no love for the genre. You see, the adventure game genre had problems. Many of the problems were simply a product of the times in which the games were produced, just as is true of most games past a certain age. The biggest problem the genre had was essentially unique to the genre and made games of this style nigh impenetrable: they didn't really make any sense. Even among the greatest adventure games it seemed to simply be a requirement that puzzles have at least a few solutions which would not make very much sense even once discovered by the player. Solutions were often nearly imposisble to discover. Instead of thinking through such a game critically to solve puzzles, a player's general strategy would inevitably become to simply click every single object on every single screen until the story moved forward. For a player like myself who thoroughly enjoys the best the genre purportedly offered, this frustration with the complete lack of game coherency made the genre one that would not be missed.

A few years ago, with the advent of cheap distribution of PC games on the internet, the genre began to resurface. Those nostalgic for games of the past began to make new games in the genre and nostalgic players bought in. After the near-death of the genre, the new creators began to update game play and game logic to appeal to a modern audience. Continued commercial success in the genre among indie game developers should be sufficient evidence to show the genre has been reborn. Still, the ugly "click everything" logic manages to rear its head from time to time. While clicking everything on the screen isn't in and of itself bad, it is bad when the player becomes rewarded by nonsensical behavior from understood objects. This is the gameplay equivalent of the uncanny valley. In this case, even when clicking on the successful solution, the observed behavior is just far enough outside the expected behavior that it causes frustration or irritation. Each time I begin another adventure game, I brace myself for the inevitable irritation stemming from objects working in ways that could not possibly be predicted by the player. Aminita Design's two previous games, Samorost 2 and Machinarium, both were guilty of this from time to time, so I braced myself yet again.

Thankfully, Botanicula is a wonder. It so aggressively distances itself from our experiences and immerses itself in an original fantastical world that the above discussed problems never have a chance to arrive. The game revels in its uniqueness, with its characters odd blends of plants and animals which defy succint description. The creatures in the game have little telltale traits which explain some very base level of their behavior, but most objects are so odd that unexpected quirkiness is never a cause for frustration but instead brings gleeful discovery. The game never forgets that its strength is its quirkiness, using the player's what-does-this-thing-do impulse to encourage him or her to, well, click everything. The game's triumph comes in making the same exactly gameplay present in other games infinitely more engaging. The same actions become endearing rather than vexing. From beginning to end, the game is simply fun and drives the player to keep clicking everything. Even more significantly: Once a puzzle has been solved, the player gets a feeling of satisfaction because the solutions make perfect sense in context of the oddly fascinating world on display. The accompanying artwork and sound effects mesh with the entertaining quirkiness of the gameplay to great effect, with the joy of the game amplified by a tremendously wonderful soundtrack that is probably impossible not to smile at and dance to. This soundtrack is really, truly, incredible in terms of evoking emotion at exactly the right times. It is simply joyous to listen to.

Once all the pieces have been added into a single whole only one conclusion can be drawn. In Botanicula, Amanita Design has executed a perfect entry into the adventure genre. In fact, it has put together the first point and click adventure game I think can easily be recommended even to people who never play games. All a person has to be able to do to enjoy it is click.

If you find yourself engaged by the game's aesthetic as shown in its trailer (found at Botanicula's offical website) I can easily recommend the purchase, currently set for $10.

You can buy from these sources:

 


→ Salespeople say the darndest things: secret-shopping the Nokia Lumia 900

by Michael in


Salespeople say the darndest things: secret-shopping the Nokia Lumia 900

A brilliant piece of work by Ars Technica's Casey Johnston.

The store reps were hit and miss, so as I always tell people: Don't take sales reps at their word. Even if they're trying to be helpful, they'll often be wrong. You're better off getting the information from a friend or family member who keeps up with this sort of thing. It's not sufficient to just have someone who is tech savvy come along with you because even if they understand the technology well the reps can (accidentally or deliberately) provide false information.

It's good to see a third platform finally getting a little bit of a push. Hopefully by some time in 2013 this will mean we have three truly competitive phone platforms rather than the current two.

 


Why Facebook's Instagram Acquisition Makes Sense

by Michael in ,


As you may know by now, Facebook and Instagram have announced the former social network is going to be acquiring the latter for $1 Billion.

$1 Billion is a lot of money. Many have understandably wondered why the valuation is so high. The numbers don't play out for Instagram's current user base or potential revenue streams from the current install base. Still, though, the purchase makes sense.

You see, Facebook has so far been stuck. It has been doing an excellent job of spreading to more people in more countries, but its install base is stabilizing in many western (the US, for instance). Facebook's growth right now is primarily determined by its growing install base, and that install base is increasingly mobile. You might make the mistake of only thinking I'm talking about cell phone internet access in the US and similar countries. Instead, I'm talking about countries like India, China, and many developing nations where much of the population accesses the internet exclusively through cell phones. Facebook's significance has been thus far limited to mobile users, meaning its ability to continue spreading agressively has also been limited. So the first problem Facebook has that Instagram can potentially solve is improving its reach to exclusively mobile users.

Facebook's mobile apps have, as nearly anyone using an iPhone, iPad, or Android device can attest, not been the most pleasant applications to use. They offer a limited subset of the website's featureset, are unstable, and have all kinds of inexplicable bugs that never seem to go away across multiple major releases. So the second (and probably least significant) problem Instagram might help with is having decent mobile developers on staff and the third is having a social network set up for use on a small screen from the start--meaning the mobile experience is the full experience.

That third point is important. Facebook is monetized through advertisements on its main website. There are no advertisements in the mobile apps. Facebook is completely failing to monetize the mobile experience right now. This is surely partly due to the fact that Facebook has already struggled to merely get the mobile applications to reflect most of the basic functionality of the website without also taking extra room for advertisement. It is already having difficulty in its attempts to shoehorn an experience made for the traditional desktop web browser into a tiny form factor without taking up extra screen realestate for monetization. The problem may be solvable, but a solution will not come easily.

Instagram, presumably, already has a plan for continued monetization of its business. Mobile-first and mobile-exclusive social networks will, presumably, dominate the internet in the future. This purchase by the largest "old guard" (read: traditional computer based) social network of the largest "new guard" (read: mobile based) social network is probably the best bet Facebook could make for continued relevance a decade from now.

For now the claim is that Facebook will allow Instagram to operate independently. This is probably a good call. This allows Facebook to perhaps pull a few employees here or there to improve Facebook's mobile operations with their expertise, but it more importantly also allows Facebook to own the biggest player in purely mobile social networking. Who knows? Maybe ten years from now Facebook Inc.'s biggest product will be Instagram and the Facebook website will be a legacy product. We can assume the deal will mean some integration between the two networks down the line, but it's probably in both networks' best interests to allow Instagram to grow on its own and not do anything to sacrifice its experience in order to further Facebook's. Mobile first is the future.


An Observation On Travel

by Michael in


Technology journalists and other people like myself who keep up with the latest and greatest of technology products and sales numbers often forget that no matter what the sales or quality of products may be, the products are irrelevant unless people actually use them. Some gadgets, of course, lend themselves to being left at home while others lend themselves to portability. Some people never take their expensive gadgets out with them into public where they might be risking theft. Our own individual anecdotal experiences are not scientific, but they can be interesting to observe and think about in terms of seeing when particular gadgets become watershed "normal" things for people to carry around.

I was thinking about how often I do or do not actually see the various tech gadgets in the wild last week and realized that my then-upcoming (now past) weekend trip up to Chicago would give me the perfect opportunity to do some gadget watching. I would be taking four flights over the course of the weekend so I set out to keep a careful tally of what devices I observed other airline patrons using in the course of their travels. Here's my count:

  • e-ink Kindle: 3
  • e-ink Nook: 1
  • Nook Tablet/Color: 1 (I couldn't tell which it was)
  • iPad (any gen): 9
  • Nintendo DS/DS Lite/DSi/DSi XL: 4
  • Nintendo 3DS: 2
  • Paper Books: 5
  • Paper Magazines: 4
  • Newspaper: 2
  • Mac Laptop: 3
  • Non-Mac Laptop: 2

It's interesting how many iPads I saw out and about. They really are being used quite a bit. What's also interesting is the list of things I definitely did not see despite looking for them rather intently. I saw no Kindle Fires, no PSPs, no PlayStation Vitas, no Samsung Galaxy Tabs or equivalent 7-inch or 10-inch Android tablets. The only non-iPad tablet I saw was a solitary Nook Color/Tablet (which is, technically, built on an Android base). I did not attempt to tally smart phones so it would be unproductive to guess what the proportions were. Any guess made now would be subject to my biases of things which stood out due to by prior expectations. I can at least tell you that without even trying I noticed a few Android phones, iPhones, and Blackberry phones, but again--I wasn't looking closely and definitely wasn't counting. There were countless people using phones which I never bothered to glance at.

It is important to note this is not scientific. It is merely the results of my careful observation over the course of 4 flights and their corresponding airport wait periods. The sample population I was observing is extraordinarily small. Further, it is guaranteed that many of my fellow travelers had gadgets which would have been counted but remained stowed in bags for the short time during which I could have observed their use. My Nintendo 3DS's acquisition of various other owners' Miis via StreetPass (which happens when your sleeping 3DS system gets into close proximity of another sleeping 3DS) drastically outstripped the 3DSes I observed, having come into contact with at least 8 other systems during my stops in airports alone.

Speaking of which, for those interested my personal assortment of airplane travel gadgets is as follows:

  • iPhone 4S (white, 64GB, AT&T, unlimited data)
  • iPad (First gen, 64GB, AT&T 3G, unlimited data)
  • Nintendo 3DS (black)
  • Nook Simple Touch

I'm sure it's atypical for one person to be hauling so many gadgets on a flight and making use of all of them on 3 of the 4 flights. Still, the weekend project of observing my fellow travelers was a fun one I intend to repeat at my next opportunity. If you're going to do the same, remember not to trust your memories of your observations. I'm sure I only noticed several of these gadgets (and especially the books and magazines, which I normally think nothing of) because I set out with the intent of noting everything other than phones that travelers were using to entertain themselves.