Tuesday, July 2, 2013

Driving Me Psycho(nauts): One of the Worst Aspects of One of the Best Games

Been re-playing Psychonauts, on the theory that its hilarious dialogue and gorgeous art would make it a good game for The Girlfriend to watch me play (she enjoys it, I swear). And I was right! The only problem (and it's the thing that always trips me up when re-playing Double Fine's best game) is the tedium of some of the collection aspects of the game.

Now, to be fair, Psychonauts gets half of its collection sidequest stuff right. The game is divided between the 'real' world and the mental world, and in the real world, collection works like this: Collectible items (cards, challenge markers, scavenger hunt items, and brains) are brightly colored and mobile, making them pop against the game's backgrounds. You're given a counter in each area, telling you how many many of each collectible are left. And, most importantly, each collectible has a reasonable amount of worth. Every collectible is worth either 1, 1/2, or 1/9th of one of 101 Psi-Ranks (the game's leveling-up aspect, which is completely based on collection), and the challenges associated with each collectible are proportional to the value. A Psi-card (1/9th of a rank) is easy to grab, while a Psi Challenge Marker (1 whole rank) will involve some serious searching and acrobatics.


In the mental world, however, things are different. Here, the primary collectible is the 'figment' - rogue expressions of the subconscious of the mind you're currently in. Here's the problem with figments: Each level has roughly a hundred. They move. They're 2D in a 3D world. And they're transparent. Admittedly, the transparent neon look of the figments is cool, but it also makes quickly scanning a level for them an utter chore. And their sheer volume means that, even though you're given the number of figments in an area, the act of finding that last rogue semi-invisible, moving, random shape can be a chore of hours.


I'm not against collection sidequests at all. In a platforming game, they make much more sense than combat (never a 3D platformer's strong suit) as a metric of success. Collectibles can encourage exploration and tricky jumping, testing the core mechanics of the game. It's only when the collection becomes an exercise in frustration that I protest.

Compare Psychonauts to Mario 64. Figments are worth a variable amount of a percentage of a Psi-Rank (usually proportional to how well they're hidden), and discovering them all unlocks a hidden ending cutscene. Which is another way of saying 'There's part of the game's story that you don't get to see if you don't get every figment' (barring Youtube, of course). In Mario, the basic collectible unit is the coin. Most levels have a total of between 110 and 140 coins, and the player is rewarded with a star for collecting 100 in a single run. After that 100, the only benefit to collecting coins is health restoration. That makes the 100-coin star challenging, but not maddeningly frustrating. It's a challenge to your collection abilities, but doesn't force unpleasant, completionist behavior on the player.


The irony is, if Psychonauts DIDN'T penalize/reward you with additional story content for collecting every figment, it would make the act of completing the task (which the game never explicitly asks you to do, but which is implicitly demanded by the ____ out of _____ figment count for every mental level) even more hollow. How many games have you played where, upon reaching 100% completion, you get, at best, a text box, and then nothing else? Once you've set a goal (by 'telling' players to get EVERY figment), there must be a reward, or the player feels cheated. (All of this presumes that gameplay like this can't be its own reward, which is easy to say, given how stressful, nerve-wracking, and boring scouring a level for a single missing figment can be. At this point, you're essentially being bribed by the game into playing it in a particular way. Bad design, I think, especially when contrasted to the elegant way Mario 64 handles it). The game has asked you to do something that most players would consider unpleasant, so it has to use the carrot of unlocked content to guide you forward.

How to fix it? Glad you asked! First, there's the Mario solution: only a subset of collectibles are needed. This is probably the most pleasant way to go around this, because you can tune and playtest to find the right percentage to avoid needless player frustration. You could also go the "collectible finder" route - Saints Row 3 does this, and it works fairly well. This can go too far, of course - Far Cry 3 is overly insistent about notifying you of where collectibles are, turning the game from one of free will into one of watching the dot that represents your character as it moves across the mini-map, creeping toward a collectible icon. It's better than leaving players to waste hours in the unpleasant act of searching, but playing as a dot making his rounds on a mini-map just isn't as fun as playing as a character exploring their environment. It takes exploration, which is ostensibly what all this collecting nonsense is supposed to be in service of, and makes it safe, boring, and rote.

Wednesday, June 26, 2013

Linkpost: Timmy, Johnny, and Spike

No time for a full post today (moving/painting), so, since conversation on Facebook about yesterday's post got pretty detailed, I thought I'd just leave a link to this, one of the most interesting articles I've ever read about game design. It's from Wizards of the Coast, designers of Magic: The Gathering, and it discusses the three player motivations they design cards to appease. Yesterday, I revealed myself as more of a Spike than I really thought I was (although I imagine my friends weren't surprised). Although, I'd like to think there's a healthy streak of Johnny in me, as well. Which psychograph do you fall into? Leave a comment to that effect, if you like.

Timmy, Johnny, and Spike Revisited.

Tuesday, June 25, 2013

Why Winning Matters



My friend Matt (who blogs over at Killer Tofu) pointed me to a Kotaku piece by Quentin Smith titled "Video Games' Obsession With Winning is Killing Them". It's an interesting read, with the central thesis that video games like Call of Duty, with their focus on every interaction having a clear winner and a clear loser, create more wounded feelings and sensations of failure than necessary. He points to modern boardgames as a model that video games could learn from on this score, with their focus on non-direct competition and creating experiences more than winners.

Which implies that he and I have been playing board games very differently.

Smith cites Twilight Imperium as a game that prioritizes the creating of experiences over winning. In TI, there is a vast array of available actions to take, and the brutality of combat ensures that diplomacy is generally a first option. This encourages talking around the table and gives players breathing room to try different parts of the game world. You can focus on researching interesting things, build Death Stars, role play and sway votes in the Galactic Council. And while you're doing all that, I'll be busy accruing Victory Points so that, once the game is over, I'll be the winner. And one of TI's flaws is that the accumulation of VPs often stands in contrast to doing fun things, which means you can't have as much fun playing to win as you could simply screwing around.


Maybe this need to win speaks to something flawed in my character. Maybe I've been indoctrinated by video games to believe that winning matters, and I'm robbing myself of joy. But here's my question: If winning is so unimportant to modern board games, why is it there at all? Why does Twilight Imperium even have a Victory Point system if winning is such a secondary concern?

Because 'winning' is the goad that ensures good play. When we all sit down around a table, we enter the so-called 'magic circle', in which we all agree that the outcome of a fundamentally meaningless activity like playing a game matters. Each player strives, to the best of their ability, to follow the rules of the game to ensure the best outcome for themselves. I bet you've played board games before with someone who doesn't care about winning, or who doesn't fully understand the rules that the game operates under. It's horrible, right? The table basically has a hole, sucking all of the fun down it as the magic circle breaks whenever it's that player's turn. They don't care about winning, so they don't make interesting moves; they act randomly, or to suit some personal whim. They're probably having fun, but it's fun at the expense of the table, and it's toxic to good gaming.

This is often the consequence of improperly defined or easily ignored victory systems. A player who feels like they can't win, either because the game mechanics make it too easy for a savvy player to pull ahead, or because it's too easy to lose track of how winning is achieved, will begin to strike out randomly, essentially attempting to pull the game down around them in the interest of their own enjoyment. This problem plagues Twilight Imperium, with its Victory Point system often lost in the haze of all the available options. A player will see another player pull ahead, and, feeling the game's stated goal pull out of their reach, will start acting only to amuse themselves.

Games are more fun when people play to the best of their abilities. People play their best when there are stakes. The agreement that winning 'matters' and is achievable by all players is the best way to create those stakes. Ill-defined or unimportant win conditions in board games aren't a blessing or a boon that video games need to adapt; they're a curse that needs to be avoided.

(I will say: Smith's last point, about the competitive party game Bang, is dead-on. A party game that relies largely on randomness is a great palate cleanser after a long, winning-focused strategy game like Twilight Imperium, and a quick game where winning is more a matter of luck than skill can be a great game to heal wounded feelings. That being said, for games where skill IS paramount, winning must and should be the player's goal).

Monday, June 24, 2013

Failure to (Stop) Launching - How Launcher Games Hook You


I play a lot of Flash games (especially on Kongregate), for two basic reasons. One, they're free. And two, their low budgets and quick development time mean you often encounter innovative ideas that wouldn't function in a big studio release, or even as a dedicated indie game.

At least, that's what I tell myself, as I load up another damn 'Launcher' game and start sending my (pirate/buffalo/monkey/rocket/penguin/nerd/whatever pick one as applicable) hurtling through landscapes full of stuff designed to either impede or increase its progress upward or outward. So I find myself wondering: What, exactly, is so compulsive about this genre of games?

The first Launcher game I ever played was the inexplicably Japanese NANACA(Cross)CRASH!! a weird, Flash-based spin-off of a Japanese game I've only barely ever heard of (I said Japanese twice in that last sentence, because this game is very, very Japanese). The premise is simple: You're a dude. A girl hits you with her bike. AWAY YOU GO! There are people on the ground, some boost you, some slow you down. If you hit them in certain orders, weird special effects (none well explained) occur, usually to your benefit.


Back in high school, this game was VERY big in my social circle on AOL Instant Messenger, with people constantly updating their profiles (does anyone else remember how amazingly important it was to have a properly curated AIM profile, with only the best hideously colored backgrounds, the deepest, most meaningful terrible song lyrics? Just me? Right, I'm old) with the highest scores to show they were the best NANACA(Cross)CRASH!!ers (or, as we usually just called it, Weird Bike Game). So let's unpack what about it is so compelling, and see what we can extrapolate to the 'Launcher' genre as a whole.

First, the game's playtimes are very short - each session takes about a minute, unless you do very well, or very poorly. In each of these sessions, you get a wide array of emotional moments - the giddy speed of the initial launch, the pleasures or disappointments of near-misses or barely-grabbed boosts, the thrill as you catch a last-minute reprieve, the slow decline (or immediate abrupt stop) of lost momentum and the end of the session. It's very much a roller coaster (except, in this case, you can immediately get back on).


Second, the game sits in the sweet spot between luck and player skill. The initial launch is entirely dependent on the player's reflexes, but after that, control is extremely limited. You get 3 "Boosts", where you can knock your airborne character up and give him a little speed, and a slowly recharging down-kick that imparts speed and lets you push him towards the characters on the ground. That's it. The rest of the game is watching your character float along, waiting for the ideal moments to deploy your limited controls. The order of characters on the ground is random (although the player is given a small indicator so that they know which boosts or detriments are coming up), so it's very easy for a lucky player to hit several boosts in a row, massively increasing speed and distance traveled, and for an unlucky player to hit an instant stop. However, the player control means that, when you use one of your limited interventions and it works, the feeling is intoxicating. Essentially, we have a situation where happy outcomes feel like a result of player skill, while negative results feel like bad luck. That's a recipe for players deriving pride from their successes without being too discouraged by their losses, and feeding that positive feeling is a great way to keep people playing.

One thing NANACA(Cross)CRASH!! doesn't have that its descendents almost always do, though, is any kind of progression structure. Every launch starts with the same probabilities of success - you can't upgrade the bike or pay an in-game currency to make the beneficial characters more prevalent. This makes NCC!! ideal as a score game, one where you can post a crowing high score to your friends with no caveats about whichever upgrades you've purchased, or how long you had to play the game to unlock the SUPER BIKE that got you your score - there's only 'skill' (which, see point 2 above). However, it also means that, once you've gotten a score you like, there's no sense of investment in the game, no feeling of sunk costs to pull you back in for another play.



In contrast, let's look at a game I've talked about on here before, Burrito Bison Revenge. BBR (produced by Juicy Beast) shares many design elements with NNC!!, - timing based launching, special units that boost or reduce speed, a limited control scheme prioritizing carefully timed interventions), but adds a few things that really let the game put its hooks in. (An easy way to know when a game 'has' you, and one I'll refer to repeatedly here, is when you have the thought "I'll just play until _____," where _____ is some measure of in-game progression. Once you've started bargaining with yourself for more playtime, you know you're in trouble). The first is an upgrade system, where in-game currency can be spent to enhance various features of your flight (stronger launches, less speed lost from mistakes, more control interventions, and several others). This does two important things: One, it gives the player a small-scale goal to play toward - "I'll stop once I've got enough money for that top speed upgrade" (but of course, you're going to want to TRY OUT the new upgrade, aren't you? And now you're so close to that bounciness upgrade...)- and two, it ensures that the player, regardless of skill level, will do better and better as play continues. Even if the player never gets better at using the rocket slams (the game's limited control scheme), by nature of upgrading their character, they'll go, generally, further and further with every launch. Thus, you avoid the discouraging scenario often found in NANACA, where a great launch can be followed by an abysmally cut-short one; instead, you have a constant, pleasing feeling of (fake) improvement.


Juicy Beast also introduced a multi-tiered progression scheme into the game to keep players hooked. The game world is made up of four regions, each separated by a large door which requires a sufficient amount of speed and strength (a stat only affected by upgrading) to pass through. Once the player can break through the fourth door, the game is 'over', and the push to get through each, more sturdy door, makes up the highest level of the game's progression. The doors are a milestone to aim for, a large-scale 'I'll play until I get through the next one' measurement. However, the game also has a smaller scale sense of progression, through in-game missions. These (as I described back during my Achievements posts), are small, variably difficult goals that are presented, three at a time. Once one (say, do two perfect launches in a row, or earn x amount of money in a single launch, or any permutation of the game's mechanics) of these is completed, another one takes its place. Thus, even when the gameplay distance between breaking through one door and the next is too big for the player to comfortably commit themselves to, they have these mini goals to focus on as they build up upgrades (which, as pointed out above, make it easier and easier to progress to and break through the next door). The missions act as connective tissue for the other goals in the game, a way to keep players committed even during lulls.


So, there you have it: the modern 'launcher' game. The initially compelling aspects (short session times with a wide emotional range combined with a healthy amount of randomness and limited, but meaningful control) have been fine-tuned and married to progression mechanics designed to keep the player going for 'one more launch' (inevitably, more like 20). In a way, they're quite cynical in how effectively they suck down player time, but it's hard to stay mad at them, because it's hard to do anything right now except PLAY LAUNCHER GAMES (Will quickly alt-tabs to the three different browsers he has with launcher games waiting).

A short list of good launchers:

1) NANACA(Cross)CRASH - Weird, and addictive. Feel free to post your best score in the comments here; mine's 10,145.

2) Burrito Bison Revenge - The king of launchers - gorgeous graphics, varied controls, and an expertly machined sense of progression.

3) Learn to Fly 2 - This one offers a great deal more control than the first two, and also has an EXTREMELY CHARMING PENGUIN

4) Into Space 2 - the best of the Vertical Launcher genre, where your goal is to go up, not out. A really, really detailed upgrade system.

There, that should be enough to waste a few of your days.

Sunday, June 23, 2013

Why I Love Jetpack Joyride But Will Never Pay For It


So I'm playing Jetpack Joyride on The Girlfriend's shiny new Windows 8 computer (Windows 8 - Like a cell phone, but it won't fit in your pocket!), and I get to thinking about how much the whole thing cost to make. Rocking soundtrack, gorgeous art, programming... My Google-Fu is too weak to find it the exact development cost, but it clearly wasn't cheap. And I've been playing it, now, ad-free, for about 2 hours. And the guilt starts my eye crawling down to the 'Purchase coins" button... And I balk.

The advent of free-to-play has done a lot of weird things to the gaming industry. Back in the day, it was simple - you gave some money, you got some game. Now, here are the models I can pull off the top of my head: the game dev gets paid in attention and future interest in products, the game dev gets paid in ad revenue per play, the game dev gets paid for the second half or last two-third of their game, the game dev gets paid before they even start development through Kickstarter, the game dev gets paid through in-app purchases.

That last one (the one that Jetpack Joyride uses) has a lot of latitude in how it can be applied. Cosmetics, extra in-game currency, bonus levels... They all boil down to one question: Can you 'finish' the game without ever making a purchase?

Of course, this means we have to define how a game is 'finished,' which is increasingly nebulous as mobile gaming's focus on pick-up-and-play has created a resurgence in arcade-esque endless games. Still, most games have some sense of progression, usually through the purchase of upgrades or the completion of achievements. Jetpack Joyride (where everything can be purchased with the in-game currency, which collects slowly, but not so slowly as to make buying things impossible) can be completed without making a single purchase. Which is good, I guess, because it avoids the upsetting bait-and-switch thing that happens when a 'free' game starts piling on inconvenience after inconvenience - which can, of course, be alleviated with a cash purchase, just as you're getting into the meat of the game.

Here's the problem, though: The major gameplay of Jetpack Joyride (which you should totally play if you haven't, it's an amazingly well crafted little thing) is collecting coins, and the major part of the game's meta-structure (that is, the system of persistent upgrades that gives you a feeling of progress) is deciding how to spend those coins. And the only way you can give the game-makers money? Buying coins.

If you think about it for a second, you'll see the paradox. If I want to compensate the game devs (and I do, because they've given me a lot of fun), I have to cheat myself out of some gameplay. I have to make some of my upgrade choices meaningless by filling my coffers with purchased lucre. It feels like cheating, and that's why I balked from, essentially, giving Halfbrick Studios a tip for the enjoyment their game gave me.

Basically, what I'm arguing here is that the free-to-play elements of a game should be disentangled from its progression structure (this is something that goes back to the Dead Space 3 "Pay for Crafting Resources" thing from last year - if earning resources is fun, then don't give me the option to pay to take away the fun, and if earning resources ISN'T fun - why is it in your game?). Include them, certainly, but in their own separate areas - cosmetic items are ideal for this. Hell, I'm even fine with selling levels, as long as you don't go crazy with it. But when games like Jetpack Joyride merge their for-pay elements with the in-game activity of gaining money, they're going to end up disincentivizing either gameplay, or paying. And a game this fun doesn't deserve either.

Saturday, June 22, 2013

Short Fiction: Rogue-Ish

(I wrote this on a whim to show that I could write something fantasy-ish. It's short, but... I don't know, I kind of like it).

The thing about rogues is that they are, at the end of the day, profoundly roguish. And sure, that sounds great in the tavern. Everyone’s heard stories about the party that would have been chewed apart by scorpions at the bottom of a pitfall, if not for the tireless efforts of an auric-hearted rogue. Or of steel-eyed queens charmed into leniency (and out of lingerie) by a talented bard.

Sure, they were, technically, thieves. But, the stories always emphasized, FUN thieves. And when the chips were down, at the end of every story, wasn’t it always the seemingly traitorous rogue who came back to save you? A glint in his eye, aiming a crossbow bolt at your chest, but no! He was only shooting the orc behind you. He might steal your gold pouch, but he’d never stab you in the back to do it.

Which presents the question, Thak of Grimmeld, Warrior Lord of the Far Steppes, mused to himself as he lay bleeding to death on a filthy stone floor with a dagger wound in the small of his back: Who’s making up these stories, anyway?

 ------------------------------------------------------------------------------------------------

Glenn, as he had called himself, was the most roguish of rogues, if his own stories were to be believed. Despite his simple name and unassuming appearance, he claimed to have stolen more gold, platinum, and jewels than the combined efforts of years of work from the Steppe Horde raiders who had trained Thak in his youth. He claimed to be the assassin of The Unknown Emperor, which, Thak thought now, he probably should have been more suspicious about verifying. And Glenn had a reputation, one that, Thak’s wife, the ‘Virgin’ Sorceress Aurora, assured him, made him the ideal, trustworthy companion on their next venture: He had betrayed every single person he had ever worked for.

It had taken Thak some time to work through the logic of this benefit. The flask of mead he had consumed (paid for, of course, by Glenn [with money, of course, taken from Thak’s own purse]) had made the efforts doubly difficult, but eventually he had grasped Aurora’s points (while failing to notice that Glenn was, when Thak wasn’t looking, doing some grasping of his own):
 
    1) Everyone knew that in stories, the least trustworthy person could always be trusted. After all, the story wouldn’t be very interesting if it was just ‘The bloodthirsty psychopath turned out to be the murderer’, right?

    2) Who could be less trustworthy (and thus MORE trustworthy, by this new logic), than someone who had betrayed everyone he had ever worked for?

    3) This is damn good mead, isn’t it?

Persuaded by this iron-clad argument, Thak had found himself, the next morning, bleary-eyed and barely able to hold his fabled double axes, Krew and Krag, following behind Glenn and Aurora in pursuit of the fabled treasure of Mak Goughin, which Glenn had conveniently known the location of. Through his raging headache, Thak couldn’t help notice that his ‘virginal’ wife and the youngish rogue were walking closer than comfort would suggest was feasible. But he held his thick, fuzzy-feeling tongue, not wanting to give Aurora ‘paranoid jealousy’ as a weapon in their increasingly constant arguments. And so, as they ventured into the filthily-floored dungeon, he simply watched.

Not closely enough, it turned out. And so, he lay dying on the incredibly poorly kept stone floor of the dungeon, bleeding swiftly from the wounds in his back, one placed by Glenn with a merry laugh in his throat, and the other by Aurora, cold as a winter’s sunrise. Was the flickering in his vision the last of his life ebbing away? Or the guttering of the black, oily torches that illuminated the chamber? Or, possibly, the Lichstone he had stolen, years ago, from the Wizard Jandar, finally fulfilling its dark purpose and reanimating him as a murderous revenant bound to avenge his own demise?

It was that last one, happily. And as the last of his mortal existence faded away, Thak smiled at the thought that Glenn really, really should have done more research before seducing his wife and murdering him. But then, that’s the thing about rogues.

They’re roguish. That’s not the same as smart.

Thursday, June 20, 2013

How Sadism and the Wii U Saved Gaming (Potentially)


Confession: My favorite Mario game is New Super Mario Bros. for the Wii. It's not the most polished or the most inventive, sure. It doesn't have the most beloved power-ups or the best level design. But it has one thing that has given me more joy than any other feature in a Mario game: multiplayer.

Not just "trade off when someone dies and every once in a while battle in a coin-collecting minigame" multiplayer. Not "Player 2 collects star bits" multiplayer. Not even "there's a separate battle mode and you can run around fighting in it" multiplayer. Real, honest-to-goodness, four-people-struggling-to-make-it-through-every-level multiplayer. And it was glorious.


And the best thing about it was that you could play it more than one way. Sure, you could be nice, with the more experienced players carrying the weaker ones through difficult sections, politely sharing power-ups, using teamwork to get the hard-to-reach star coins. And that's fine! Do that, you'll have a good time.

I'll be busy playing MY way - a brutal race to the finish of every level. Dirty tricks, hoarding of power-ups, intentionally throwing the others into bottomless pits. Nothing's off-limits, as long as one person's alive at the end to grab the flag. And the game's mechanics are perfectly built for this (power-up stealing, picking people up and throwing them, the way the screen scrolls), but without any explicit instructions to do so - the perfect recipe for building your own game mode.


(An aside: in 2006, my friend Nathan had the perfect ingredients for fun - an original XBox, a copy of Crimson Skies, and a projector. Dog-fighting on a big screen was, even with the muddy resolutions, suitably epic, but we eventually tired of the basic multiplayer modes, with their focus on combat over flying. And so we invented a new mode - a variation on the game's King of the Hill (where the player who holds a single flag on the map for the longest wins) with one key distinction: the player with the flag wasn't allowed to shoot. Instantly, what had been a fun-but-generic bout of dogfighting became a tense, exciting game of cat-and-mouse. Especially on the game's 'Chicago' map, with its just-wide-enough streets between towering skyscrapers, it was the perfect, player-created game of chase and be-chased.)


As previously mentioned, I spent some time with the Wii U last week. Along with NintendoLand, the other game I played (along with The Girlfriend, my friend John, and his wife Desiree) was New Super Mario Bros. U. Because I was (and remain) fascinated by the GamePad, I asked if I could play the game in what's called 'Boost Mode' - where 1-4 players play as normal with Wiimotes while the player with the GamePad uses the stylus to place blocks, uncover secrets, and stun enemies, ostensibly to help the players on their way.

Ostensibly.

Instead, it quickly became clear to my fellow players that I was using Boost for a different purpose - to turn every level into a maze of suddenly-appearing platforms, erratically moving enemies, and sudden death traps. I would do my best to block jumps, move power-ups out of the way, and basically take on the role of a cruel dungeon master. (I cleared this with my friends, by the way. Mostly. They appreciated the challenge! I choose to believe). The mechanics for Boost Mode are less clearly designed for abuse than the ones in the Wii game, but opportunities are still there. The platforms you can create with a touch of the stylus are the most obvious method of interference, but there are other, more subtle ways to play vengeful God. 3-Up blocks can be revealed by the GamePad player, acting as perfect bait to force players into traps. And a few levels have things like giant gearwheels that respond to the stylus's touch, allowing a savvy bastard to trap and crush his... opponents? Is opponents the right word? in between their gears.


As gamers, we've always dealt with the fact that no challenge from a video game can be as organic (and nasty) as one presented by a human. Part of the pleasure of tabletop gaming is the sense that you're playing 'against' an opponent who can tailor your challenges to your capabilities. The Wii U, by giving one out of the five players (what amounts to) a mouse and monitor set-up, has created an ideal environment for that player to mastermind gameworlds to provide more interesting challenges. (The free Rayman Legends Challenges App takes this even further than NSMBU, with one player having control of most of the features of the platforming world, moving them to help the platforming player traverse). This is fun in a platformer, but what if we pushed it further, applied it to genres like RPGs or puzzle games? Mazes drawn on-the-fly with the stylus. Enemy line-ups drafted from a pool of foes. All those tasks we've relegated to AIs and pattern-generation, back in the hands of a human because we finally have an intuitive way for them to control it.

I know, I know. People have been crowing about the 'potential' of the Wii U since it was first announced. But I feel like we're on the periphery of something great, a chance for gamers to interact like never before. New Super Mario Bros. U and Rayman Legends Challenges App are at the cliff's edge of embracing what the Wii U can really do when you trust your players to help you make amazing experiences, and I still have my fingers crossed that, sometime soon, someone is going to take the plunge.