Showing posts with label DS. Show all posts
Showing posts with label DS. Show all posts

Thursday, May 15, 2014

Mirror's Edge and Cultural Synergy


Last year I saw a video featuring "Mirror's Edge-inspired parkour" and that got me thinking about that game. Time and time again, I have seen the name of Mirror's Edge pop up front and center whenever anybody talks about parkour in video games. If there's a discussion about freerunning in video games, Mirror's Edge will come up. If ever a game is modified to be more based around freerunning, that modification will often be labeled "Mirror's Edge-inspired." Parkour enthusiasts have rallied behind this game and adopted its art style as a symbol of the freerunning culture. What's the big deal? Last week I started up the game to find out.

For the uninitiated, Mirror's Edge is an action platforming game focused heavily on navigating through the world. The player character is armed only with a set of freerunning skills inspired by the acrobatic art of parkour. Instead of going down a beaten path, the player must climb to higher ground, leap across rooftops, run across walls, and generally use the urban terrain in any and every way to get from point A to point B. One aspect of the game that assists players is a mechanic called "Runner Vision," which represents the character's intuition for pathfinding. In the game, Runner Vision turns certain objects and platforms red to present a possible path or escape route. This often clashes highly with the game's normal pristine white environments and is part of the game's signature design.

The story introduces us to a dystopian city where the rich and powerful wield absolute control through coercion and surveillance. Any dissent is quickly put down. The only hope for any resistance is in a breed of athletic couriers called runners. The runners are the backbone of an information network that gives freedom fighters a chance. The player takes on the role of Faith Connors, a runner tasked with saving her sister's life and uncovering the truth of the ominous "Project Icarus."

Between chapters the story is told through more stylized animated cutscenes which have a bit of a noir feel

And let me tell you, this game is a wild ride all the way through. One moment you'll be freely leaping between rooftops. The next, you'll be running for your life from gunfire. The next, you'll find yourself indoors and needing to find your way up to an air vent. The next, chasing after a suspicious character who has information you need. Because the terrain is so important to how you progress, I can look at any set piece from this game and remember what it was like to find my way through it.

If you can't tell by now, I ended up liking the game. I'm not a parkour enthusiast myself, but watching their work and playing this game has clued me in to how they can swear by it and admit it into their culture. In fact, what I've observed researching this game rings true for many instances of video games based off of real-world cultures, hobbies, professions, etc.

First of all, Mirror's Edge is spot-on when it comes to simulating parkour with video game controls and a first-person perspective. Even if it's not perfect, you can tell a lot of effort and observation went into this game, and I think that's what really matters. There are plenty of games that feature characters that run and jump and navigate structures to get to their goals, but Mirror's Edge is one of the few first-person games that places it front and center. Barring moments when you may get stuck in a combat situation, you'll be running around and navigating terrain. In fact, the best idea when faced with enemies oftentimes is to find a route around and avoid them. You are encouraged to stay in motion and keep this about the freerunning, which is admirable.

You'll be seeing this view often as you tackle the game's many daunting jumps

It's worth mentioning that there is a rather neat combat system that incorporates your parkour skills, along with a gunplay aspect. Apparently the game's handling of guns leaves much to be desired, but I never bothered. And that's saying more about the athletic fisticuffs; I was having too much fun disarming opponents with well-timed counters and jump-kicking singled-out targets!

And that's the thing about video games which makes it exciting when there is one made based off of a real-life interest. A game can be as grounded in realism as much or as little the designers want it to be. Just because a game is realistic in some ways doesn't mean it can't be exaggerated in other ways for the sake of an enjoyable playing experience. In Mirror's Edge, failing a jump can cause you damage or kill you. If you take a jump slowly or from the wrong angle, it will take you more time to recover from it. If you approach the jump at the right angle while running at top speed, you can leap over obstacles and pull yourself up to higher ground faster. Those make sense because you're able to build up momentum and from a game standpoint you're rewarded for moving efficiently. Meanwhile, Faith always has perfect balance, never fails a saving roll after a high jump, and is generally never subjected to little unavoidable human errors that often lead to injury. Case in point, someone I know is learning parkour and he once hit his head on the ground practicing a standard rolling procedure. Faith will never do that. When you tell her to roll, she rolls and that's that.

The point I'm getting at is how there is some element of homage whenever a real-world interest inspires the mechanics of a video game. I can imagine there's something flattering to parkour enthusiasts about a video game in which the player saves the day with "the power of parkour," so to speak. Faith's freerunning skills are an exaggeration of real-life capabilities to present a flattering and entertaining image of parkour that can be enjoyed by everyone, enthusiast or non.


Here is the video that inspired this discussion. I believe the performer is intentionally emulating the feel of the game, which is really cool

In addition, by appearing as the protagonist and player character of this game, Faith has established herself as an icon of sorts. When a video game studio got the idea to make a game with parkour as a central mechanic, this character was created. Her being fictionalized and designed to represent an art serves to make her easier to rally around. Her look, her attire, her affinity for colors, became synonymous with her and the culture she was made to represent. There's some back and forth homage and inspiration at work. As a result of this character's creation and use in the game, parkour practitioners who are fans of the game seem to enjoy adopting those traits. For instance the runner symbol, the color motif of crimson against pristine white, and Faith's attire. I know of at least one video where Faith's signature red glove is prominent.

Having a real-life interest given the "video game treatment" can be an exciting thing. It represents the interest in new ways that can generate more interest from unlikely sources. The video game can then be used as a bridge between long-time practitioners and people who became curious because of the video game. On the other end, the interests represented can return the excitement back by representing the game in their real life practices. They can rally behind a common icon, that being the game, game world, or significant characters. There are a great many games that have been inspired by real world practices and had potential to enhance both. I'll quickly list a few others that may not be on the level of Mirror's Edge, but still show the creativity of video games as a medium.

Punch-Out!! is a very simple game, but it makes us all feel like heavyweights

One early example of video games taking inspiration from real life: Punch-Out!! for the Nintendo Entertainment System. This game plays more like an action puzzle game than it does a fully robust boxing simulator. The game misses out of the little nuances of boxing strategy that I cannot begin to comprehend in favor of reaction-based gameplay and pattern memorization. In the end, we still have a go-to video game for fictionalized and exaggerated boxing and all the fun that goes with it. I recall that the Wii installment in the series was met with great enthusiasm by a YouTube video creator who was big into boxing. The protagonist, the Rocky-inspired Little Mac, has come into his own as a boxing representative that gaming can call its own. And if these games have provoked any solitary individual into looking at real boxing, that aspect has also been fulfilled.

Ace Attorney is not a close law simulator, but it is a celebration of logic and situational awareness

Another noteworthy example: The Ace Attorney series known mostly for its protagonist Phoenix Wright. Ace Attorney hardly represents the legal process. In fact, it's more of a melodramatic detective series that boils down to proving clients' innocence in murder trials. But the characters, design, and stories are all their own while still inspired by the legal system. While we won't see Phoenix design contracts, settle out of court, or brush up on changes in law, one basic and key element is still represented: Logic. Phoenix still uses logic and his knowledge of the situation to reach conclusions which are both favorable and feasible. Though logic and the ability to see the bigger picture are small parts of being a lawyer, they're still vital, and Ace Attorney hits that note. At least I'd hope so. I haven't studied law, so I'm at the mercy of actual practitioners.

Confession time: I genuinely was a little bit obsessed with farming after first playing a Harvest Moon game

Last on my abridged list: Harvest Moon. Who would have thought a game about farming would be so popular and spawn a series that is still ongoing in more than one line of games? Clearly the designers, who started with the concept of a farming game and made it into a money-making game fueled by consistent small tasks. The amount of time it takes to grow crops and mature livestock is exaggeratedly quick, but the principles of day-to-day hard work are well represented. I'm not so sure Harvest Moon will make many farmers out of gamers, but teaching the work ethic of farmers still counts for a lot.

How about you? What are your noteworthy games inspired by real-world interests, hobbies, sports, professions, cultures, etc.? What fictional characters have you come to enjoy as a symbol of said culture? Or how has a game sparked any interest in a real-world practice? I want to hear from you.

Monday, March 31, 2014

Elite Beat Agents and the Meaning of Passion


Video game concept: A group of snappily-dressed gentlemen travel the globe and inspire regular people by dancing to popular music. Hope and motivation would be in short supply if not for these suit-wearing male cheerleaders.

If you're wondering what such a game would be like, look no further than Elite Beat Agents for the Nintendo DS. This game absolutely took the handheld scene by storm during its release and people I know are still making references to this game. Just like in the paragraph above, the game is about the titular agents as they travel the world and spread passion to the people. How do they do it? By acting as cheerleaders singing and dancing to popular music.

As you can tell by now, Elite Beat Agents is set in a modern world of cartoon fantasy. And even though the game revolves around the agents, the stars really are the people that the agents inspire. These aren't your typical video game problem-solvers. Instead of saving the world, our protagonists have more relatable goals and issues such as babysitting, creating art, proving their worth or just trying to survive in a rough-and-tumble culture.

Some typical gameplay. The player is following the beach ball left to right and afterward going to tap the 2 and 3 buttons

Instead of saving the day behind the scenes, the Elite Beat Agents are all about filling their targets with the courage and passion they need to do it themselves. This being a game, simple problems quickly turn into wild adventures. But the themes of overcoming doubt in one's abilities are still there. Let's quickly go over how this game is played.

For the uninitiated, Elite Beat Agents is a rhythm game that tasks the player to tap buttons on the DS touch screen following the melodies of well-known songs. These buttons fade into the screen and have circles closing in on them, indicating the right time to tap. In some cases, the button then prompts the player to follow a path on the screen, or some other follow-up motion. The result is a whole routine of button-pressing that compliments the song perfectly. As the song goes on, there is a status bar on the top of the screen that goes down. Should it empty entirely, the stage is lost and the player has to try again. This bar is bumped back up by the player performing the song well. This gameplay does very well to excite and push the player to do well and earn a good ending.

On the note of endings and stories, Elite Beat Agents has some of the most energetic presentation I have ever seen in a game. It's rife with passion, over-exaggeration, endearing charm, great characters, excellent themes, and is just a pleasure to experience the whole way through. Let's take a look at one of the game's stages.


The "Makes No Difference" stage - Interesting because the outcomes rely on the lead actor, which relies on Chris's directing

Stage 2 of the game introduces us to director Chris Silverscreen as he works hard to produce the next great blockbuster hit. Morale drops when one of Chris's bosses comes onsite to tell him that his job is strictly on the line. Chris carries on, but the extra weight is dragging him down. Chris's self-doubt and stress pile up, culminating in the desperate cry of "HEEEAAALP!" Thus, the Elite Beat Agents embark to motivate Silverscreen and make "Romancing Meowzilla" a huge hit!

I really must stress the significance of the "HEEEAAALP!" screams in Elite Beat Agents. It's the call that summons the agents to the target's aide, but it means so much more. The emotion that drives every character to yell this call is a very relatable one. Even though the situations are different, the emotions are the same: Self-doubt, anxiety, stress, maybe even helplessness. In short, the nagging voice that says "I can't do this. This is way bigger than I am." I am absolutely sure every person has felt this at some point. Perhaps some among us are feeling it right now. And I can assure you many of us will feel it more times in the future. Thus, I am certain we can all relate to feeling this emotion, especially to the point where we would shout "HEEEAAALP!" if it meant receiving any degree of help.

You can see the magic of the agents right away when they lift Chris straight out of his funk and get him waving with the music. After all, the best start to a daunting task is to loosen up. A little bit of waving with the music to take his mind off of the stress of the task will only help. You may also interpret this as him "riding the wave" of positive thinking and progress. This will be more significant in a few paragraphs.

Here you can finally see the game in action. All gameplay is reserved for the bottom screen while the top screen shows Chris as he works toward producing his movie. On the bottom screen, the  buttons appear to the beat of the music and you will gain points for tapping and dragging, depending on your reflexes and timing. Your performance not only affects the meter that you keep above failing levels, but it also affects how the events on the top screen play out. Performing the gameplay well will depict Chris as making progress. Performing poorly will depict Chris as struggling or failing to reach his goal. Performing perfectly will depict Chris succeeding greatly and with infectious gusto.

I find this very well represents what it's like to progress through a daunting task. You'll have your highs and your lows, and moments when you're just coasting through with moderate progress. In fact, depending on your task, you may coasting much of the time.

More sample gameplay. The circles around the buttons close in and when they overlap with the border of the button, that is when the player must tap.

The music you're hearing is a cover of Sum 41's "It Makes No Difference." And I must say, Elite Beat Agents has one of the most memorable soundtracks not necessarily because the songs on it are all original and of great quality - in fact, the entire core soundtrack are all covers of popular music. What makes the songs stand out is the context that they are used. In this game, music and gameplay are intertwined. The routine of button-pressing is set to the music, so you become intimately familiar with the music out of necessity for playing the game well. I find that this set-up has given me a fondness for all of the songs in the game's soundtrack. It helps that when you perform well, these songs are the background themes for your awesomeness. You can see comments all over the Internet from people who have a problem with popular music saying that this game makes it enjoyable.

You'll notice that in this game, stages take place in typically four sets. At the end of each set, depending on if your meter is above or below 50%, an event occurs that shows if your protagonist succeeds at the immediate task. In the case of this stage, we see if Chris's directing pays off and his lead actor pulls off the performance of a lifetime. In this stage and any other, seeing these little victories along the way to completing the stage is very rewarding. Remember that quivering ball of doubt that your character was at the beginning of the stage? Well look at what they're doing now!

Between sets, we return to seeing our character doing the wave, but as the stage progresses we see more characters joining in. I love this aspect of the game, since in my eyes it signifies the point when those characters are "on the same wavelength" as our protagonist, so to speak. It's one thing for Chris's lead actor to do his job, but it's another for him to really understand Chris's passion and motivation. With the lead actor joining Chris in the wave, I feel like he's really on board and sharing in that passion to make a great movie. Later on, even the antagonistic executive joins the wave, which goes to show even the bad guys in these stories see things more the protagonists' ways. To be fair, the executive does soften up when he sees the progress made in the movie.

The ending you get for a stage is based on how many sets you passed. The best ending is if you pass every set, there's  a neutral ending if you miss any sets, a bad-ish ending if you miss all the sets but still pass the song, and running out meter entirely will "reward" you with a soul-crushing failure scene. Trust me, these are hard to watch. In Silverscreen's case, all of his efforts and directing prowess pay off. "Romancing Meowzilla" is a huge hit, he makes his bosses happy, he keeps his job and can keep doing what he loves.

For me, what's more rewarding than winning in this game is seeing the evolution of its characters as the stages progress. They go from self-doubt to unflinching confidence - which you may notice is signified with a very distinguishable face bearing sharp half-circle eyes like masked superheroes - something that I refer to as the "fervor face." It's the face of a person who is well past the point of "Can I do it?" and only focused on where and how to make it happen. I love it.


The "Sk8er Boi" stage - A prime example of the protagonist using the fervor face

The next stage places us in the backseat of Jack, an ace taxi driver. He's good at his job, but he has a problem driving too fast. After being let off with a "friendly" warning from a police officer, a woman in labor barges into his car and tells him to step on it for the hospital. Jack can't risk being caught speeding again, but time is of the essence. With nothing else to do, Jack starts his engine and makes for the hospital with a shout of "HEEEAAALP!"

As we can gather, most - if not all - of the cries for help are not so much "This is out of my league, please help me out of this responsibility" but more "I'm going in to make this happen! Back me up!" For characters like directors and taxi drivers that are normally mundane in video games, this is a great attitude. The music for Jack's stage is Avril Lavigne's Sk8er Boi. The fun part about this song is how it tells a story, thus the lyrics are prevalent and clear. Even though the lyrics don't have much to do directly with the events of the stage, I still feel there is some connection. Perhaps because the pace of the song's story arc matches the stage's pace and there's some synergy when both stories are at their climax.


The "YMCA" stage - Look at this man tear through his plight

Another of the game's stages which makes great use of lyrics is the game's seventh stage, in which we join the quest of a sailor out to find treasure. The song for this endeavor is the time-tested and iconic YMCA, credited as being covered by TC Moses. And I must give props to TC Moses because regardless of if this song sounds like the original or not, the version we have in Elite Beat Agents is every bit as fun and energetic. I know I would be down to explore the depths of the ocean to such a tune. I can't tell you how pumped I was just hearing the initial horns and drum beat.

The "Anthem" stage - The story of a wash-up who hasn't given up on himself

The last stage I want to mention is the game's fourteenth stage, featuring an allegedly washed-up baseball player, Hulk. He had his run in the big leagues and struck out in more ways than one. He lives a life downtrodden melancholy until one day when the amusement park he works at is under attack from a volcano monster. It's up to Hulk to save the park from destruction using weaponized baseball skills! Of course, this story isn't as down-to-earth as the rest, but the themes are possibly deeper. Hulk has already seen the worst brunt of failure and yet puts in the effort to save the park and his biggest fan who is caught in the action. To me, that makes Hulk's story powerful in its own right. Rather than avoiding failure at all costs, he is overcoming the current paralyzing effects that a past failure can have on a person.

In the end, the power of music may get our protagonists up and doing, but it is the power of passion that makes everything possible. Behind every character and story is some sort of passion or drive. The same can be said of anyone. Every person has something they're interested in, and if we could we would pursue those interests with our hearts and souls fully invested. However, many of us don't pursue these interests for a variety of reasons. Either we don't find them practical as a living, we believe we don't have what it takes to make a living of it, or we just turned to the more practical occupations to place all our effort. And in some cases, the more practical occupations are our passions and we're as happy as can be. In any case, we all have something we want to do and do it well, and in a perfect world, we would all be masters of our trade. And to all of the masters of their trade currently reading this article, I commend you.

In Elite Beat Agents, antagonists take the forms of executives, traffic cops, aliens, unruly children, and the weather itself. But the real conflict throughout the entire game is people versus themselves. Every character is perfectly capable, but the only thing stopping them is their own self-doubt. Once they get that confidence, the problem doesn't stand a chance. It's in this way that we might even think of the agents themselves as purely symbolic. It's incredible to think all these people can gather the courage by themselves, but more comforting and empowering to think that we all have this group of agents somewhere in the distance confident enough in our ability to cheer us on by dancing to popular music.



The first stage of "Osu! Tatake! Ouendan" - The simple story of a student needing to study for exams

And I can't end this article without talking about Ouendan. Many people in the gaming community already know about Ouendan, so they can skip to the next paragraph while I clue the rest of us in. "Ouendan" is the colloquial name for "Osu! Tatakae! Ouendan" the Japan-only game to which Elite Beat Agents is an international "sequel" of sorts. I'm no expert, but I'll explain this as best I can with my limited knowledge and research: An Ouendan (spelling may vary) is a Japanese cheer squad not unlike cheerleaders in function. Though whereas cheerleaders rally up support by having a good time, the typical Ouendan will instead deliver an intense, stoic performance. I imagine it's because they take belief and inner strength very seriously. Thus they project such a professional tone to help their team's resolve sturdy up as well.

The Ouendan game very much takes a stoic approach to passion and motivation. Compared to the Elite Beat Agents, the Ouendan members are serious. Not mean or disagreeable, just very intense and focused on their task of bringing drive to the people. Instead of doing the wave, character in Ouendan put on their fervor faces back with the flames of passion. I guess you can say the attitude in Elite Beat Agents is "Take it easy, you've got this" and the attitude in Ouendan is "You are so capable of overcoming this challenge that it is your solemn duty to do so!" Personally, I can see how the stoic approach well represents Japan while the laid back approach powered by popular music appeals much more to the general international audience.

Different though their methods may be, Elite Beat Agents and Ouendan both set out to celebrate the common person and to me they succeed. Every profession, hobby, and undertaking in these games are shown in an impressive light. And you know what, in the right light, that applies to us in real life as well. Anyone can truly seize life if they keep their passions front and center in their minds and in their hearts.

We can't discount the power of music, either. With my playlist open as I type, I can vouch it helps. How about you? What music do you listen to that gets you in the mood for what you love? Perhaps the next time you listen to it, you can imagine a squad of agents dancing to it in the distance.

But before we sign off entirely, let's cut some onions

Thursday, August 1, 2013

Phoenix Wright and Focus


By now, my Nintendo 3DS is my preferred exercise companion on the treadmill. Sure, other devices offer similar services, but nothing captures my attention like a good Pokemon battle, RPG cutscene, flight around Wuhu Island, or courtroom drama. For today's topic, we will discuss why that last example is so effective.

We all can agree that the Phoenix Wright games really make us think. Capcom's law games create these little worlds of scenarios, character, evidence, and motivations. At its most intense, I have found myself so immersed in a Phoenix Wright storyline that I began seeing the real world in terms of alibis and some way in which a murder could have been hidden.

Officially known as the "Ace Attorney" series, some games in the franchise even star other characters and take place at various times in the world's history. Phoenix Wright just happens to be the most recognizable aspect of the series .

For the uninitiated, Ace Attorney games work your problem-solving skills more than they do your reflexes. You won't be defeating enemies one after the other, nor won't you be grinding up stats, picking up loot, earning weapons, or even much of controlling your characters. The bulk of Ace Attorney gameplay is in its dialogue. You will spend more time hearing characters talk and explain things than you will taking any sort of action.

Everything happens in menus, and every option opens up a colorful and endearing new event

On paper, this sounds dreadfully boring. But in execution, this is perhaps the most enthralling way to play a video game that I have yet experienced. Like I said above, an Ace Attorney game is more than interactive media. It is a window into a world of intrigue and murder mystery. And yes, every court case boils down to murder at some point.

Every chapter follows the same formula: Your main character meets a person who is charged with murder and takes the case to defend this person. From there, you hit the streets to scour the crime scene, find evidence, and talk to people related to the incident. The games are all very linear, so you'll be following a carefully crafted storyline the whole way through. When your investigation is over, it's time to head to court where you will engage in debate with the prosecutor, whose job it is to see your defendant found guilty.

Already you can see how Ace Attorney can keep a person hooked. The gameplay and the storyline are chained at the hip. Whereas most of what happens in a video game is part of the "experience" and you can go for long stretches without continuing the story, Ace Attorney is in storyline mode full-tilt. If the game ever stops, it's because it needs you to nudge it in the right direction. You are never not ingrained in an Ace Attorney storyline for as long as you are playing it.

By now you're probably wondering what it is the player actually does which presents any challenge. Well, there come times in the story where your protagonist will have to put money to mouth and prove their point with some evidence. But they won't do it by themselves. When you hit that impasse, it's up to you, the player, to sift through the evidence and find that piece that will throw doubt on the other person's claims, forcing them to elaborate or admit to lying. So, if your witness claims to have never been at the crime scene and yet you found their phone right next to the body, time to raise an OBJECTION!! Digging up the truth is very rewarding, and watching your character pursue that line of logic further just makes it all the better.

 But allegedly, the victim wrote the defendant's name with his right hand. Curious...

Bringing it all together, what does this game being good have to do with me being on the treadmill? Nothing, directly. But it does help me focus on the exercise. And funny enough, it helps me focus by taking my mind all the exercise almost entirely. And let me say ahead of time that this is a particular sort of multitasking that not everybody can do, so be careful if you try it out.

First, by concentrating on the game I am less aware of my surroundings. Not by a whole lot, just enough to where I am not constantly checking the clock, calories, or distance. This way, I won't be thinking about how much further I need to go. Likewise, since I'm not focused on the strain of the exercise, I won't have any reason to exaggerate how tired I feel just to give myself a reason to cut it short.

Second, the attention that I am not giving to the exercise pours straight into the game. With the amount of attention that game commands, it's not likely to let go of that focus any time soon. The storyline is constantly in motion, so at any time you can just click on it to see more. Further, the conversations and characters are entertaining enough where pretty much any exchange contains at least one smirk or laugh out of the player. There is a lot going on at any time in the game, so you'll be thinking about the storyline and what the newest developments mean for the larger mystery afoot. Even putting the game down to think about something will keep you invested enough to where you won't get bored while exercising.


The game's music is also exceptional and has everything to do with the Ace Attorney experience. The iconic "Cornered" theme is catchy, especially in a capella.

There are two caveats for this method. First, playing a game while exercising requires being able to multitask in a very particular way. While I can stay enthralled in my game, I still need to keep up with the treadmill, maintain balance on the belt, and keep an eye on the timer so I can scale up the speed according to my routine. If you cannot multitask like this, then this whole method could prove dangerous. Practice first on low speeds, even if you already multitask well.

Second, there do come those times in an Ace Attorney game where you will get utterly stumped. The solution is out there, but your thought process won't find it. In those cases, the game's hold can wane. In that case, you may want to switch up for a game that doesn't require problem-solving to continue, like Animal Crossing.

These things aside, I have a great time on the treadmill with 3DS games, Ace Attorney in particular. If the story really picks up, I might even pull some overtime just to keep in the zone.

All of that said, I'd like to hear from you. What activities keep you in "the zone" like a good game does? Which activity would you like to have a zone for? A game-like perspective on that activity may help in accomplishing this. On the other side, what are good games you like to play while doing something else? And on the other side of the other side, what are some things you like to do while playing games? I know I like to wind down at the end of the day by catching up on my videos while playing some Borderlands 2 or Cube World. I look forward to seeing what you all have to say! Until then, game out.