Fri 29 Jan 2010
MAG -Size Matters
ByIn videogames bigger has always equated better. Marketing men spray ever-greater numbers at us like schoolboys competing to see who can pee furthest up a wall. ‘Wonder at how many colours a MegaDrive can display!’ they say. ‘Marvel at how many minutes of cut-scene you can store on a PlayStation disc!’, ‘Quiver at the number of polygons that now comprise Lara Croft’s cleavage’.
The inference is that quality always stays abreast of ambition; that the bigger, faster and more numerous the virtual things we have to play with, the happier we will be. As a result, it’s numbers that fuel the fires of the console hardware cycles, and it’s numbers that justify gaming’s interminable sequels, explaining in neat accountant’s rows why it is that we need another Gran Turismo, even when in the hands, the difference can be imperceptible.
More recently, however, there’s been a trend away from obsessing with figures. Nintendo’s Wii and Microsoft’s Natal are arguably technological sidesteps, focusing not on multiplying the underlying numbers, but on changing the way we interact with them. And as gaming hardware has begun to languish, so developers have been forced to focus their ambitions elsewhere. Why the shift in focus? It’s financial, for sure. As the boundaries of what’s possible in a videogame have widened, so the costs of meeting this potential has become unaffordable. But also, there’s a realisation that bigger doesn’t always equal better; that, while the promise of battles featuring 256 players make for fantastic headlines and excitable playground whispers, players are nowadays more concerned with quality than bulk. Gamers, perhaps more than anyone, know that size only superficially matters. It’s what you do with it that counts.
It’s a distinction that Zipper Interactive, developer of the world’s largest scale first-person shooter, has clearly kept to the fore of their minds. While most press attention has been on MAG’s unprecedented scope, in play it fast becomes clear that the game’s value is not in merely delivering a giant war-game that maintains a solid 30 frames per second, but in what the developer has done next.
Not that you’ll perceive their cleverness at first, however. As you enter your first 256-player battle, a tiny camouflaged cog in the fearsome machinery of war, there appears to be little rhyme or reason to the battlefield. Bodies scarper over hills, through bushes and in and out of buildings with no apparent tactical cohesion. Dive into the throng and, to begin with, you too will act like a headless chicken, applying your default Modern Warfare lone wolf tactics to the sprawling battlefield, and floundering in a wash of bullets, blood and confusion. Stand atop a hill looking down on the action, and you’ll see little more than a sea of insects in a scramble for territory, one that’s mostly devoid of logic or strategy.
You can read the rest of this review over at Eurogamer here



