Saturday, February 25, 2012

When is Too Much of a Good Thing a Bad Thing?

This is something I've been thinking about for quite some time now, but a tweet that Eat Sleep Play's David Scott Jaffe posted a bit ago really had me deeply pondering it.

" This man=my new hero. NOTE TO GAMING PRESS: ignore me- go with whatever this guy says.He's FUCKIN SPOT MUFUCKIN' ON!"
Now, I've never been shy about my admiration for Jaffe calling it like he sees it, and in this instance it's really no different. I agree wholeheartedly with what both Joe (the author of the blog Jaffe cited) and Jaffe are saying, but I think there are other factors at play here that need to be looked at and addressed. This blog post will by no means be exhaustive or definitive, but it will give an honest assessment of what I perceive to be the situation talked about—from a longtime gamer with over three decades of experience. 


First things first, I feel it is imperative to note that while it is great that the gaming industry has grown exponentially in recent years, it is, in my humble opinion, largely a victim of that success. Back in the early days of shooters (Galaga), platformers (Super Mario Bros.), and beat-'em-ups (River City Ransom) these games HAD to rely on great gameplay mechanics because it was all they had. Sure, none of those titles listed were as primitive as titles for the Atari VCS, Intellivision, or even ColecoVision, but they definitely pale graphically when stacked up against something as old as the 64-bit era. 


As technology has progressed allowing publishers (through developers) more realistic and immersive worlds and experiences, some things have been lost in the transition. People like the aforementioned gentlemen and myself would argue that the gameplay mechanics have gone. Now, this is't a post decrying all current-gen games as unoriginal hacks of nostalgia past—quite the opposite. But there are some things that should be considered:


The things that are in the aforementioned blog post and Jaffe's comments aren't in-and-of themselves bad. There's nothing wrong with a deep, engrossing storyline or a lush ambient world, as long as they don't get in the way of, or supplant, gameplay. Unfortunately,  far too many titles released in the last ~ 5-10 years rely heavily on already established mechanics but try to put a new spin on them by slapping on a different coat of paint, or long and complicated narrative. That's not to say that there aren't titles that don't succeed. For example, the Uncharted series has set high water-marks in both cinematic quality as well as believable characters and a gripping narrative. This is due, in no small part, to Naughty Dog's masterful storyteller Amy Hennig and the talented team of developers and programmers that work there. But if we were to boil it down to its constituent parts, the series, in all honesty—hasn't innovated the genre much since the original Tomb Raider titles. This doesn't automatically mean that this series isn't successful, or that it isn't in some way trailblazing in the genre. In many ways, it's the nature of the beast.


Success in the game industry, is a double-edged sword. If a particular title does well, producers want to see more of it in order to remain profitable show their backers a return on investment. the problem with this, is that we end up having series that have regular release schedules, which not only dilute the pool of games from any particular genre, but in gaming as a whole. Where once there were maybe 2-4 must have titles released a year for any particular console platform, we are seeing this happen on almost monthly basis. Multiply this by three separate consoles, and it's easy to see why people's pile of shame are reaching higher and higher (FWIW, mines currently hovering around 20 games). And that's not even including the games that come out for the PC/Mac and various mobile devices.

I would argue that it would actually be beneficial for producers to allow developers more time to make less games. While the market has a glut of adequate games on the month-to-month basis, wouldn't it be much better to receive just a few AAA titles every quarter, half-year, or even yearly basis? The impact of this would be twofold: first, it would allow developers the time to ensure the games that they are making are being released complete, and not rushed in order to make some arbitrary holiday or product tie-in schedule. It would also allow gamers a chance to decompress in-between titles in the same genre, so they wouldn't feel as though they're doing the same “fetch” or “pizza delivery” quests in every game they've played recently. Nintendo is a master at this. The innovations in both the Mario and Zelda have been slight over the years, but because they are released so sporadically, many players don't seem to notice or even feel as though they're playing the series again for the first time.

In some ways, this is why think the mobile platforms have been able to get a foothold in the industry. Take a look at the now ubiquitous i-devices such as the iPhone and iPad. They're small enough to be taken anywhere, and have the processing and graphical prowess to create truly unique experiences. And because the form factor is new, and touch control is still in its infancy, developers are starting back at square one like they did on games like Galaga, Centipede, etc. while definitely not the best game I played in 2011, Disney's Where's My Water was probably the most unadulterated fun I'd had with any game last year. In the settings, you can restart your progress, which I have done untold times—the game is just that good, and the premise is drop-dead simple. Granted, it can't hold a candle to the atmosphere, storyline, characters, and gripping narrative that my GOTY The Elder Scrolls V: Skyrim, but it didn't need to. I've definitely spent more time playing it on my iPad then I have Skyrim  on my 360.

Another example of this, is a game I've recently started, Darksiders. While I am thoroughly enjoying the game, if it isn't a complete mash-up stolen love-child of God of War and Devil May Cry, I don't know what is. It doesn't make it a bad game, but as each level progresses, I can't shake the feeling that I've done this a million times before.
 

Friday, February 24, 2012

What's The Big Hurry?


*Author's note - This is an old blog post that's been moved from my previous blog. I do have more to say on the matter and will be posting a new entry very soon.



By now, most gamers have probably heard about David Jaffe's Twitter defense of Twisted Metal's release date slip until sometime in Q1 2012. For anyone who's been "AFK" or otherwise out of the loop, here's his tweets, compiled:
"Regarding the peeps thinking we delayed TM to get away from mega games like CALL OF DU, UNCHARTED 3, &BATTLEFIELD 3: amazing how the world has conditioned them2B so cynical. I get it-you don't respond that way unless u've had xperiences that bear out your world view but when u R the guy on the other end of it- as I am now-it's amazing how little trust there is in the world when companies issue a statement. It makes me question my own cynical views of politicians and wonder if I've been too black/white in how I think about this stuff.
For what it's worth I would have no problem admitting moving TM to early 2012 was only to better our chances at sales. Why NOT admit that? Admitting we need more time than we promised doesn't HELP us look good as developers, so why offer that up if it were not true? Admitting we wanted to better time than we promised doesn't HELP us look good as developers, so why offer that up if it were not true? Admitting we wanted to better more strategically position our game makes us look like we are doing good biz, so why not admit that? What, you think we don't know and are afraid to acknowledge MW3 and Unch3 and BF3 are staggeringly larger and more successfully franchises than Twisted Metal?
It's all so fucking Win/lose with people. What have we been conditioned into?!? It's like the gamers and the biz folks have been so trained to only care about who wins and who gets their ass kicked that there is no room to appreciate a game can do well enough to turn a profit and please many fans. But doesn't have to win awards like 'most money made in a weekend by an entertainment product'.Sure we all want that success but it's not the only definition of financial, social, creative, or execution success. There ARE still some shades of gray..."
Now, anyone who knows anything about Jaffe knows that he doesn't pull punches. He calls a spade a spade. That's one of the things that draws me to him as an aspiring developer as well as a person who's eaten his fair share of shit sandwiches over the years. Jaffe does things his way. Yes, obviously he knows the reality that game development is a business and that Eat Sleep Play must be profitable, but he's not about to compromise his principles in order to get there. I respect that. I don't know too many people that are willing to go that length, period. To do so in the gaming industry is increasingly rare.

So for me to hear that people are making grumblings about Twisted Metal being delayed, I have two reactions. One of utter incredulity and one of instant anger. First off, it never ceases to amaze me how gamers can be so jaded and impatient about release schedules for games. Don't get me wrong, I'm just as anxious as the next gamer for another installment in one of my favorite series from the PSX/PS2 era, but I want it released when it's ready. And while I don't know David personally (although we've talked over Twitter), I believe him when he says that Eat Sleep Play wants to polish the hell out of TM until it's the game HE wants it to be. I will take a game that is delayed a year or two but is the best game that it can possibly be than a title that was rushed out the door because of a movie tie-in or unrealistic publisher expectations. We've all played those games where you KNOW had the dev team been able to put just a few more months into it the game would have benefitted from it.

It's also insane to insinuate that Eat Sleep Play is simply avoiding the COD, Uncharted and BF releases by pushing TM back. Everyone knows that the biggest sales period of the year for gaming is from mid-October until the holidays. Twisted Metal is going after a completely different demographic than those other titles listed. As a matter of fact, Jaffe and team are actually taking somewhat of a gamble by pushing the title back. People will be looking forward to this title for sure, but the spending frenzy that comes with the holidays will have passed, and who knows what the economy will be doing then? TM will succeed or fail based on the merits of itself as a game, not simply because it happens to be on the shelf as weary shoppers grab at whatever games are available.

That being said, I'm glad TM is being pushed back. Between all the other releases from September until the end of the year, I'll have my cart already full. And that's not including my pile of shame that is hovering somewhere in the 15-20 game range right now. I'm all for developers taking as long as is needed to bring us the best possible game they can. Eat Sleep Play have been working on this game for quite some time now, please let Jaffe and his team do what they do best and get ready for a killer TM release come next year.

Predictable Profits vs New Properties: Should Producers Take More Risks?


*Author's note - This is an old blog post that's been moved from my previous blog. I do have more to say on the matter and will be posting a new entry very soon.

As a lifelong gamer, I’m always interested in seeing what developers have in their hoppers that they’re working on. While I’ll be the last to complain about the overall quantity and quality being put into the marketplace, I do have to say that I am somewhat dismayed when I don’t see more risks being taken. I understand that bills need to be paid and shareholders need to be placated, but are art and innovation being stifled at the hands of profitability?
It’s rare for me to see a completely new concept anymore. Don’t get me wrong, as a writer I’m in firm belief that there aren’t any truly unique concepts left, only artful mashups of things that have come before. Not that it’s a bad thing, mind you. But just as in literature, in my gaming I like to see variety. These days it seems to be all about sequels. If a game is published and receives a warm response and corresponding sales, chances are good that there will be a sequel. Some games are conceptualized in a trilogy type fashion from the outset, so as to have room to grow the mythos of the universe and keep the revenue stream coming in at regular intervals. I’m not against that. If a franchise is good, hell, give me more! I’m crestfallen that within the next year I will see what I believe will be the end of four of my most beloved franchises (in no particular order): Gears of War, Mass Effect, Resistance, and Uncharted.
I think that one of the things about those franchises that drew me to them is that while they might have all followed some sort of trope (which admittedly is nearly inescapable), they broke new ground and barriers in other ways. Gears introduced a cover mechanic and active reload that felt so natural it’s a wonder we didn’t have it 10 years ago. Mass Effect truly made me feel like the interactions I had with plot-important and ancillary NPCs mattered. I also really like the fact that BioWare made me make tough choices — Ashley or Kaidan? Which one will die? As well as giving me problems to solve that aren’t just black and white or that fall along the good/evil spectrum. There were many gray areas, and while I might’ve squirmed a little at some of the decisions/sacrifices that I made, I like that. It’s also important to point out that BioWare is at the forefront of non hetero-normative relationships in their games. Commander Shepard can be a male or female, and have a relationship with a number of crew members, even ones of the same sex. Reading what I have of BioWare and some of the press that’s been generated about the relationship choices in BioWare’s games, it never has occurred to me that they were trying to make a statement. They were simply not bringing in any biases or homophobic attitudes into their games, which allows the player to pursue the character they want. If they even want to pursue anyone, that is. And that’s the way it should be.
Resistance holds a special place for me because even though at its core it is still an FPS, Insomniac put enough care into it that it didn’t feel generic like I was simply playing this year’s iteration of CoD. The concept that World War II never happened because of the Chimera invasion is an intriguing one. That’s a perfect example of taking something that’s not original but completely making it your own. Not to mention that with the Chimeran threat, it opened up some really cool weapon options for the player to use. Uncharted took leaps forward in the action/platforming/adventure genres for sure, but it’s the development of two strong female characters that really drew me in. Both Elena and Chloe truly feel like they’re Drake’s equals, fighting right alongside him rather than playing the typical damsel trope.
I could make this a really long post about how the industry can take more chances and cite a myriad of specific examples, but I won’t. I do want to point out an (IMHO) underrated game that took a chance. Dante’s Inferno. Say what you will about EA’s marketing campaign or that the game is God of War for the 360 crowd (I know it’s also available for the PS3). To me, the fact that a developer took a piece of classic literature and adapted it for gaming is great. Think of the possibilities. Homer’s Odyssey, Ovid’s Metamorphosis, or the Canterbury Tales, just to name three off the top of my head. I don’t have sales or ROI numbers to be able to tell me if Dante’s Inferno made EA or Visceral Games a lot of money, but one thing I do know is that when smart, researched and cultivated innovation happens, we all win.
It’s up to us gamers to show the publishers what we want to see and support the chances that they take when they do take them. Do I want to see people buying crappy games just because they break pre-established tropes? Of course not. But innovation should be applauded and supported. Similarly, good games should be supported regardless of platform or genre. Just because a game is released on a mobile platform doesn’t make it any less significant than one developed for a PC or console.
I also want to encourage fellow gamers at every level to be vocal. Yes, voting with our money is the most prominent way of getting our point across, but with social media outlets like Twitter, Facebook and now Google+, there’s no excuse for not having your voice heard. Even more important than that, if there is a game you want to see made that isn’t being developed by someone else, make it yourself! With the Unreal Engine, the XNA, Cocos2D and Xcode, amazing things can be accomplished with little out of pocket expense and knowledge. YouTube has more tutorials than anyone could possibly watch. Who knows, this might be a way to get yourself noticed and hired into the game industry, should you so desire.
Support innovation, I promise you won’t be disappointed!

Cloud-Based Gaming: Boon or Bust?


*Author's note - This is an old blog post that's been moved from my previous blog. I do have more to say on the matter and will be posting a new entry very soon.

I’ve been seeing the implementation (or talk) of cloud-based gaming a lot recently. At the forefront seems to be companies like instant game purveyor OnLive. In theory, it seems like a pretty decent deal. You can play using a PC, Mac, or even your home TV and the OnLive system and controller. The system itself doesn’t look like much other than a broadband modem and the controller resembles the love-child of the 360 and PS3′s offerings. To be fair, I’ve not used it myself so I can’t pass judgement, but it just looks bulkier and more awkward than it should be.
Players have the choice of purchasing retail games through OnLive, or going with what is known as the “PlayPack Bundle” for $10 a month. This allows users unlimited access to more than 50 games for that month. A quick perusal of the selection show heavyweights like Bioshock and Borderlands, but most are older titles or are games that can be purchased through the Xbox LIVE Arcade. Maw and Trine were two I noticed immediately.
Clearly this service is set to sell full retail games to players and then stream them on demand. I like the idea of being able to access a collection of games from nearly anywhere, and not need anything more than a laptop or the aforementioned OnLive system and controller. That being said, however, I have major misgivings about the whole thing:
First (and most obvious), what happens if OnLive goes under? Will my collection of games do the same? Like the cloud-based music services that’ve been rolled out by Google and Amazon (iTiunes is working on their own as well), it would really suck to lose many years’ worth of collecting and gaming. I’d be quite upset if I lost my music on a cloud, but I’d have a backup here on my iMac. That wouldn’t be the case with OnLive.
What about connection issues? Granted, OnLive has a fairly robust internet throughput testing application that you need to run in order to be deemed fast enough for their service. But what if you live in an area that regularly has outages or experiences precipitous drops in speed? Granted, that isn’t OnLive’s fault, but it must be taken into account by anyone looking to use the service.
Lastly, the thing that also would be troublesome is if industry publishers decided to take this road as well. We already have some companies that are requiring a constant connection to the Internet in order to play their game. The most recent I’m aware of is Darkspore from Maxis and EA. I have no beef with devs and producers wanting to protect their IPs that they’ve worked so hard on for years at a time. Quite the opposite. I applaud their efforts, as long as it doesn’t get in the way of the experience for gamers like myself who play by the rules. In a recent review for Darkspore done by Game Informer magazine, the reviewer lamented losing the connection with EA’s servers, and thus having to go back and re-play some of the levels he’d already completed. To some this might not be that big of a deal. To me, it could be a deal-breaker. I don’t have enough time in the day to get everything I need to done, let alone go back and re-play levels because of security issues.
The good news is that I’m not all acid and vitriol. Nope, I like to give the good with the bad. I think that while cloud-based gaming can definitely become a bust (Sega Channel anyone?), it has the potentiality to become something great for gamers and the industry alike. If I were in charge of things, this is how I’d implement it (this assumes all needed technologies already exist or can be realistically implemented):
- Get the major publishers together behind a single system like OnLive. We don’t need another Beta/VHS or HD DVD/Blu-Ray fiasco on our hands. Publishers who elect not to jump on board (Nintendo would be my first guess) won’t be an issue, just hope they see the growth there and jump onboard.
- Have the retail experience be ubiquitous, regardless if a game is bought at a brick and mortar retail location or through the streaming system. I liken it to the current Blu-Ray situation where you purchase a movie and still get the standard definition DVD and Digital Copy. The same could apply. Walk into GameStop and purchase Resistance 3, get a code that allows you access to stream it. Charge a monthly fee like you already have, and it will be up to gamers wether or not they want to pay the extra to use the service. On the reverse side, if a gamer purchases the title through the streaming service, after a designated period of time, they can have access to the physical disc. I’d guess somewhere between 6-12 months. That way the publisher isn’t risking the game being turned right around to be sold or traded in. Most fans of a game will have it and have beaten it long before the 6 month window expires.
- Make it as multi-platform as possible. An awesome example of this is a little iOS game called Shadow Era. It’s a card-based game like Magic that can be played on the iPhone, iPad, as well as through any web browser. That’s as close as I’ve seen any title come to gaming convergence. Now I understand that what goes into a game like Shadow Era and a game like Uncharted 2 are vastly different and that the latter probably just wouldn’t be possible through a web-based portal or on a tablet like the iPad. But hopefully it could be run over the streaming service through the proprietary box or even a decent PC/Mac configuration.
- Make it different. Unless there’s something value-added to it, I don’t see a lot of people wanting to fork over extra money in addition to what they’re paying for XBL or something to that effect. This could be another coup for a streaming service where entire communities of like-minded individuals could get together and game, hang out, chat, whatever really. Friends lists would be implemented day one, but I’d like to see a real doozy of a profile analyzer there. Like Internet dating sites, but to find gaming buddies.
- Make it affordable. I know it’s a double-edged sword. You want to give gamers hardware that will power their games through the lifespan on the current generation, but keeping costs down are tough. Look at the PS3. As an avid gamer and home theater enthusiast, $500 for a launch 20GB system was a no-brainer to me. But to “Joe Six-
Pack,” it wasn’t happening. At the other end of the spectrum we had the Wii. Granted, its motion-based gameplay and charming interface (as only Nintendo seems to be able to pull off continuously) were a huge reason that it was popular. But I’d posit that the price-point at which it was originally marketed at was also a huge boost as well. With our pretend venture, all the heavy lifting is done on the server side. No reason why new systems can’t be implemented every few years, or even yearly if the cost is low enough. To use that old trope, “If we build it, they will come.”
- Make devs want to develop for this platform. Even though the gaming industry is showing unprecedented growth, we’re still in the middle of a nasty recession. Talk to any number of teams and at least one member has been, or knows someone who laid off or had to switch companies. Plan it right and hit it out of the park, and the industry will have such an influx of both hardcore and casual gamers that there will be enough to go around. And everyone gets to keep making money doing what they love.
Now for the wet blanket portion of our programming…I’m under no delusions here. I know this is all pie-in-the-sky stuff. I know that competition is good and there are inherent risks with going with a singular platform/delivery service. And most of all, I know that getting the big 3 to cede some control to a central delivery system is about as likely as Doom-inspired cosplay or SquareSoft actually releasing an updated version of Final Fantasy VII. But we can dare to dream, can’t we?

Achievements/Trophies & Gamification: More Than A Pavlovian Response?


*Author's note - This is an old blog post that's been moved from my previous blog. I do have more to say on the matter and will be posting a new entry very soon.

The Nintendo Wii is the unquestioned sales champion of this generation’s consoles, there’s no disputing that. But if one is to delve past pure numbers (which admittedly is the point of creating them in the first place), it’s hard to dispute that the Xbox 360 has brought forth the most innovation and pushed the industry forward. Of course, there are things that other companies did first or better—Nintendo with motion control and Sony with the Blu-Ray Disc storage medium, but Microsoft continued to chug along. Oddly enough, it’s the one thing that they implemented from launch that’s been such an impact on gaming culture that it’s spread to daily life as well.
Of course I’m referring to achievements. Sony countered on the PS3 with their trophies, but it’s really the 360 that brought the concept front and center into our collective consciousness. I’m never one to care what complete strangers think about me or my gaming prowess, but I have to be honest and admit that there’s something to hearing that little “bloop” and seeing that oblong oval trumpeting my completing another level or unlocking something I wasn’t even aware of. I also believe that achievements change the way that I play games. It allows me to go back and replay a game that I particularly liked if I want to attempt to unlock some of those more difficult or elusive achievements. I think Epic Games’ Cliffy B said it best years go when he termed achievements as “nerd cred.”
Being a hardcore gamer, I of course own all three consoles and have since launch. But aside from the must-have PS3 exclusives like God of War, Resistance, Little Big Planet, and Twisted Metal to name a few, all my multi-platform nods go to the 360. Why is that? It’s not the discs. I abhor switching out discs, especially on 3-DVD offerings like Blue Dragon and L.A. Noire. It’s not the controller. Truth be told, as much as I like the 360′s, I prefer the PS3′s. So what can it be? Simple, it’s the achievements. I guess that for all my posturing about not stroking my ego, there’s something to be said about my “nerd cred.” I’ve owned a 360 since launch (on my 3rd one now, an Elite) and my gamerscore is very close to 50,000 points. I don’t play as much as I used to nor do I purposely achievement farm (I do have children so we do play some ‘kid games’), but there is a sense of pride knowing that I have the second-highest gamerscore of all my friends list.
It’s quite an ingenious little device that Microsoft came up with. If you ask me, I’m telling you right now that achievements are just as Pavlovian as our cat knowing that when he jumps up on my leg to be pet that I’ll be feeding him. Unlike the Friskies, however, achievements are subtly placed in a wrapper so well that most gamers are blissfully unaware. Or they just don’t pay it any mind. There’s a problem with that, though. In our constantly-connected society, we’re being probed and prodded from every angle, all in an effort by corporations to figure out the best way to market good and services to us. This is where gamification comes in.
A rough definition of gamification is the implementation of game-style mechanics for non-game activities. Taken to the next level (no pun intended), gamifications can be used as the proverbial dangling carrot to get people to do things that are tedious or obviously not in their best interest. They can range from things as simple as an on-line consumer survey, or completing a grocery shopping trip. My experience with them has been fairly cursory. A friend of my brother created a news application for iOS devices. In support of the developer, I installed it and used it a bit so that I could give a fair and honest assessment when I reviewed it for the App Store. Within a few minutes of installing and creating an account, I was notified by Facebook that it had posted to my wall, saying that I’d read 4 articles. This irked me on two levels: I don’t recall giving it permission to access and post to my Facebook wall, and secondly, that’s just banal. Who cares. I know I can read. Everyone on my friends list knows I can read. I deleted the application right away and decided to not review it.
Situations like this are one of the reasons I’m not a fan of gamification and convergence in general. Don’t misunderstand. I know that convergence is and has the possibility to make our lives easier. But as the security breaches at Sony and PBS have shown us recently, our data is only as safe as the server its being stored on. Also, what about the other versions of gamification that exist out there? Just about every grocery store chain in the country has some form of a club card. It’s used at the registers to gain instant rebates and thus lower the overall price of our shopping trip. The flip-side of that is that the chain is gathering a database of each of the club member’s shopping habits. What they buy, when they buy it, and how much they’re willing to spend on it. This might be harmless enough, but what if this information were used for financial gain? The chain could sell its database to a large marketing firm. They could cull the data and decide that over Labor Day weekend that they’re going to raise the price of charcoal briquettes 200% because their data shows them that customers will pay the increase.
Okay, enough of the malevolence and conspiracy theories. The other, less evil side of gamification is a strict commentary on where we’ve come (or how far we’ve fallen, I guess one could say) as a society. Why has it become so difficult to do everyday tasks that we need to make a game of it in order to trudge through? I think a big part of it is that for the last generation or two (or longer), children have been growing up being told by their parents that they’re the best. And before I get hate-mail or comments, I’m a father and I’m not saying that parents shouldn’t encourage their children. But I also believe that there are some healthy benefits to taking lumps once in a while. My youngest son plays in sporting leagues where score isn’t kept and at the end of the season everyone is rewarded, regardless of the effort they put in. I call it the “everyone gets a trophy” syndrome. Yeah, when you’re little that’s fine. But we have parents who treat their teens and even adult children this way. I digress, this is a gaming post, not a parenting one. But hat’s one of the ways I see that gamification has been able to become so prevalent in society today. It could also be owed to the fact that gaming as a whole has become much more mainstream, and that gamification is simply an offshoot of that. I’m not saying gamification is a bad thing. What I am saying is that people need to be aware that everything is interconnected, and there are no actions without ripple effects.

Capturing Creativity: Can Game Development Be Codified?


*Author's note - This is an old blog post that's been moved from my previous blog. I do have more to say on the matter and will be posting a new entry very soon.

What makes a hit game? Is it the narrative or plot arch? How about action or absence of it? Beautiful surrealistic landscapes or faithful setting reproduction, no matter how mundane? Or is it something much more pedestrian like simple word of mouth or people jumping on the bandwagon for fear of being left out on the water cooler conversation?
I’m not trying to cop-out here, but I say it’s a little of all of that and then some. Let me explain:
I’ll use the game I finished most recently as my first example, and that’s Team Bondi’s detective crime thriller, L.A. Noire. I loved this game on so many levels. The narrative was great, the plot arch was paced well (although I did have one issue, won’t get into it in this post, I don’t want to spoil it for those who haven’t finished it) and the settings really had me felling like I was a gumshoe in 1947 Los Angeles. The game oozed verisimilitude, and to me that’s paramount.
Unfortunately, as the game wore on, the detective work became somewhat mundane. I must’ve checked every picture, trashcan and desk in the entire city. By the last few cases I was simply going through the motions, picking up things I knew had no relevance to the case, but not wanting to risk missing that one case-breaking clue. Should Team Bondi or Rockstar be admonished for this play mechanic? In a word, no. Because that’s how it would’ve gone if I really were Cole Phelps investigating those cases. It’s not always going to be all glitz and gunshots, and that realism (while admittedly stretched my patience at the end) is what truly tied the rest of L.A. Noire together for me. As a matter of fact, it was quite refreshing to play a sandbox game that seeks to have the player uphold rules, rather than simply leave a swath of wonton destruction in their path.
The same for the Assassin’s Creed series. Many gamers decried the staleness of Altair’s pickpocket/listen/beat missions to gather information, but that’s what he would have done as an assassin in order to get the intel he needed. He surely wasn’t going to go around the Holy Land slaughtering Templars wholesale to get his information. Like L.A. Noire, Assassin’s Creed may have had some play mechanics that didn’t resonate with everyone, but it was the plot, setting, and actions that drew me in. We have far too many “me too” FPSes that task players with slaughtering armies of foes, not once taking into account the severity of their actions. In both Assassin’s and Noire, I’m overtly aware of the gravity of each situation. I see the mutilated bodies of victims as I search for clues, and I personally take on the weight of thrusting my wrist dagger into the lungs of an adversary, holding him quiet until he’s expired.
Another one of the reasons those games work so well is setting. As a writer, I believe setting is the foundation for constructing your character, plot and narrative building. Without it, the walls might as well come crashing down like a house of cards. With games, as in writing, players (readers) need to believe they are in the world that has been constructed for them. Anything that pulls them out of that world is a bad thing and risks losing them as a participant. For the sake of clarification, I use the term setting to also include ambience. Yes, it is possible to have setting without ambience, but any writer worth their salt will have both.
This is where a game series like Valve’s Left 4 Dead and Left 4 Dead 2 shine. I know I’m not some twenty-something college co-ed named Zoey trying to keep myself and my three companions alive through the horrors of a zombie infested city, but I’m drawn in regardless. I wince as I see Bill take a blow from a rampaging tank, and I whisper quietly to Francis as I tiptoe past the hallway where a witch is wailing.
Few games can get by without some sort of action propelling the protagonist(s) against the antagonist(s), no matter how deliberately paced the plot may be. Heavy Rain is one title that immediately comes to mind. While on the whole the pacing is deliberately slow, the player must make some pretty gut-wrenching decisions along the way. As a parent, I’d like to think that I’d do anything for my kids, but I have to admit that I questioned myself for days after completing the game. Would I really be able to take a knife and remove my own digits? Shoot a man in cold blood who I knew was not involved in my son’s kidnapping? I’m sure I would do whatever it took, but just the thought that it was culled from my subconscious is unnerving. And that’s a good thing, it means the developer did its job admirably. Conversely, the frenzied and over-the-top action of Crackdown was a lot of fun as well. Who hasn’t dreamt of having superhuman abilities? Being able to take out an entire gang single-handedly or jumping from the top of a 5-story building and crushing the street below, forcing pedestrians to run and scream in fear were just two of the amazing feats the agent I’d become could perform. Not bad for a game that a lot of people were originally picking up to get access to the Halo 3 multiplayer beta. This definitely was a case where word of mouth made a game huge.
Based on what I’ve seen, I have to conclude that most multiplayer FPSes released these days fall into the “water cooler” segment I talked about earlier. I’ve not played competitively for quite some time, but it seems to me that little has fundamentally changed since the release of CS 1.6. Players today definitely seem more “me” focused than team oriented, and to me, that hurts the game. I also think that the multiplayer facet of many FPSes released now lack a coherent narrative and plot. To some people it may be enough to throw 32 of them in a map and let them riddle each other with rounds, but for me, not so much. I vastly prefer the single player experience because it makes me feel like I’m actually fighting for something other than to thump my own chest. Many of the non-gaming message boards I frequent talk about FPSes quite a bit (usually COD), and it’s never about the camaraderie or the tactical planning that goes into a successful multiplayer campaign, but more of the water cooler talk. That I can do without, but unfortunately, many of them can’t.
I do believe that development can be codified. Looking at certain developers, you know that when they release something, it’s going to have every “T” crossed and every “I” is going to be dotted. That’s not to say that every developer out there doesn’t give every ounce of blood, sweat, and tears to each project they individually work on. Quite the contrary. There are market factors at play that don’t always favor the dev teams as they strive to create the best experience they can. It is my sincerest hope that producers, and more importantly the game-buying public gets this and allows developers to do what they love. Let’s show the producers that we support longer development cycles if it means that we’re going to receive a vastly superior product at the end.
I’ve lamented a lot recently that my pile of unfinished games is growing larger by the month. This doesn’t bode well for me or the industry. What if I refuse to purchase the next installment in a game franchise until I complete the first one? There’s a lost sale there, or at least at full price. By the time I get around to getting the sequel, it might cost half of what it did at launch. I can remember a time when we’d get 3-6 must have titles released a year. Now it seems as though there’s at least 2 must have titles released a month. Multiply that across the 360/PS3/Wii/Mac/iOS platforms, and you can see why my “pile of shame” is hovering at about ~10 titles right now.
So, in conclusion, yes. I do think there is a quantifiable codification available in game development. Each dev team needs to find out what that means for them, and I hope that each publisher will give them that time in order to reach that understanding. I support longer dev cycles. I support crunch time being less crunchy. I ask that my fellow gamers do the same. Make that happen publishers, and I guarantee that everybody wins.

Stymied/Threatened Press Hurts Us All


*Author's note - This is an old blog post that's been moved from my previous blog. I do have more to say on the matter of reviews and will be posting a new entry very soon.


Well, after what's seen like an eternity, Duke Nukem Forever has finally been released. I remember speaking to George Broussard many years ago about the development process through email (even then the game had been pushed back numerous times) and he seemed excited and certain that it'd be coming out soon. 

Fast-forward over a decade, and here it is. The game’s universal panning by reviewers for both the Xbox 360 and PS3 versions (48 and 56, respectively) led the title’s PR Rep to exclaim via Twitter: 
“Too many went too far with their reviews. We are deciding who gets games next time and who doesn’t based on today’s venom.”
The rep has since apologized for their comments, but the damage has been done. As someone from the outside looking in with no irons in the fire, I find this situation extremely troubling. I could potentially see if there were one review that was particularly vitriolic, then the PR people might have a leg to stand on. But there wasn’t an outlier this time around. It was universally detested.  While I’m not privy to the exact work that Gearbox put into DNF after picking up its rights, from the looks of it, I’d have to say that they kept it largely intact and simply updated the visuals and maybe some other minor things. We know that they have earned their chops, putting out 2009′s stellar FPS/co-op experience, Borderlands. The problem with DNF is that it’s a Pinto. Even with the baddest paint job and killer stereo system money can buy, it’s still a Pinto. Duke’s escapades were tired back in the day, it’s hard to believe that they’d be accepted today except by the most juvenile (or nostalgic) of gamers.
And this is the crux of the situation: where can/must the line be drawn? There are huge stakes at risk here. Games have huge budgets and a titles’ reception/sales have a direct impact on the livelihood of the talented developers who worked on the title (often for years at a time). Publishers owe their shareholders a positive return on their investment or there might not be another influx of capital the next time a project comes around. Reviewers have an obligation to their readers to give honest, unbiased opinions. And lastly, we gamers owe it to the developers of great games to support their efforts, thus ensuring the continued cycle.
What happens if reviewers are stymied or blatantly threatened? Remember just a few years ago Gamespot’s Jeff Gerstmann was dismissed and it’s still highly speculated that his departure was due to a poor review of Eidos’ third-person shooter Kane & Lynch. Eidos had spent a lot of money advertising the game prior to release on Gamespot’s website, so it’s easy to see how the connection is plausible. Of course we’ll never know for sure what exactly went down behind closed doors, but it offers a chilling scenario.
There’s no doubt that there are fanatical groups of outliers for every situation in gaming. I’m sure there is a contingency that thinks that DNF is the greatest game released since, well, the last Duke Nukem. Just as I’m sure there were plenty of people (not that they’ll admit it) that thought E.T. for the Atari VCS was a heckuva game. That being said, when an industry (in this case the gaming press) almost unanimously agrees that a title is bad, then there’s no huge conspiracy to bring that game down.
One thing that I find very telling is that Game Informer’s Andrew Reiner reviewed DNF and didn’t pull any punches. GI’s parent company is GameStop, so of course in theory it would benefit their reviewers to give a game good reviews wether they deserve them or not. But that’s not how GI does business. They are gamers first and foremost, and they prize their journalistic integrity above all else. This leads me to trust their reviews, even if I don’t always agree with them. The same should be of all major review outlets. If we gamers can’t trust the reviews we’re reading, then the source loses its credibility. If devs/producers get inflated review scores because of corporate pressure, then gamers might just shy away from their games. I can remember all too well the days when all I had to go on for a game was the box art and quick blurb on the back. More than once I brought home a dud, so when nationally-spread reviews came around, things were great.
I don’t know what the fallout is going to be over this DNF situation. What I do know is that when reviewers are unable to give unabashed criticism or unbridled praise for a particular title based on their experiences, we all lose. And DNF PR people, we’re gamers. We don’t want to see you fail. We’re smart enough to realize when a reviewer is reviewing a bad game and when they’ve got an agenda.

Welcome to ShadowAuthor's Blog!

I've decided that because this is the nom de plume that most people associate me by, that I will be moving all of my old blog posts here and continuing from this account from here on out. For those who've read my stuff in the past, I humbly thank you and say welcome to the new location. I will endeavor to make your stay worthwhile. For those new to ShadowAuthor; I hope that my insight into games, the gaming industry, and media in general will entertain and hopefully inform you.

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