Archive for February, 2010

Heavy Rain

Heavy Rain

Note: storytelling is paramount in Heavy Rain, so I've purposely limited my descriptions to its prologue. You can read without fear of spoilers.

I am the target audience for Heavy Rain. I'm a devoted gamer hungry for something different. I'm a father who has begged for games that address me and my concerns. I'm a theater artist who wants more expressive characters and complex stories. I'm the guy who's tired of saving the world, and I'm sick of guns.

Heavy Rain addresses all those concerns. Why, then, does it leave me feeling so cold?

Creator David Cage has said "Heavy Rain is not a videogame…" and he's mostly right. The first trophy the game awards is called "Interactive Drama," which suggests how Cage and his team at Quantic Dreams see this game from the player's perspective. 

The problem with this description is that Heavy Rain's interactive elements intercept the drama that might have emerged from the player's experience inside the story. Ironically, the game that doesn't want to be a game is sabotaged by its "game-ness."

Heavy Rain fails as interactive drama because my interactions have almost no dramatic dimension. Heavy Rain mistakes player input prompts for agency. It assumes calibrated control over an avatar's movements produces a stronger connection between player and character, when in fact it produces the opposite effect. Ultimately, playing marionette with an on-screen character distances me from the inner life of that character and forces me to focus on activities that have very little to do with drama.

Heavy Rain situates a system between the player and the game that heavily mediates the player's experience. Such systems exist in every video game, but the trajectory in narrative game design has been toward system/interface invisibility, with games like Far Cry 2 and Fallout 3 erasing (or seeming to erase), the lines separating player from in-game experience.

Heavy Rain adopts an opposite approach, persistently interjecting on-screen prompts, timed or sequential button presses, and other "do this now" commands that repeatedly remind the player he or she is playing a game. What's more, the gamepad itself functions as a recurring object of player awareness, with on-screen indicators to tilt or shake the device precisely as the game requires.

I don't object to games making me aware of their 'game-ness' (nod to Mr. Suda), but Heavy Rain is at cross-purposes with itself in this regard. It wants to immerse me in a realistic, character-driven story with detailed environments and atmospherics; but it also wants me to remain outside that experience, ever-vigilant for the next quick-response button-press. 

The game insists that I focus, even for mundane activities like carrying groceries, on carefully following directions delivered to me visually on-screen. The simple act of carrying groceries is subsumed by the mechanical procedure of executing a series of prompts for no apparent reason. This, for me, is the primary disconnect in Heavy Rain. My mechanical game-directed actions don't amplify or add meaning to the in-game behaviors they execute. They don't pull me in; they keep me out. 

And so the game manages to reverse the player/avatar relationship. In Heavy Rain, I'm the object manipulated and the game plays me. While I can imagine a game leveraging this role-reversal in exciting ways (Eternal Darkness comes to mind), Heavy Rain does little with it that feels meaningful. My job is to press the right buttons when I'm told and occasionally respond to a palette of choices I'm given. After I respond, the game delivers me to the next situation where I will be precisely instructed how to proceed. The game treats me like a trained monkey.

Confoundingly, I'm given control over exactly how slowly I wish to open a door or flush a toilet, but my decision to take a shower triggers a cutscene in which I watch the character shower…followed by motion control prompts to dry his hair with a towel. It all feels arbitrary. Characters reveal their thoughts when I pull the L2 trigger (e.g. "Should I work or tend the garden?"). But when I'm prompted to pick up a wedding photo and look at it, he has no thoughts at all. The game cuts to a closeup of his face and a small smile appears, but nothing more. Why? Once I've returned that photo to its place, I'm unable to pick it up again. Why? 

I want to explore the rest of the house, but when I attempt to descend the stairs, the game cuts to a shot of the character's face, and I hear him say "I'd better take a shower and get dressed before I go downstairs." Why am I free to impose my choices on this character by exploring his environment in an un-timed fashion, but only upstairs? 

Such constraints permeate the experience of playing Heavy Rain, and when the stakes are raised later in the game, they feel especially confining. The game is at odds with itself from beginning to end. It persistently reminds me that neither I nor my avatar possess consequential autonomy. In Heavy Rain, the game itself controls the game, and that doesn't feel much like interactive drama to me.

Go to Source

Heavy Rain

Heavy Rain

Note: storytelling is paramount in Heavy Rain, so I've purposely limited my descriptions to its prologue. You can read without fear of spoilers.

I am the target audience for Heavy Rain. I'm a devoted gamer hungry for something different. I'm a father who has begged for games that address me and my concerns. I'm a theater artist who wants more expressive characters and complex stories. I'm the guy who's tired of saving the world, and I'm sick of guns.

Heavy Rain addresses all those concerns. Why, then, does it leave me feeling so cold?

Creator David Cage has said "Heavy Rain is not a videogame…" and he's mostly right. The first trophy the game awards is called "Interactive Drama," which suggests how Cage and his team at Quantic Dreams see this game from the player's perspective. 

The problem with this description is that Heavy Rain's interactive elements intercept the drama that might have emerged from the player's experience inside the story. Ironically, the game that doesn't want to be a game is sabotaged by its "game-ness."

Heavy Rain fails as interactive drama because my interactions have almost no dramatic dimension. Heavy Rain mistakes player input prompts for agency. It assumes calibrated control over an avatar's movements produces a stronger connection between player and character, when in fact it produces the opposite effect. Ultimately, playing marionette with an on-screen character distances me from the inner life of that character and forces me to focus on activities that have very little to do with drama.

Heavy Rain situates a system between the player and the game that heavily mediates the player's experience. Such systems exist in every video game, but the trajectory in narrative game design has been toward system/interface invisibility, with games like Far Cry 2 and Fallout 3 erasing (or seeming to erase), the lines separating player from in-game experience.

Heavy Rain adopts an opposite approach, persistently interjecting on-screen prompts, timed or sequential button presses, and other "do this now" commands that repeatedly remind the player he or she is playing a game. What's more, the gamepad itself functions as a recurring object of player awareness, with on-screen indicators to tilt or shake the device precisely as the game requires.

I don't object to games making me aware of their 'game-ness' (nod to Mr. Suda), but Heavy Rain is at cross-purposes with itself in this regard. It wants to immerse me in a realistic, character-driven story with detailed environments and atmospherics; but it also wants me to remain outside that experience, ever-vigilant for the next quick-response button-press. 

The game insists that I focus, even for mundane activities like carrying groceries, on carefully following directions delivered to me visually on-screen. The simple act of carrying groceries is subsumed by the mechanical procedure of executing a series of prompts for no apparent reason. This, for me, is the primary disconnect in Heavy Rain. My mechanical game-directed actions don't amplify or add meaning to the in-game behaviors they execute. They don't pull me in; they keep me out. 

And so the game manages to reverse the player/avatar relationship. In Heavy Rain, I'm the object manipulated and the game plays me. While I can imagine a game leveraging this role-reversal in exciting ways (Eternal Darkness comes to mind), Heavy Rain does little with it that feels meaningful. My job is to press the right buttons when I'm told and occasionally respond to a palette of choices I'm given. After I respond, the game delivers me to the next situation where I will be precisely instructed how to proceed. The game treats me like a trained monkey.

Confoundingly, I'm given control over exactly how slowly I wish to open a door or flush a toilet, but my decision to take a shower triggers a cutscene in which I watch the character shower…followed by motion control prompts to dry his hair with a towel. It all feels arbitrary. Characters reveal their thoughts when I pull the L2 trigger (e.g. "Should I work or tend the garden?"). But when I'm prompted to pick up a wedding photo and look at it, he has no thoughts at all. The game cuts to a closeup of his face and a small smile appears, but nothing more. Why? Once I've returned that photo to its place, I'm unable to pick it up again. Why? 

I want to explore the rest of the house, but when I attempt to descend the stairs, the game cuts to a shot of the character's face, and I hear him say "I'd better take a shower and get dressed before I go downstairs." Why am I free to impose my choices on this character by exploring his environment in an un-timed fashion, but only upstairs? 

Such constraints permeate the experience of playing Heavy Rain, and when the stakes are raised later in the game, they feel especially confining. The game is at odds with itself from beginning to end. It persistently reminds me that neither I nor my avatar possess consequential autonomy. In Heavy Rain, the game itself controls the game, and that doesn't feel much like interactive drama to me.


Go to Source

Bump

Bumper Car - Mecpower
The San Francisco Convention and Tourism Bureau will have you believe its historic cable cars are a feature attraction of the City by the Bay. This may be true most of the year, but for one week in March, the Moscone Center hosts a special event known as the GDC Bumper Car Rally - a dizzying festival of colliding lectures and side-swiping roundtables sure to confound even the most careful schedule builder.

Don’t get me wrong. I’m not complaining. It’s a treat to attend GDC, and I’m grateful for the opportunity to go again this year. But perusing the 2010 conference schedule is a simultaneously beguiling and baffling experience. So many exciting sessions … slated at the same times!

I sat down last night and marked the lectures, panels, etc. that genuinely interest me. I purposely omitted IGDA SIG meetings, poster sessions, and tech tutorials simply to keep my list manageable.

This morning, I pared it down again, forcing myself to eliminate anything that didn’t truly pique my curiosity.

Below is the unwieldy result. Be sure to check out Thursday at 4:30, when there are no less than 8 conflicting sessions I’d like to attend. Insane. Click on any of the session titles for a complete description.

Session Speaker(s) Day Start
The Musical Recipe of Emotion Speaker/s:
Chance ThomasMarty O’DonnellTom SaltaJason Hayes and Laura Karpman
Thu 9:00 AM
The Complex Challenges of Intuitive Design Speaker/s:
Josh Atkins and Peter Molyneux

Thu 9:00 AM
Uniquely Ruthless: The Espionage Metagame of EVE Online Speaker/s:
Alexander Gianturco
Thu 10:30 AM
Thin Gray Line: Musical Sound Design Explored Speaker/s:
Troels Folmann

Thu 10:30 AM
The AI of BioShock 2: Methods for Innovation and Iteration Speaker/s:
Kent Hudson

Thu 10:30 AM
From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiences

Speaker/s:
Yoshio Sakamoto

Thu 10:30 AM
Among Friends – An Uncharted 2: Among Thieves Post-Mortem Speaker/s:
Richard Lemarchand
Thu 1:30 PM
One-Page Designs Speaker/s:
Stone Librande

Thu 1:30 PM
Game Writers’ Round Table: Techniques, Tips and Tricks

Speaker/s:
Richard Dansky

Thu 1:30 PM
Art Director/Lead Artist Roundtable Speaker/s:
Seth Spaulding
Thu 1:30 PM
A Day at the Museum: How the Smithsonian is embracing games Speaker/s:
Chris Melissinos and Georgina Bath Goodlander

Thu 1:30 PM
Broadening a Genre While Retaining Its Soul Speaker/s:
Tom Cadwell
Thu 1:30 PM
As Long as the Audio is Fun, the Game Will Be Too Speaker/s:
Akira Yamaoka

Thu 1:30 PM
What Happened Here? Environmental Storytelling Speaker/s:
Matthias Worch and Harvey Smith
Thu 3:00 PM
Little Hands, Foul Moods, Runny Noses 3: Research for Developing Kid-Friendly Social Gaming Experiences Speaker/s:
Carla Engelbrecht Fisher

Thu 3:00 PM
Behind the Scenes: Uncharted 2’s Unique Cinematic Production Process

Speaker/s:
Amy Hennig and Josh Scherr

Thu 3:00 PM
Introducing the PlayStation 3 Motion Controller Speaker/s:
Kirk Bender and David Coombes
Thu 3:00 PM
A Day In The Life: Creating The Beatles: Rock Band Speaker/s:
Ryan LesserDare Matheson and Josh Randall

Thu 3:00 PM
Starting Something New – Women in Games Speaker/s:
Megan GaiserCelia PearceSonja KangasJulia Brasil and Tiina Zilliacus
Thu 3:00 PM
Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies Speaker/s:
Rob Pardo

Thu 3:00 PM
Better Movement Games Using Psychology:
5 Reasons Some Wii Games Are More Fun Than Others
Speaker/s:
Katherine Isbister
Thu 4:30 PM
Perfecting the Pixel: Refining the Art of Visual Styling Speaker/s:
Michael Endres and Frank Kitson
Thu 4:30 PM
Raising The Bar: A Bioshock 2 Audio Post-Mortem Speaker/s:
Guy SombergMichael Kamper and Michael Csurics

Thu 4:30 PM
From Fantasy to Franchise: How to Build a Universe Worthy of Devotion Speaker/s:
R.A. Salvatore
Thu 4:30 PM
Are Women the New Hardcore Gamers? Speaker/s:
Amy Jo KimWanda MeloniJessica TamsMorgan Romine and Shanna Tellerman

Thu 4:30 PM
Creating a Unique Visual Direction: The Successes and Failures of Creating a Near-Future Cyberpunk Setting with a Renaissance Twist in Deus Ex 3 Speaker/s:
Jonathan Jacques-Belletete
Thu 4:30 PM
Achievements Considered Harmful? Speaker/s:
Chris Hecker
Thu 4:30 PM
Micro or Massive: It’s Fricking Tough to Achieve a Vision Speaker/s:
Richard Lemarchand and Baiyon Tomohisa Kuramitsu

Thu 4:30 PM
Scoring Hell: How We Created the Score for EA’s Dante’s Inferno from Inception to Final Implementation. Speaker/s:
Garry Schyman and Paul Gorman
Fri 9:00 AM
Environmental Narrative: Your World is Your Story Speaker/s:
Richard Rouse III
Fri 9:00 AM
GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas! Speaker/s:
Jesse SchellRichard LemarchandIan BogostSuzanne SeggermanChaim GingoldMargaret RobertsonSam RobertsGary PennJane Pinckard and Kellee Santiago

Fri 9:00 AM
Where It All Began: Lessons That Can Be Learned From ‘First Generation’ Music Speaker/s:
Rod AbernethyTommy TallaricoBrad FullerBrian Schmidt and Alexander Brandon

Fri 1:30 PM
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves Speaker/s:
Neil Druckmann and Bruce Straley
Fri 1:30 PM
Experimental Gameplay Sessions Speaker/s:
Jonathan Blow

Fri 1:30 PM
The Crystal Mythos and FINAL FANTASY XIII Speaker/s:
Motomu Toriyama
Fri 1:30 PM
What Color Is Your Hero? Speaker/s:
Mia ConsalvoLeigh AlexanderManveer Heir and Jamin Brophy-Warren

Fri 1:30 PM
Borderlands and the 11th Hour Art Style Change. Or: Kids, Don’t Try this at Home! Speaker/s:
Randy Pitchford and Brian Martel
Fri 1:30 PM
Art Director/Lead Artist Roundtable Speaker/s:
Seth Spaulding

Fri 1:30 PM
Procedural, There is Nothing Random About it.

Speaker/s:
Eskil Steenberg

Fri 3:00 PM
Square Pegs Round Holes, Integrating a Writer Into Your Team Speaker/s:
Susan O’Connor and Marianne Krawcyzk
Fri 3:00 PM
The Art Direction of Batman: Arkham Asylum: Rebooting a Super Hero Video Game IP Speaker/s:
David Hego

Fri 3:00 PM
Designing for Co-Operative Play in an Open World Speaker/s:
David Bowring
Fri 3:00 PM
Artgame Sessions Speaker/s:
Frank LantzDaniel BenmerguiJohn SharpWesley ErdelackAnthony Burch and Jason Rohrer

Fri 3:00 PM
The Connected Future of Games Speaker/s:
Ray MuzykaN’Gai CroalBrian ReynoldsMin Kim and Rob Pardo

Fri 3:00 PM
Composer Challenge GDC 2010 Speaker/s:
Lennie MooreMick GordonJeff BallIgor NemirovskyJan-Soeren Haas and Joe Thwaites

Fri 4:30 PM
Reading the Player’s Mind Through His Thumbs: Inferring Player Intent Through Controller Input

Speaker/s:
Chris Zimmerman

Fri 4:30 PM
Uncharted 2 Art Direction Speaker/s:
Robh Ruppel and Erick Pangilinan
Fri 4:30 PM
Multiplayer Level Design in Red Faction Guerrilla Speaker/s:
Luke Schneider

Fri 4:30 PM
The Game Design Challenge 2010: Real-World Permadeath Speaker/s:
Eric ZimmermanKim SwiftHeather KelleyJenova Chen and Erin Robinson
Fri 4:30 PM
Character Voices: Conceptualization, Casting, Recording, and the Cultural Reference Point Speaker/s:
Zach Hanks

Sat 9:00 AM
Train (or How I Dumped Electricity and Learned to Love Design) Speaker/s:
Brenda Brathwaite
Sat 9:00 AM
Five Ways a Video Game Can Make You Cry Speaker/s:
Richard Rouse III
Sat 9:00 AM
Game Studies Download 5.0 Speaker/s:
Jane McGonigalIan Bogost and Mia Consalvo

Sat 9:00 AM
Where Did My Inventory Go? Refining Gameplay in Mass Effect 2 Speaker/s:
Christina Norman
Sat 9:00 AM
Paint-by-Gender: How to Add Pink Gameplay to Your ‘Blue’ Title (and Still Keep All the Boys Happy) Speaker/s:
Jennifer Canada

Sat 9:35 AM
A Contrarian Explains the Basics: How to Become a Game Developer Speaker/s:
David Sirlin
Sat 10:00 AM
Uncharted 2 Character Pipeline: An In-depth Look at the
Creation of U2’s Characters
Speaker/s:
Judd Simantov and Richard Diamant

Sat 10:30 AM
Modeling Individual Personalities in The Sims 3

Speaker/s:
Richard Evans

Sat 10:30 AM
Sound and Music as Narrative in Flower Speaker/s:
Steve Johnson and Vincent Diamante

Sat 10:30 AM
Make ‘Em Laugh: Comedy in Games Speaker/s:
Tim SchaferRhianna PratchettSean Vanaman and John Teti

Sat 10:30 AM
How I Got My Publishing Deal: Student Game Development Success Stories

Speaker/s:
Kim SwiftKellee SantiagoBrandon SheffieldMatt Korba and Paul Bellezza

Sat 11:00 AM
The Implementation of Rewind in Braid Speaker/s:
Jonathan Blow

Sat 11:05 AM
Fired and Fired-Up: Jobless Developers Rant

Speaker/s:
Chris HeckerEric ZimmermanCarey ChicoJustin HallJason Della RoccaMargaret Wallace and Graeme Divine

Sat 1:30 PM
Animation and Player Control in Uncharted: Drake’s Fortune and Uncharted II: Among Thieves Speaker/s:
Travis McIntosh
Sat 1:30 PM
Great Expectations: Empowering Player Expression Speaker/s:
Jonathan Morin
Sat 1:30 PM
Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2 Speaker/s:
Armando Troisi

Sat 1:30 PM
Guild Wars: The Artists’ Vision Speaker/s:
Daniel Dociu
Sat 1:30 PM
Design in the Trenches: The Changing Role of Games Designers Speaker/s:
Rob Davis

Sat 3:00 PM
The Game Renaissance: Art History for Game Devs Speaker/s:
John Sharp
Sat 3:00 PM
Designing Assassin’s Creed 2 Speaker/s:
Patrick Plourde
Sat 3:00 PM

Decisions, decisions. I think it may be time for me to shift from Hamlet mode to Macbeth mode, eh? Regardless of what I choose to attend, I’ll be sure to report here on what I see and learn at GDC.

Go to Source

Bump

Bumper Car - Mecpower
The San Francisco Convention and Tourism Bureau will have you believe its historic cable cars are a feature attraction of the City by the Bay. This may be true most of the year, but for one week in March, the Moscone Center hosts a special event known as the GDC Bumper Car Rally - a dizzying festival of colliding lectures and side-swiping roundtables sure to confound even the most careful schedule builder.

Don’t get me wrong. I’m not complaining. It’s a treat to attend GDC, and I’m grateful for the opportunity to go again this year. But perusing the 2010 conference schedule is a simultaneously beguiling and baffling experience. So many exciting sessions … slated at the same times!

I sat down last night and marked the lectures, panels, etc. that genuinely interest me. I purposely omitted IGDA SIG meetings, poster sessions, and tech tutorials simply to keep my list manageable.

This morning, I pared it down again, forcing myself to eliminate anything that didn’t truly pique my curiosity.

Below is the unwieldy result. Be sure to check out Thursday at 4:30, when there are no less than 8 conflicting sessions I’d like to attend. Insane. Click on any of the session titles for a complete description.

Session Speaker(s) Day Start
The Musical Recipe of Emotion Speaker/s:
Chance ThomasMarty O’DonnellTom SaltaJason Hayes and Laura Karpman
Thu 9:00 AM
The Complex Challenges of Intuitive Design Speaker/s:
Josh Atkins and Peter Molyneux

Thu 9:00 AM
Uniquely Ruthless: The Espionage Metagame of EVE Online Speaker/s:
Alexander Gianturco
Thu 10:30 AM
Thin Gray Line: Musical Sound Design Explored Speaker/s:
Troels Folmann

Thu 10:30 AM
The AI of BioShock 2: Methods for Innovation and Iteration Speaker/s:
Kent Hudson

Thu 10:30 AM
From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiences

Speaker/s:
Yoshio Sakamoto

Thu 10:30 AM
Among Friends – An Uncharted 2: Among Thieves Post-Mortem Speaker/s:
Richard Lemarchand
Thu 1:30 PM
One-Page Designs Speaker/s:
Stone Librande

Thu 1:30 PM
Game Writers’ Round Table: Techniques, Tips and Tricks

Speaker/s:
Richard Dansky

Thu 1:30 PM
Art Director/Lead Artist Roundtable Speaker/s:
Seth Spaulding
Thu 1:30 PM
A Day at the Museum: How the Smithsonian is embracing games Speaker/s:
Chris Melissinos and Georgina Bath Goodlander

Thu 1:30 PM
Broadening a Genre While Retaining Its Soul Speaker/s:
Tom Cadwell
Thu 1:30 PM
As Long as the Audio is Fun, the Game Will Be Too Speaker/s:
Akira Yamaoka

Thu 1:30 PM
What Happened Here? Environmental Storytelling Speaker/s:
Matthias Worch and Harvey Smith
Thu 3:00 PM
Little Hands, Foul Moods, Runny Noses 3: Research for Developing Kid-Friendly Social Gaming Experiences Speaker/s:
Carla Engelbrecht Fisher

Thu 3:00 PM
Behind the Scenes: Uncharted 2’s Unique Cinematic Production Process

Speaker/s:
Amy Hennig and Josh Scherr

Thu 3:00 PM
Introducing the PlayStation 3 Motion Controller Speaker/s:
Kirk Bender and David Coombes
Thu 3:00 PM
A Day In The Life: Creating The Beatles: Rock Band Speaker/s:
Ryan LesserDare Matheson and Josh Randall

Thu 3:00 PM
Starting Something New – Women in Games Speaker/s:
Megan GaiserCelia PearceSonja KangasJulia Brasil and Tiina Zilliacus
Thu 3:00 PM
Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies Speaker/s:
Rob Pardo

Thu 3:00 PM
Better Movement Games Using Psychology:
5 Reasons Some Wii Games Are More Fun Than Others
Speaker/s:
Katherine Isbister
Thu 4:30 PM
Perfecting the Pixel: Refining the Art of Visual Styling Speaker/s:
Michael Endres and Frank Kitson
Thu 4:30 PM
Raising The Bar: A Bioshock 2 Audio Post-Mortem Speaker/s:
Guy SombergMichael Kamper and Michael Csurics

Thu 4:30 PM
From Fantasy to Franchise: How to Build a Universe Worthy of Devotion Speaker/s:
R.A. Salvatore
Thu 4:30 PM
Are Women the New Hardcore Gamers? Speaker/s:
Amy Jo KimWanda MeloniJessica TamsMorgan Romine and Shanna Tellerman

Thu 4:30 PM
Creating a Unique Visual Direction: The Successes and Failures of Creating a Near-Future Cyberpunk Setting with a Renaissance Twist in Deus Ex 3 Speaker/s:
Jonathan Jacques-Belletete
Thu 4:30 PM
Achievements Considered Harmful? Speaker/s:
Chris Hecker
Thu 4:30 PM
Micro or Massive: It’s Fricking Tough to Achieve a Vision Speaker/s:
Richard Lemarchand and Baiyon Tomohisa Kuramitsu

Thu 4:30 PM
Scoring Hell: How We Created the Score for EA’s Dante’s Inferno from Inception to Final Implementation. Speaker/s:
Garry Schyman and Paul Gorman
Fri 9:00 AM
Environmental Narrative: Your World is Your Story Speaker/s:
Richard Rouse III
Fri 9:00 AM
GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas! Speaker/s:
Jesse SchellRichard LemarchandIan BogostSuzanne SeggermanChaim GingoldMargaret RobertsonSam RobertsGary PennJane Pinckard and Kellee Santiago

Fri 9:00 AM
Where It All Began: Lessons That Can Be Learned From ‘First Generation’ Music Speaker/s:
Rod AbernethyTommy TallaricoBrad FullerBrian Schmidt and Alexander Brandon

Fri 1:30 PM
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves Speaker/s:
Neil Druckmann and Bruce Straley
Fri 1:30 PM
Experimental Gameplay Sessions Speaker/s:
Jonathan Blow

Fri 1:30 PM
The Crystal Mythos and FINAL FANTASY XIII Speaker/s:
Motomu Toriyama
Fri 1:30 PM
What Color Is Your Hero? Speaker/s:
Mia ConsalvoLeigh AlexanderManveer Heir and Jamin Brophy-Warren

Fri 1:30 PM
Borderlands and the 11th Hour Art Style Change. Or: Kids, Don’t Try this at Home! Speaker/s:
Randy Pitchford and Brian Martel
Fri 1:30 PM
Art Director/Lead Artist Roundtable Speaker/s:
Seth Spaulding

Fri 1:30 PM
Procedural, There is Nothing Random About it.

Speaker/s:
Eskil Steenberg

Fri 3:00 PM
Square Pegs Round Holes, Integrating a Writer Into Your Team Speaker/s:
Susan O’Connor and Marianne Krawcyzk
Fri 3:00 PM
The Art Direction of Batman: Arkham Asylum: Rebooting a Super Hero Video Game IP Speaker/s:
David Hego

Fri 3:00 PM
Designing for Co-Operative Play in an Open World Speaker/s:
David Bowring
Fri 3:00 PM
Artgame Sessions Speaker/s:
Frank LantzDaniel BenmerguiJohn SharpWesley ErdelackAnthony Burch and Jason Rohrer

Fri 3:00 PM
The Connected Future of Games Speaker/s:
Ray MuzykaN’Gai CroalBrian ReynoldsMin Kim and Rob Pardo

Fri 3:00 PM
Composer Challenge GDC 2010 Speaker/s:
Lennie MooreMick GordonJeff BallIgor NemirovskyJan-Soeren Haas and Joe Thwaites

Fri 4:30 PM
Reading the Player’s Mind Through His Thumbs: Inferring Player Intent Through Controller Input

Speaker/s:
Chris Zimmerman

Fri 4:30 PM
Uncharted 2 Art Direction Speaker/s:
Robh Ruppel and Erick Pangilinan
Fri 4:30 PM
Multiplayer Level Design in Red Faction Guerrilla Speaker/s:
Luke Schneider

Fri 4:30 PM
The Game Design Challenge 2010: Real-World Permadeath Speaker/s:
Eric ZimmermanKim SwiftHeather KelleyJenova Chen and Erin Robinson
Fri 4:30 PM
Character Voices: Conceptualization, Casting, Recording, and the Cultural Reference Point Speaker/s:
Zach Hanks

Sat 9:00 AM
Train (or How I Dumped Electricity and Learned to Love Design) Speaker/s:
Brenda Brathwaite
Sat 9:00 AM
Five Ways a Video Game Can Make You Cry Speaker/s:
Richard Rouse III
Sat 9:00 AM
Game Studies Download 5.0 Speaker/s:
Jane McGonigalIan Bogost and Mia Consalvo

Sat 9:00 AM
Where Did My Inventory Go? Refining Gameplay in Mass Effect 2 Speaker/s:
Christina Norman
Sat 9:00 AM
Paint-by-Gender: How to Add Pink Gameplay to Your ‘Blue’ Title (and Still Keep All the Boys Happy) Speaker/s:
Jennifer Canada

Sat 9:35 AM
A Contrarian Explains the Basics: How to Become a Game Developer Speaker/s:
David Sirlin
Sat 10:00 AM
Uncharted 2 Character Pipeline: An In-depth Look at the
Creation of U2’s Characters
Speaker/s:
Judd Simantov and Richard Diamant

Sat 10:30 AM
Modeling Individual Personalities in The Sims 3

Speaker/s:
Richard Evans

Sat 10:30 AM
Sound and Music as Narrative in Flower Speaker/s:
Steve Johnson and Vincent Diamante

Sat 10:30 AM
Make ‘Em Laugh: Comedy in Games Speaker/s:
Tim SchaferRhianna PratchettSean Vanaman and John Teti

Sat 10:30 AM
How I Got My Publishing Deal: Student Game Development Success Stories

Speaker/s:
Kim SwiftKellee SantiagoBrandon SheffieldMatt Korba and Paul Bellezza

Sat 11:00 AM
The Implementation of Rewind in Braid Speaker/s:
Jonathan Blow

Sat 11:05 AM
Fired and Fired-Up: Jobless Developers Rant

Speaker/s:
Chris HeckerEric ZimmermanCarey ChicoJustin HallJason Della RoccaMargaret Wallace and Graeme Divine

Sat 1:30 PM
Animation and Player Control in Uncharted: Drake’s Fortune and Uncharted II: Among Thieves Speaker/s:
Travis McIntosh
Sat 1:30 PM
Great Expectations: Empowering Player Expression Speaker/s:
Jonathan Morin
Sat 1:30 PM
Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2 Speaker/s:
Armando Troisi

Sat 1:30 PM
Guild Wars: The Artists’ Vision Speaker/s:
Daniel Dociu
Sat 1:30 PM
Design in the Trenches: The Changing Role of Games Designers Speaker/s:
Rob Davis

Sat 3:00 PM
The Game Renaissance: Art History for Game Devs Speaker/s:
John Sharp
Sat 3:00 PM
Designing Assassin’s Creed 2 Speaker/s:
Patrick Plourde
Sat 3:00 PM

Decisions, decisions. I think it may be time for me to shift from Hamlet mode to Macbeth mode, eh? Regardless of what I choose to attend, I’ll be sure to report here on what I see and learn at GDC.


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We did something horrible and wonderful today.

I want you to picture yourself at a department store.You’re slightly depressed. You figure a little shopping therapy will do you some good; blow a little money on yourself as a distraction from whatever is pissing you off. You picked out a shirt you kind of like and you’re standing in line at the register.The person in front of you is chatting with the sales clerk. "Do you think this top is
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On my shoulder, whispering

Bioshock2

You will alway be with me now, father. Your memories, your drives. And when I need you, you'll be there on my shoulder, whispering. –Eleanor Lamb, Bioshock 2

In 30 years of gaming, I've played endless variations of the same character: the brave hero who, against all odds, must save the world. Our fascination with this story is at least as old as Homer's Iliad, and it's unlikely we'll grow tired of it any time soon. 

Games rely on heroism as a sturdy foundation for interactive storytelling, but unlike the Iliad, they rarely explore what it means. They seldom contemplate the human consequences or the personal cost. No game I've played has approached the moment in the Iliad when Priam falls to his knees and begs Achilles for his slain son's body. This grieving father moves Achilles to tears, and the two lament their losses in the war. 

For Homer, the Trojan War is a bloody backdrop for exploring honor, vengeance, morality, and fate. His characters are fathers and sons, mothers and daughters, and these familial connections underpin everything that happens in the Iliad and the Odyssey. At stake is family, and if we strip away all the obstacles and complications, Odysseus' 10-year journey is about one thing: returning home to his wife and son.

Eleanor_mother_lamb No game I've played has come close to conveying what it means to be a father. Fighting to avenge the death of a wife or child can provide a handy context for gameplay bad-assery, but nurturing and responsibility don't translate so well. Lots of games have made me feel like a fighter, but no game has ever made me feel the responsibility of fatherhood. No game has touched me in a way that feels familiar and real to me as a father. 

No game, that is, until Bioshock 2

I'll get this out of the way now so I can spend the rest of my time explaining. This game had a profoundly moving effect on me. The ending – my ending, the one that reflected my values – resonated deeply. As the father of a 2-year-old daughter, my journey through Rapture touched on my fears and aspirations for her in ways I never expected from a game. That experience lingers, and I'm grateful for it.

Bioshock 2 is a dialectic hyper-yin to Bioshock's hyper-yang. Andrew Ryan's distorted utopia exalts the individual, while Sofia Lamb's "Rapture Family" exalts the collective. The player can track this philosophical collision by exploring Rapture's ruins, and much of the appeal of both games comes from the drama that unfolds via audio diaries. For what it's worth, these games owe much to radio dramas of the 30s and 40s, once a staple of American popular culture.

Ryan's "Great Chain" produced an intellectual backdrop for Bioshock, but the player's choices and actions were mostly disconnected from those ideas. The player uncovers facts about his relationship to Ryan and others, but those reveals occur in a sender-receiver format. Ryan's warnings and exhortations colored my journey, but they never added meaning or provoked personal reflection.

"Love is just a chemical, no matter the origin. We give it meaning by choice." –Eleanor Lamb

Eleanor-lamb-bioshock-2-screenshot Eleanor Lamb changes everything. She elevates Bioshock 2 by offering a warm familial relationship to the player's avatar, a Big Daddy called Subject Delta. Eleanor raises the stakes. Suddenly, I'm not in this for myself, but for her. She's watching me, helping me, and learning from me. I am bound to her as a father to a daughter, and her pain is my pain. My existence has no meaning if I cannot help her become the hopeful, self-reliant woman she is meant to be. As long as she is imprisoned, I can never be free.

Suddenly these little girls with glowing eyes are more than ADAM vessels to be rescued or harvested. They're the child Eleanor once was, before the madness. They're my charges, relying on me for protection and deliverance. They are, truly, Eleanor's 'little sisters,' and I am, in a way I never expected to discover, their 'Big Daddy.' 

This game makes me feel the weight of compassion and responsibility. I won't soon forget confronting the rat-like Stanley Poole in the train station, every bit of me itching to kill him and make it painful. He stood there cowering, defenseless, bent at the waist, gripping his head. I watched him for a moment, savoring his suffering. And then I realized that she was watching too. Eleanor was there with me, just as she was 10 years before, when her mother faced a similar opportunity to kill a man. I turned and walked out the door. Near the end of the game, some 15 hours later, I discovered I was right. She was watching; and she learned.

So much of Bioshock 2 suggests it was built by smart people with loving hands. The name 'Eleanor' is derived from two Greek words: 'elios' meaning 'compassion' and 'Helen' meaning 'ray of sun.' Both are especially apt sources for Eleanor Lamb … or at least the Eleanor Lamb that appeared in my Bioshock 2. Her behavior at the end of the game can change drastically depending on choices made by the player.

Near the end of the original Bioshock, the player gets to feel what it's like to be a Big Daddy, but it's really just a novelty act. Aside from a change in visual perspective, the game doesn't do anything with it. But in the sequel, Eleanor saves your life after nearly losing hers, and then she injects you into the body of a Little Sister. 

It's a brilliant transition because now the player sees the world as the Little Sisters see it. Soft and lovely, with elegant ladies and gentlemen, only briefly punctuated by sharp flashes of ugly, bloody decay. It's the first and only time we see the conjured lie of Rapture – or in Sofia Lamb's mind, the promise of Rapture – with our own eyes.

Eleanor is that rarest of women in games: a gifted, intelligent, brave, determined, nurturing, compassionate, self-reliant, kick-ass sister. She loves her father enough to die for him. She loves her mother enough to forgive her. That's my Eleanor Lamb. That's my daughter on my shoulder, whispering.


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Sequel 101

Bioshock art 

Lately it seems every game I a play has a "2" in its title: Uncharted 2, Mass Effect 2, Bioshock 2, No More Heroes 2, Assassin's Creed 2. I'm not complaining. The common wisdom that says sequels are bound to be inferior cash-ins on their originals ignores a mound of evidence to the contrary. With the exception of NMH2, which both improved on and fell short of NMH1, these games illustrate how developers can smartly iterate on a successful formula and produce games markedly superior to their originals.

So how did they do it? I think these games impart some useful lessons in how to do sequels right. I'm not a game designer, so my observations are derived purely from a player's perspective; but from where I sit here's what I see.

  1. Hold fast to the vision of the original, but resist the temptation to retrace your steps. Give us a new destination and ensure that journey amplifies the meaning of the first one. Bioshock 2 is a case study in how to do this effectively. Bioshock 2 functions as a dialectic with the first game, re-exploring Rapture by revisiting and re-contextualizing its environments and opposing ideals. I'll explore this further in a post devoted solely to Bioshock 2 later this week.
  2. Learn from your mistakes, including the ones we don't know about. The most obvious outcome of positive iteration is fixing the stuff that didn't work in the first game. Assassin's Creed 2 eliminated the repetitiveness; Mass Effect 2 upgraded the combat mechanics; No More Heroes 2 jettisoned the open world; Bioshock 2 killed the maddening "Circus of Values!" clown (voiced in the original by Creative Director Ken Levine) – a little thing, yes, but THANK YOU.

    These are welcome changes, but skilled designers see things many of us don't, and targeting those issues too suggests a development commitment that transcends addressing player complaints. Mass Effect's awkwardly staged cinematics didn't draw much ire from fans (in fact, lots of reviewers praised them), but ME2's greatly enhanced dialogue scenes prove its designers weren't satisfied with what they accomplished the first time.

  3. Bigger isn't necessarily better. Bioshock 2 and Mass Effect 2 are both shorter and more compact than their originals, and both are better games for it. Some bemoan the loss of backtracking in Bioshock 2 or the fewer number of planets in ME2. Not me. The narrative drive forward is more powerful in both sequels, and neither sags in the middle as their predecessors did. More stuff to do doesn't necessarily translate into better.
  4. You don't have to 'go dark.' The common trajectory in storytelling across media is to darken the protagonist as he/she grows more complex. This can be a good or bad thing (Prince of Persia: Warrior Within = bad; The Dark Knight = good), but it shouldn't be treated as a default choice. We learn more about Drake, Desmond, and Shepard in these games, but their designers wisely avoid the sullen, doleful fate that befalls other game heroes. Travis grows a little angsty in NMH2, but the game isn't committed to exploring it.
  5. Don't assume "developing the characters and story" are sufficient reasons for a sequel. Uncharted 2, Bioshock 2, and Mass Effect 2 each advance an existing storyline, but they also do more important things like enhance their gameplay with genuinely fun new options and features; refine their interfaces; lower their barrier to entry for new players, and generally communicate a sense that this game has been honed and polished by a development team that went all-out. A sequel needs a compelling story, but that story should be embedded in a game that feels like it's advancing too.

    This, in my view, is the particular triumph of Bioshock 2 - a game whose most convincing initial argument for a sequel was financial. That 2K Marin overcame this cynical impetus and built a game that surpasses the original in nearly every way is a testament to their ingenuity and their devotion to creating a sequel second to none.

I'm sure I've neglected a few 'rules' in my list. If so, I hope you'll let me know.


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Rapture redux with VGC

Bioshock2

The Vintage Game Club recently played Bioshock in preparation for the arrival of its sequel. Now we're moving on to Bioshock 2, and you're welcome to join us.

We're experimenting by playing a new game this time, hoping to capitalize on our experience playing the original. Even if you've never played Bioshock, you can still jump into our collective playthrough of Bioshock 2. The VGC is a friendly place for conversation about games. We're here to have fun and broaden
our knowledge and awareness of games.

As
I've mentioned before, we use the term "vintage" purposely because its primary definition: "characterized by excellence, maturity, and enduring appeal" strikes us as just the right way to describe the games we play together. As far as we're concerned a vintage game can be 20 years old or 2 years old. For our purposes, it doesn't really matter.

The Vintage
Game Club


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Steambirds: Why indie games are good for fans

Here’s a rough sneak peak video of an indie gem called SteamBirds. As I was playing, I started thinking about questions of authorship and authenticity in the game industry.

The game
Steambirds is a rare treat. The magical design equation = Steampunk + Turn-based strategy + Air combat.

Despite my immense love of turn-based strategy games, I’ve found two problems with the genre over the years. First, very few people make them any longer. This is simple silliness and is easily rectified. Second, and perhaps more damning, most turn-based games that exist take forever to teach and play. The gaps and chinks that once appeared in my youthful schedule are now jam packed with accumulated tasks, looming responsibilities and the vast pressure of my imminent demise. I’m lucky to squeeze in even a few minutes of playtime at the end of a long day.

With Steambirds, the devs managed to make a deep strategy game where a single match is over in minutes. It fits into my life. The interface is super streamlined so even casual players can learn the basics in 30 seconds. My wife, not exactly a hardcore gamer, has been playing for days now. How cool is that?

I’m a fan. Here’s a simple question that should be asked of all games: Who is responsible for making this wonderful experience?

The problem with game development heroes
Here is what I have observed: If a game is built by a large team and published by a mainstream publisher, you cannot know who is responsible for the game.

As an exercise, name a modern developer whose work has changed your life. If you are a mainstream gamer, you’ll likely name the talking head behind the latest console smash. Chances are that the individual you think of as the key creative force is:

  • A cog in a much larger machine. Only rarely does an individual contribute more than 1% of the magic that makes a large title sparkle. There are just too many cooks in the large scale game development kitchen for individuals to shine.
  • Not directly responsible for the market success of the title at hand. Much of the success of AAA titles is based off brand and marketing budgets that weigh in at double the development cost. Without the expensive propaganda the drives a finely honed message into our consciousness, many of the ‘most popular’ titles would be little more than footnotes.
  • Made spokesperson by the direction of marketing. Talking heads, even ones with the title of ‘designer’ or ‘producer’ are often selected for their ability to A) deliver a message or B) coast by on their past history. Few tell an authentic story based on their personal contribution to the game. Real contributers are hidden behind the anonymous whitewash of the studio name.

The game media, trained to vacuum up press releases and pre-packaged interviews, never asks the probing question “What did you actually do?” or “Well, if you didn’t, who did?” Marketing handlers merely selects a plausible face and media blindly crowns them as worthy creative visionaries.

Idols, even false ones, fill a uniquely human need for worship. Both gamers and journalists are desperate to adore, to celebrate, to follow the brilliant individuals that birthed our favorite games. When presented with the mechanistic, faceless truth of modern game development, we reject reality and seek something, anything that fits our preconceived notions of creative genius. A paper hero constructed of marketing materials fits the fan’s need and is gladly assembled for each game launch.

But do we really need to settle? Are artificial heroes necessary? What if there were real gaming celebrities out there who are actually worthy of our veneration?

How a fan should select an authentic gaming hero
Here’s an exercise for selecting someone in the game industry to admire.

  1. Is the game worthy?
  2. Are you being lied to?
  3. Are the authors identifiable as a real human being?
  4. Is their contribution meaningful and authentic?
  5. Does their contribution predict future enjoyment?

As we step through each of these, I’ve got a bold claim that I’ll state up front: The only people that we, as fans, can claim with 100% certainty are worthy of our appreciation are small teams of independent developers.

Is the game worthy?
You can think about the worth of game in terms of Reach (the number of people it impacts), Depth (the depth of the experience) and Innovation (the degree to which the game moves the industry forward.)

Reach: An indie title like Steambirds will almost certainly will reach millions. It will be played by more gamers than 99% of all games on any game market. Take your pick…Xbox, Wii, PS3, DS, iPhone. In terms of broad popularity, Steambirds will have a bigger reach than the vast majority of games ever released during the history of gaming. Let that sink in for a moment.

Depth: For a percentage of players, a game made by one or two people can be just as compelling as any bloated AAA monstrosity. The elegant birds flying upward in Adam Saltsman’s Canabalt spark deeper feelings within me than any of the overwrought hair porn smeared haphazardly across Bayonetta.

Innovation: A game like Steambirds doesn’t play much like the vast number of clones that continually flood the market. From one perspective, it is another turn-based strategy game that has clear roots in existing (albeit obscure) boardgames. Yet compared to the dozens of FPS, physics games, platformers, tower defense titles and match 3 games, a project like Steambirds is delightfully unique. It innovates in terms of UI. It innovates in terms of genre pacing and mechanics. It even takes place in an original setting. (One where the fusion reactor was invented in the 1800s!)

I use Steambirds as an example, but there are dozens of indie titles that fit any sane definition of worthy. When you objectively measure game on worth instead of paid hype, you realize that games built by independent developers are rapidly becoming the defining experiences of a whole new generation of players. Just the other day I was chatting with my doctor, a gray haired lady in her fifties. She started excitedly talking about the great new game she was playing, a title called Osmos. This isn’t some mainstream or casual title…it is pure indie gaming. It hit me: our stereotypes are broken. The fact that a game is ‘indie’ no longer limits it to being a niche product.

Greatness is now independent of development budget. It is no longer defined by team size or marketing campaigns. A great game is a great game, be it a AAA marquee title or a 2D project made by two guys with a dream.

Are you being lied to?
If there is a publisher, there is always spin. It is built into the incentive structure associated with funding and marketing a game portfolio.

With an indie game like Steambirds, there is no vast publisher machine with a financial need to twist and massage the truth. You are connected directly by blogs, forums and interviews with the developer. Many times they are the ones responding to your emails directly. There are no endless lists of people who may or may not have actually ever made something. Unlike most most pro developers, the human beings responsible for every lovingly crafted detail of indie games even have names. You can look them up. They have ugly, honest, human websites, not extravagant confections excreted by nameless outsourced minions.

Honesty and transparency should matter to true fans. It is worth dedicating your passion and energy to something real, not a lie.

Are the authors identifiable as real human beings?
For Steambirds, I helped a bit on the design and graphics, but real creator of the game is Andy Moore, who worked alongside Colin Northway on the phenomena called Fantastic Contraption. The musician is by DannyB, the sizzling dynamo behind games like Canabalt and Super Meat Boy. In some ways, it is a game made by indie superstars.

It matters that Andy Moore is a real person, not a cog playing a role. I’ve met him last year in Austin and together we drank some fine microbrews. Along with a crew of other indies, we partook in an ill fated 2am adventure through the back alleys of Austin in search of a magical rumored cupcake deli. As we were chatting, he told me how after Fantastic Contraption, he sold off everything that didn’t fit in a suitcase. This practice is called ‘rightsizing your life‘ and it shows a dedication to game development that I find both rare and admirable. The fact that his lovely girlfriend puts up with his artistic journey is even more admirable.

Now, he lives to make games. Just last weekend, he was tapped as a mentor for the Global Game Jam and stepped up at the last minute to bail out a failing team. By the end of 48 hours, they had created a giant grotesque caterpillar that barfed rainbows. The crowd gave him a standing ovation.

You won’t find such stories told at press junkets. In fact, you may not even be able to find out the names of the people who actually worked on the game. Merely having accurate credits is still somewhat of a controversial topic for many large developers.

Games made by real people…there is something inherently valuable about the human story behind a game’s creation.

Is their contribution meaningful and authentic?
Andy programmed every line of code in Steambirds. He isn’t a 1% contributer. He is a majority contributor. My rule of thumb is simple: If you remove a person from the project, does the project still get finished? Does it still reach it’s potential? I challenge you to find such a person on most non-indie projects. You typically won’t. The cogs are treated as replaceable components (even when they aren’t.)

After the project started, I found out that Andy is an amateur pilot. Steambirds was not merely a job. It was an opportunity for him to express his love of airplanes as a game. This intrinsic motivation is the difference between Van Gogh placing his turbulent emotions on canvas and an assembly line mechanically painting signage.

Personal passion and the size an individual’s impact matter.

Does their contribution predict future enjoyment?
You haven’t played Steambirds. But you may have played Fantastic Contraption. And you may have heard the tunes in Canabalt. There is a direct mapping between the creative skills expressed in Steambirds and your impressions of the author’s past efforts. Much like how you might check out the album of your favorite band, you should also be inclined to check out the newest game from your favorite indie developer. Their creative blood courses through their entire body of work.

No such link with the past exists on games made by larger teams. 8 times out of 10, the name of both the publisher and the development company on the box have no coherent connection with the people who made the game. The team logos are, in effect, meaningless badges that exist purely for the sake of marketing. If someone says that they like or dislike an EA game, they obviously have no idea what they are talking about.

  • A publisher’s brand is a business shell, not a developer that creates authored experiences.
  • Publishers often switch up teams on a title by title basis. The group that made the game that you enjoyed is unlikely to be the same team that was contracted to make the sequel.
  • Large teams experience massive churn. Some groups lose upwards of 50% of their developers from game to game. The original people who made your beloved game may not even make games any longer.
  • Power shifts within a large developer often alter creative direction in unpredictable ways.

A clear, strong connection between the author and his works helps you, the player make meaningful judgement about whether or not you want to try future games. Without this simple, obvious connection, you are just a sucker caught up in a cynical branding shell game.

True fans know who makes their games
In summary, when you really love a game, be it a small title or a large title, do the following:

  • Find out who actually made the game you love.
  • Look for games where vision and ownership are clearly visible.
  • Reject the marketing machine.

As I look at this list, I am delighted by the indie game movement because for the first time in many years, players can once again associate the efforts of a human being with their great game experience. I want to be celebrate the individuals who makes the games that change my life. I don’t want to be a suckered by some expensive snow job. Indie games let me be a fan who is cheering on someone authentic and deserving. That is pretty darned cool.

take care
Danc.

PS: Steambirds is currently in bidding over on FlashGameLicense.com. Wish Andy luck!

PPS: Whoa…my mind is blown! Some eagle eyed commenters pointed out a great little space strategy game called Critical Mass by Sean O’Connor that has a very similar control system…and was created in 1995. I love it! It is awesome when two smart team independently stumble on the same solution decades apart. Convergent evolution in action. This also points out the importance of seeking out old masters for great ideas. If we had known about Critical Mass, perhaps we’d have a few dozen less UI prototypes. :-) Credit to an original innovator where credit is due: Go check out Critical Mass.

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Scrambled

Me2-2

I've been reading lots of reviews and blog posts certifying Mass Effect 2 as the future of RPGs. It fixes what's wrong with the genre and sends designers of backward-looking games scrambling to the drawing board. It represents, as several notable outlets have noted, the future of storytelling in games and a lesson in how to do narrative games right.

I'm going to play contrarian here, but first let me say I think Mass Effect 2 largely earns the lavish praise heaped upon it. It's an exceptionally fine game with fabulous production values, and I've enjoyed just about every minute I've spent playing it. I'm not quibbling with the hype. Not much anyway.

I'm troubled by the mentality that games exist to invalidate other games; that the most effective measure of a game's value is its ability to surpass or trump other games that preceded it. Among its many praiseworthy aspects, Mass Effect 2's success as a kind of refutation of other games is considered an especially noteworthy achievement.

The problem with this line of reasoning is that it mistakes streamlining for refinement. It assumes the fiddly RPG elements the game eliminates are vestiges of outmoded design. It presumes that frequent skirmishes and action-based gameplay are more fun or engaging than the strategic RPG elements they replace. It assumes that a dialogue-tree system of interactions enables a more sophisticated form of player agency. None of these assumptions are incontestably true.

I'm not suggesting ME2 lacks refinements. As an iteration on the original game, ME2 is chock-full of mechanical, interface, and visual upgrades. As many have noted, its shooting and cover system is vastly improved from ME1, and Bioware seems to have learned from its mistakes in this regard. ME2 improves on ME1 in all sorts of useful ways, and that's a good and praiseworthy thing.

But when we discuss Mass Effect 2 as the game to finally shatter RPG genre limits and chart a new narrative path, I think we project too much on a game that exchanges some limits for others. I want meaningful interactions with my
environment, not pop-up notices for glowing blue frames. I want dialogue unbound
by a nice/naughty/neutral triad. I want to do trivial things. I want
lower stakes. I want to play a game that doesn't insist the future
depends on me. I want a game that defines role-playing more broadly than dialogue choices. I want a game that won't insist my actions and movements (what I do, not what I say) are merely bridges to the next fight.

I'm not suggesting ME2 is a bad game because it fails to meet those expectations. On the contrary, I think it's a terrific game. I'm merely pointing out that while ME2 is unquestionably a high peak, there are plenty of other mountains worth climbing.

It's useful to consider how ME2 succeeds as a well produced RPG that elevates certain genre elements, and de-emphasizes others. But Bioware is up to more than simply rearranging the RPG furniture here. ME2 is a canny scramble of storytelling and game design highlights from previous Bioware games, Gears of War, Star Trek/Wars/Galactica, and The Magnificent Seven, among other influences.

What Bioware has accomplished with ME2 is less about refining the RPG or blazing a new narrative trail than about distilling and mashing up stuff that works from other sources. ME2 is a tantalizing cocktail of action, adventure, sci-fi, RPG, and shooter ingredients, poured into in a big cinematic shaker. 

Bioware knows what we who write about games ought to know better. Genre classifications are essentially meaningless, and it's time to drop them and move on. Three of the best games I've played in the last year – Mass Effect 2, Demon's Souls, and Shin Megami Tensei: Devil Survivor are all classified as RPGs, even though they actually have very little in common. On the other hand, IGN may classify MLB 09 as a "sports game," but I say it has more in common with Mass Effect 2 than Mario Baseball. More than ever, genre categories seem like arbitrary labels we apply to games so they can be properly shelved.

And, of course, the scramble extends beyond games. It's the Judd Apatow Effect. Inject moribund romantic comedy
genre with lowbrow buddy-movie humor to create slacker-striver films
with male and female box office appeal. It's Robert Plant and Alison Krauss; it's MMA; it's the Subaru Outback; it's Elton John and whatever flavor-of-the-week artist the Grammys pair him with. 

It's the inevitable trajectory. For better or worse, we like our entertainment scrambled. Sometimes it doesn't work, and sometimes – as Mass Effect 2 skillfully illustrates – it does.


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