Missing the 'Whole' Point in Game Development 63
An Anonymous Reader wrote to tell us about Walter Kim of the Ludonauts. He has an interesting argument about game design: "many videogame developers, particularly the Western ones, approach their craft with far too much of a hard-headed pragmatism, a nuts and bolts mentality about development that has, consciously or unconsciously, extended itself to design. What you end up with are a bunch of games that, while they may exhibit a great deal of cleverness on the level of individual level design, are stitched together with about as much finesse as duct tape."
New ideas take time to catch on. (Score:1)
Well, then you may remember how a movie came out called AI (Artificial Intelliegence). This was Spielbergs movie. He had a promo for the movie that was called "The Beast". This was the birth of a new kind of gaming. One called Alternate Reality Gaming http://www.argeuro.net/ [argeuro.net] where the game could call, email and even fax you. How many games break those rules. It didn't even have a graphics engine.
The Be
Re:New ideas take time to catch on. (Score:2)
Tesco's Economy Monal Lisa (Score:4, Insightful)
Re:Tesco's Economy Mona Lisa (Score:1)
Re:Tesco's Economy Monal Lisa (Score:1)
Re:Tesco's Economy Monal Lisa (Score:1)
Re:Tesco's Economy Monal Lisa (Score:1)
already made me cry (Score:4, Funny)
Daikatana made my cry at level 1.
Still, the guys have a point: video games are not engaging enough.
Re:already made me cry (Score:2)
Deus Ex is easily the best game out there fusing game and story, but Warren would be quick to point out its shortcomings. Major plot points are outside your control. Your character exudes as much sentiment as the robot he essentially is. What it does well is give you narrative that doesn't interrupt the action,
Re:already made me cry (Score:1)
OK so I didn't exactly cry in ICO [icothegame.com], but at one point I got worried [advogato.org] that maybe the NPC might be in serious trouble. I think that qualifies.
Anyone interested in arts and games shoud definitely check out ICO: the gameplay is fun in itself (it's basically the precursor for the new Prince of Persia game, where the puzzle is in the 3D architecture itself), but its artistic qualities make it the "poem of computer games".
Duct Tape Finesse (Score:4, Insightful)
I have great respect for John Carmack as a programmer, but I absolutely despise his games. Honestly, I think that the western developers could really learn something from the Japanese. About the only western developers that I know of that make games that I personally feel the need to play are Ubisoft (Prince of Persia), and Silicon Knights (Eternal Darkness, Blood Omen, Metal Gear Solid: The Twin Snakes).
Re:Duct Tape Finesse (Score:2)
Re:Duct Tape Finesse (Score:1)
"About the only western developers that I know of that make games that I personally feel the need to play are..."
Re:Duct Tape Finesse (Score:1)
Re:Duct Tape Finesse (Score:2)
But the poor fact is, these are pinpricks of light admist a vast, black curtain. Most western games are horrible. But then again, most eastern games are also horrible, it's just the better ones we see over here. Also,
Re:Duct Tape Finesse (Score:2)
Namco, Konami, Nintendo, Sega, Capcom and Enix I think are the big Japanese names. But I think what I was really getting at in my post is that the value of the average Japanese game is much m
Re:Duct Tape Finesse (Score:2)
Capcom does makes original stuff once in a while, like Viewtiful Joe. But they're greatly outnumbered by the sequels they produce. Just HOW long have they beaten that Street Fighter horse? How many times did they use what was practically the same engine for each NES Mega Man game? Say what you will about Nintendo making sequels, but each of the 2D Marios is still a different game in many ways. When they get a big hit, like Resident Evil, you'll see game after practically unchanged g
Re:Duct Tape Finesse (Score:2)
No, Atari GAMES (as distinct from Atari Corp) never really recovered from the Street Fighter 2 craze. They persisted for a while, and made some of cool games after SF2 hit arcades (such as ever lovin' Rampart), but they were never really as seen as hip after that. Consider that in the old days Atari was the unquestioned king of arcade games. Atari's success-graph never plunged as steep as it did t
Jak II (Score:5, Interesting)
Still, plot can work with the game. Here's my example: Jak II. There's some outstanding gameplay, the world is absolutely massive and very cohesive -- only three or four major areas, the rest of the levels are all seamlessly melded into the City. And I do mean seamless, and that is my impression of the entire game. Comments are made all the time, cinematic scenes are short and relatively infrequent. The plot is not incredibly complex, but it is very well tied to the gameplay.
The way games are going to absolutely leave movies in the dust is when AI gets so good that the designers mostly do a rough outline of the game, and spend most of their time in character design and AI. MMOs are sort of moving in that direction, but the advantage of local AI is that they are more expressive, never lag, never talk out-of-character, and can be saved and restored.
Think about how Half-Life 2 works (in the videos, anyway) -- the physics engine and wide-open level design allows you to be very creative and have a lot of freedom in how each battle goes. Half-Life was like that, only less so. Yet the experience was seamless and linear, so you got enough freedom to have fun with the game, but enough limitation and design that you can "lose yourself in the artist's world".
What I think Speilberg wants is for the character and plot to go the same way -- not like a choose-your-own-adventure book, not like write-your-own-book, but like life with fate.
Re:Duct Tape Finesse (Score:1)
Story and Game (Score:5, Insightful)
While there are a lot of good items to digest in the article, what we have here is a commentary on filmmakers who think about game design in terms of filmmaking. But game design is NOT filmmaking, no matter how much people these days like to equate the two.
I can think of a hundred counterexamples to 'there's no reminder, nothing refreshes who these characters are' and I am sure you can too. Ico springs to mind.
The problem is that STORY and GAME tend to be very discrete elements, where in a movie STORY and MOVIE are one and the same and this is where that expectation comes from. Level designs that ignore story (as discussed in the article) or story that obfuscates (or simply makes unimportant) the game elements (see Xenosaga and many other RPGs), is simply bad design and while it may be a State-of-the-Medium issue, I believe as games get more and more into the cultural forefront, we will see better and better designs where STORY and GAME are one in a way that filmmakers simply don't comprehend right now.
That's just my optimistic opinion though.
Re:Story and Game (Score:3, Insightful)
In video games you add one more component which movies do not have, and that is user interaction. The problem is that often one thing, sto
Re:Story and Game (Score:3, Interesting)
I'm not convinced that emphasizing all areas is the way to go, with current budgets. As you point out most games which are successful are so ignoring
Re:Story and Game (Score:1)
Games that have extensive stories generally have limited replay value. EX: Max Payne, Beyond Good & Evil. A really good game that brings together story, engine, maps, and all the other things great, takes ten times the effort to make it repayable. A game with limited play-time either has to make up for it or is severely marked down in ratings - see Fable. Despite all its
Re:Story and Game (Score:2)
I'll agree that this tends to be true, but ... We've all posted a few exceptions to this general rule (as there are quite a few), and I'm kinda disappointed that everyone's glossed over my favorite: Shenmue. There's a game where STORY and GAME are almost completely one and the same. While I know it has a boatload of flaws, I absolutely
Aeris' Death (Score:4, Informative)
I recently stumbled across a review (http://xenon.stanford.edu/~geksiong/papers/sts14
Oy. It was done much earlier than that, in Phantasy Star II. Oh who will morn for poor, forgotten Nei? Or Tellah (FF II/IV), for that matter? Or the Flying Men from Mother?
Re:Aeris' Death (Score:2)
Similar, though not exactly the same, are the dozens of RPGs in which characters "die," but can be resurrected trivially. Phoenix Down, World Tree Leaves, Moon Mist, whatever you call them, what in our world would make Bill Gates hand over his entire fortune is available at the local Final Fantasy Tonic Hut for pocket change.
Re:Aeris' Death (Score:1)
Re:Aeris' Death (Score:2)
The origins of the console-style RPG genre reside in Dragon Quest/Warrior, but RPGs are a fair bit older than that. Wizardry, Bard's Tale and Ultima all predate what the typical "modern" gamer would call an RPG, and although I haven't played them all, I'm pretty sure there are moments like that in at least one of them.
Re:Aeris' Death (Score:2)
Anyway, the point remains, we're talking about characters dying as part of a story, not the significance of that act. (And say what you want, I was actually a little shocked when Nei got offed, even though RPGs back then really didn't have a lot of dialogue for their characters.)
Re:Aeris' Death (Score:1)
...or Dupré in Ultima VII pt2: Serpent Isle...
In FF7 Aeris' case is slightly different because she was just simply slaughtered for no reason whatsoever in the middle of the game, and I heard the designer's intention was to make a counterpoint, because most of the preceding games had some sort of heroic, meaningful sacrifice of a character. So, the designer was perfectly aware that major characters die all the time in games, and probably even that that was actually turning into one of the defining cli
Re:Aeris' Death (Score:2)
Random character death is not a good thing in a story, because stories are not random. Things that happen in them should appear unplanned, but should not be arbitrary. Everything should happen for a reason, even if it's not an obvious one. Killing off a character for no reason at all is bad writing.
Of course, I'm something of an outspoken cri
Re:Aeris' Death (Score:2)
You also needed to sacrifice a companion to Blackthorne in U5. You could chose who would go.
By the way, I never thanked you enough for directing me to NWNC a few years ago.. I've been playing each sunday the "Avatarship" campaign, based on Zonker's Ultima 4 adaptation, with more or less the same players for around 2 years now.
In the next few sessions, we'll be going to the abyss, meaning this journey is about to be over. I'll need to write a so
Re:Aeris' Death (Score:2)
Re:Aeris' Death (Score:2)
It is possible to argue this about many things, however. In practice, the determinor of whether something is "needed" for the story fa
Huh? (Score:4, Insightful)
Excuse me? I play games because I find them fun. Games with no/little plot can still be plenty fun (Zelda I, Tetris, Goldeneye, Animal Crossing - don't tell me they suck). Why cut a game out just because it aims purely to be fun?
There are of course games where the enjoyment comes from the progression of the story (Final Fantasies), and I enjoy them every bit as much as I enjoy the first sort, if not more. However, games with more integral stories lose some of the charm of the others. Ever tried playing an RPG, then coming back after ages? You have no idea what's going on. Tetris, Pong or Pac-man can be played anywhere, anytime, by anybody. Final Fantasy 3/6 or Chrono Trigger, despite being oft-hailed as the best masterpieces ever to be experience, require lots of time, just like a book - but you can't play on the bus (unless they get ported to a handheld) and you can't stop just anywhere. They have many of the failings of books, such as losing the thread if you go away for too long, as well as many others that you get from either interactivity or the almost purely grapical output - ever been annoyed because you can't go to x until you've been to y thanks to a big rockfall that mysteriously vanishes later? There are of course some games where your actions are what allow you to progress, but even they seem far too tacky sometimes, such as picking up an item in x which allows you to destroy the rockfall, and an item in y which lets you get to the next place. In a book you don't have those problems, because you get no control - if the main character is supposed to go to x, then dammit, he will go to x! And the graphical output is another downfall that movies and games (text-based games excluded) can have compred to books, because you don't know thoughts, or even emotions beyond what the actors can express. You can't -not- have the graphical output, which means that things like the weird guy on the poles from one of the Hitch-hiker books who steps from one to another, thirty feet apart without anything appearing to distort fail utterly.
While I will always love any game whch makes me cry (none have succeeded - nor, for that matter have any books or movies, although The Crucible came damn close), to focus on just the fact that you get more engaged because of the interaction would be to lose half the charm of the medium - that you can pick it up, play, and put it down again for ages. I have nothing against games which try to be like a book or a movie, but f it weren't for the ones which do something completely different that can't be obtained from the others, the medium would have died a long time ago.
And for the record, everybody died in Final Fantasy II/IV. Usually several times.
Re:Huh? (Score:1)
What I AM against, are people who try to insist that fun is and must be the whole point of making any game in the first place. Some games can just be about having fun, but it's a prejudiced view to insist that ALL of them have to be.
I want a diversity of reasons to make and play games, not just one.
Re:Huh? (Score:1)
Now this does not mean that games cannot contain other elements in addition to fun but if something does not contain even the tiniest smidgen of fun then it cannot ever, ever be a game.
So it looks like you're denying the possibility of a really bad game that isn't fun at all. Secondly,
Re:Huh? (Score:1)
Re:Huh? (Score:2)
While I get your point, I'd like to point out that Animal Crossing does have a bit of plot and story, but it's more like an ongoing narrative that you create. IMHO, that's what makes it a lot of fun, that you have a say in how things turn out for your town full of characters.
Tomato, Tomoto... (Score:2, Insightful)
Something must still be said for the ability to engage the user/player upon those qualities alone, which a fair number of AAA titles have done in recent memory. Its a different market. Im a huge fan of RPG's, and engrossing story lines, from Final Fantasy, to homebrew D
Everquest (Score:2)
Re:Everquest (Score:2)
I Know!!! (Score:1)
Re:I Know!!! (Score:2)
Or "My Dinner With Andre". Or "Fried Green Tomatoes". The possibilities are endless, really.
Spielberg? (Score:4, Interesting)
A cogent argument could be made suggesting that Spielberg's 'game design intuition' was the single greatest cause of the great video game crash of 1983. The man may make some good movies, but I'll never listen to a DAMN thing he says regarding games, because he obviously has no clue what he's talking about. I'm surprised neither Walter nor Chris brought the great ET debacle up in their articles.
On another note - increased realism is not going to be and never was the driving force for good games. it's been a driving force for the industry, the millions of fanboys who eat up a few extra mole marks on their polygonal models and the graphics cards companies who happily sell us upgraded machinery every six months, but we've been seeing the same old, tired, incredibly conservative games and forms of gameplay for years now.
The first time I cried from playing a video game was playing WWF Wrestlemania (or something like that) for the SNES. I picked it out for my ninth or so birthday because I saw some screenshots in Nintendo Power, and they looked so photo-realistic that I wanted to play it. After taking it home and turning it on, I was appalled by the simplistic button mashing that grew tedious after only a few minutes. I cried all night for being so easily tricked by the lure of realism, and vowed never to give realism in games any thought again. I still have that cartridge today as a reminder.
And yet, they sold you a copy of Wrestlemania. (Score:1)
Now if you'll excuse me, I need to register my copy of Escape Velocity Nova.