The Future of Game Design 82
IGN has the beginnings of an interesting series up entitled The Future of Game Design. The first part of this series covers game design elements that we've seen in the past that the author would like to see show up more often in future games. From the article: "We need better art direction in our games. Not just more polygons or slicker textures, but games with a better sense of visual style. Off the top of my head, one of the first games that really showed a distinct sense of art direction and style in this generation of games was Sly Cooper and the Thievius Raccoonus. That game oozed with style, and even though it was simple and quick, it became one of my favorites because the main character, Sly, had real character." As we start to get into Uncanny Valley territory I hope more artists take the approach that Sly and WoW have.
This article is... beautiful (Score:2)
Re:This article is... beautiful (Score:1)
Atmosphere (Score:5, Insightful)
These were games you could play at night, with the lights off, and actually scare the crap out of yourself. And it wasn't because of toonish graphics or special effects - it was because of atmosphere.
Re:Atmosphere (Score:3, Interesting)
I think one of the problems is that in order for
Re:Atmosphere (Score:1)
There's a difference between creating atmosphere and simply attempting to scare you.
Doom 3 did the latter. Which is why it didn't work. You can only *be* scared a finite amount of times by the same occurrence.
If you create an atmosphere though, you don't even need anything to happen to be scared. Some of the tensest and scariest moments in thief come simply because of the atmosphere. You can be completely alone in the game and be scared simply because you're think that you're not alone.
Re:Atmosphere (Score:3, Interesting)
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Re:Atmosphere (Score:2)
the first level in the original AvP was like the Doom mod the grandparent poster described, you had to walk out to another area through a cavernous dark environment with no weapons, your only ally was your CO over the radio
Re:Atmosphere (Score:2)
Re:Atmosphere (Score:4, Insightful)
Also, Half-Life 2 does a great job at establishing immersion and atmosphere despite complaints about the story and lack of gameplay innovation.
Re:Atmosphere (Score:3, Informative)
Sure, I've played things like Doom 3, Half-Life 2, Metal Gear Solid and the like. Sure they are impressive graphically and the action is sometimes intense. But I always felt I was on the outside looking in.
With ICO, I definitely felt as if I were there in person. Even though dragging that princess around was annoying sometimes, you actually began to feel an
Re:Atmosphere (Score:1)
It's one of the few games I've played where I had a real emotional attachment to the onscreen characters. I found myself actually "talking" to Yorda. And some of the locales in the game actually gave me "vertigo".
There are other PS2 games that come on CD's (from my own collection): Tekken Tag,Tournament, Legends of Wrestling, RPG Maker 2, Gauntlet Dark Legacy, Half-Life, The Sims, Okage Shadow King.
Re:Atmosphere (Score:1)
Re:Atmosphere (Score:2)
We haven't gotten past the sh*tty storyline phase of game design yet. I think we could probably work on that, and figuring out how to create memorable character that aren't simply pulled from an earlier game. I think that might be a little easier in terms of you know, cash, and stress on a developer.
Next week, you're going to hear about how games can be launched into the future by judicious use of t
Re:Atmosphere (Score:3, Interesting)
System Shock and SS2 had pretty average graphics and gameplay, even for their time... but the storyline and atmosphere is amazing.
Some games don't need a storyline. Some games don't need great graphics. Some game
Re:Atmosphere (Score:1)
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Re:Atmosphere (Score:1)
the LACK of ingame music really adds to the feeling that you are there....
even the cut scenes in that had me feeling sad as reports of dead collagues came in after each level
What about classic games? (Score:2, Insightful)
I don't think that the graphics are as important as the gameplay. That's why we download emulators! Why else would perfectly intelligent computer geeks knowingly navigate spyware-ridden web sites searching for games? They must be good games.
Of course I'm glad that graphics are becoming more realistic, but that's not good for every game. Who really wants to play a game starring an overweight plumber or an actual hedgehog [google.com].
Re:What about classic games? (Score:2)
Perhaps you missed the point of this article. This is not about graphical realism, this is about graphic style. Details, not truth to actual reality, make the style.
"an actual hedgehog" (Score:2)
After following your Google image link, I know who wants to play a game with an actual hedgehog...
My girlfriend! Even I have to admit those pictures are cute. She would love it!
Rose-colored glasses (Score:4, Interesting)
There were just as many bad games Back in the Day (tm) as there are now. You've simply forgotten about them. In 5-10 years, you'll forget about the bad games taking up shelf space today and only remember the stand-out titles, and make the same complaint.
This doesn't just apply to games, either. It applies to almost everything. The "Good Old Days" were not necessarily any better than today, but the effects of time have made you forget the bad and remember the good. That's why people want a return to the "values" from the 1950s, or complain that Hollywood is just churning out mindless blockbuster action flick after mindless blockbuster action flick, or complain that the airwaves are overrun by Britney Spears wannabes. Do you really think that there wasn't divorce, death, rape, abortion, violent crime, or any of the other ills of today's society back in the 50s? Do you really believe that back in the day Hollywood only released one or two films a year, or even went years without releasing antyhing because nothing was good enough? Do you really think that there were entire stretches of years where no artist released any music at all? Of course not. The collective consciousness has just swept all of the bad behavior, bad movies, bad music, etc under the rug and idolized what came before.
Tuck this thought away in the back of your mind, and drag it out in 10 years when you find yourself lamenting that the current crop of video games pale in comparison to the gameplay found in the "classic" Half-Life 2.
Re:Rose-colored glasses (Score:2, Insightful)
You make an excellent point. Perhaps it was more of the innovation that impressed us years ago. Today's video games, while constantly (arguably) increasing in quality, are not very different. Maybe it was because video games were uncharted territory that we liked them so much back in the "Good Old Days".
I suppose the way to revolutionize gaming would be to make games more innovative (like the Nintendo DS, the Sony EyeToy, or DDR). If only the companies tried more stupid stuff, then they might hit somet
Re:Rose-colored glasses (Score:1)
Video games are a medium of entertainment, just like movies or music. Just as movies and music have matured to the point where you rarely see or hear something innovative (not saying you don't, just that it's much more rare), video games are coming up on that point as well. Of your examples, I'd say only the EyeToy was a true innovation, using video recognition as an input mechanism. The DS is just a gimick (oo! two screens, and one of them is a touch screen!), and the other is just an evolution of a co
Re:Rose-colored glasses (Score:1)
Huh? (Score:1)
Re:Huh? (Score:1, Redundant)
I mean seriously... did he just forget about Rez?
I don't think his woman would have forgotten about Rez assuming he had the Trance Vibrator [google.com].
Re:Huh? (Score:1)
Re:Huh? (Score:2)
Re:Huh? (Score:1)
Mmmm...criticism... (Score:5, Insightful)
Or take voice recognition AI. It would be great in KOTOR if I could simply tell a companion to go attack the guy on the left and then I attack the guy on the right. Again, this is not a trivial hack or by any means some hidden conspiracy to prevent ease of use. The AI would have to understand the idea of left, right, and attack along with actually understanding when I state into a microphone "Attack the guy on the left." Yeah, we could script this, but see previous problem.
I realize the author is critiquing games to make them better, which is good, but failing to understand how some problems are very difficult can sometimes aggravate more than motivate. Nothing aggravates me more than a fanboy who simply states "How hard could it be to do X?"
Re:Mmmm...criticism... (Score:3, Insightful)
Its worse than you say. Even if the designer considers something, how do you go from seeing it to code, and still be done in reasonable time.
I have some obvious ideas to improve the AI on some open source games. I looked into the AI and quickly realized that humans can instantly process something that computers take a long time to figure out. You look at the map and think "Oh, there was someone in place X, but he isn't there, he must have the invisible suit on, but I know he only moves so fast, so the
Re:Mmmm...criticism... (Score:1)
Interactive Cut Scenes (Score:2, Interesting)
Re:Interactive Cut Scenes (Score:3, Interesting)
Bottom line: Cutscenes are supposed to be just tha
Re:Interactive Cut Scenes (Score:2)
Games have certain properties that movies do not have. They are meant to be interactive. Why do games have to emulate other mediums, when they are free to strike out on their own and define a new medium? Why not integrate these scenes into the game itself?
Cutscenes aren't "supposed
Re:Interactive Cut Scenes (Score:1)
A cutscene directly integrated into the gameplay where one controls the action is NOT a cutscene. A cutscene where I press particular buttons to advance the scene (a la Shenmue) isn't a cutscene either.
In other words, I'm not saying that game designers can't use other methods BESIDES cutscenes to flesh out the story in their games. In fact, I'm in favor of fresh
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The authors description wasn't really a desire for interactive cut scenes, but rather just the ability to always play all the time without being pulled out of the experience by a cutscene.
Re:Interactive Cut Scenes (Score:1)
Did we not spend ages waiting for Alyx to get back? A time in which we were chatted to by others, and we got to fiddle with things in the office.
Personally, I was highly impressed by the way the guy said "Wait" and I actually waited for a while; not so long I got bored, and not so short a time that it was obvious he didn't really mean wait. Was that not an interactive cutscene?
Re:Interactive Cut Scenes (Score:1)
128-bit systems? (Score:2)
Aren't today's game systems still 32-bit? I know for a fact that the Xbox is, because it's powered by a crippled Pentium III. The graphics architecture is certainly still 32-bit.
Re:128-bit systems? (Score:1)
I don't know whether or not the PS2 uses a 128-bit CPU, but I would be wary about blindly trusting the word of the console's developer. After all, NEC wanted us to believe the TurboGrafix/PCEngine was a 16-bit machine (the CPU was 8-bit, the graphics processor was 16-bit) and Atari tried to tell us that the Jaguar was 64-bit (it was really a mish-mash of 32-bit processors and maybe one or two special-purpose 64-bit proce
Re:128-bit systems? (Score:2)
yawn... (Score:1, Insightful)
This guy just takes a handful off the latest buzzwords and says he wants them "only better." What's new?
Nothing he mentions actually relates to real GAMEPLAY. It's all just buzzword nonsense. Better AI, better art, better physics. I'll tell you what, I've played plenty of board games that can't conceptually have any of that and are 10x more fun than any video game. Or look at great games that are still fun today. Mario? Physics? Yeah right. Tetris? Art style? Not a chance.
Alien Hominid (Score:3, Insightful)
How about Alien Hominid? That game oozes style, though it's rather short. I've beaten it on Hard and I'm still playing it. Armies of ridiculous FBI and KGB agent enemies, crazy guns, hilarious huge bosses, cartoony gore and a smiling alien that my girlfriend thinks is cute.
It's hand-drawn graphics, but not cell-shaded. It doesn't push any technical limits. It doesn't need to.
You can't go wrong.
The best I've seen for plot or style (Score:2, Interesting)
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katamari damacy (Score:1)
Don't RTFA. (Score:4, Insightful)
Re:Don't RTFA. (Score:1)
per se is latin (being a literal translation of the Aristotelian kath'auto), and thus has no sharp accent on the last word. The only case I can think of where you'd use per sé instead of per se is if you were writing in Italian.
The Bard's Tale was released several years after Wizardry. I'm also fairly sure that Wizardry II bee
Re:Don't RTFA. (Score:2)
Re:Don't RTFA. (Score:2)
You misunderstand. The critique hinges solely on the bargain basement content; the continued commentary on the quality of the editing involved is mere tangential slander intended as catharsis.
The Bard's Tale was released several years after Wizardry. I'm also fairly sure that Wizardry II beelongs to the early 80s.
You are correct: it's from 1982. However, I believe I was relatively clear about my uncertainty regarding the dates involved.
Re:Don't RTFA. (Score:2)
On second read, I withdraw this question: it is absurd, as in other parts of the post you challenge the choices as my own, rather than those of some arbitrary article author. My apologies. It's been a long day.
Mod Parent up (Score:2)
I read the IGN article, and I'm sorry, the guy doesn't know what he's talking about.
I was planning to write a long critique on the article, until I read the link in the parent post
Re:Mod Parent up (Score:2)
Because I have bad luck. I appreciate the compliment.
Re:Don't RTFA. (Score:2)
But the Tri-Bit response is even worse. It just whines back, for dozens of paragraphs: "You reviewers don't know what you are talking about! And you can't properly write either!". Example games mentioned are often not appropriate (Diab
Re:Don't RTFA. (Score:2)
This is one of those cases where it's difficult to argue the point. As a traditionalist pencil-and-paper gamer, I tend to agree: there is no playing of a role within Diablo. That said, that apellation applies to virtually every game labelled an RPG; Diablo has as much plot as any NES or nearly any SNES RPG. Granted more modern RPGs h
Re:Don't RTFA. (Score:2)
I believe this to be dishonest.
Maybe it is more of an impression than what appears after scrutinising the response. The problem is that if you make valid complaints but intermix them with continuously criticising the author's grammar, often in a derogatory way, the whole response starts to come over as whining.
The question why that is so, why developers haven't solved the obvious problems in games, is a valid one.
No such question is posed.
True. And tha
Re:Don't RTFA. (Score:1)
Then he brings up examples without knowing what he's talking about, or backing them up. It's great you can bring up the names of tons of old titles, now tell us why they're relevant. The author seems bitter than he's not in the game journalism industry, and for good reason. If every video game reviewer wrote like that arro
Graphics are meaningless (Score:1, Insightful)
What we need (Score:1)
Piece by piece (Score:2)
GTA is simply an elaboration (though a great one) upon the ideas in the Zelda series.
The biggest disappointment in this generation of games has to be the lack of innovation in artificial intelligence.
Oh so wrong, Altoid-breath! The biggest disappoi
More originality is needed (Score:2)
One great game I played recently was Sacrifice (Shiny). It's just great. The game you play is a story that the protagonist tells. The creature are all really strange, done with this style Shiny uses that's quite unique. The replayability is nice as well, with the wizard gaining different powers depending on the missions that are done.
Graphically, these days it's not that i
The reason... (Score:1)
Take a look at the top ten games at the moment. I don't know what they are, but I can tell you that there will be a sports title, a racing title, a shooter game, and that many of the ten will invariably be published by our beloved Electronic Arts.
These big titles aren't sold on their artistic bent, but on selling sure-fire derivative formulae to the mass-market. In order to convince publishers that