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February 14, 2009

Round-Up: Gamasutra Network Jobs, Week Of February 13th

In this round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including positions from Disney Interactive Studios, Capcom, Next Level Games, Budcat Creations, and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Gamasutra.com - Game Industry Jobs

Disney Interactive Studios/Junction Point Studios: Animator
"Founded by Warren Spector, Junction Point Studios (JPS) joined Disney Interactive Studios (DIS) in September of 2007 and is quickly growing. While DIS is part of the larger Walt Disney Company, we still have the autonomy of a smaller developer/publisher without many of the risks and restrictions associated with start-ups. We are currently looking for a Full Time Mid-Level and Jr Level Contract Animators. "

Budcat Creations: Game Programmer
"Budcat Creations was founded in September, 2000 with the goal of becoming a premier developer of entertainment software for the PC and console markets. From the company's studio in Iowa City, IA, a team of seasoned gaming professionals is hard at work making this dream a reality. Budcat Creations is looking for talented programmers to round out our team. You will work with other members of the technical staff to shape the architecture and direction of each title, and will be responsible for major sub-systems of our game engine and tool pipeline."

Capcom: Senior Product Marketing Manager
"This position will manage and lead the development, planning and execution of marketing and promotional product marketing campaigns. Will develop brand and product strategies, managed focused market research to analyze market demands and opportunities for assigned products. Oversee the integration of product marketing programs with activities of sales, PR, online and finance groups to maximize program effectiveness."

Next Level Games: Lead Technical Artist
"The Lead Technical Artist is a key player within our studio. Working with a group of leaders from all functional areas, you will be responsible for proactively identifying opportunities to solve problems before they arise, ensure that your team of artists executes game art efficiently and effectively, and put out the occasional fire. As a Lead, you will coach the art team and ensure the end product is technically sound, developing and teaching techniques to company artists. "

SeriousGamesSource - Serious Games

Medical Simulation Corporation: Software Engineer Graphics C++
"You will be part of the core development team developing our simulation training programs. We will utilize your graphics knowledge and experience to display complex medical devices, improve our xray and ultrasound visualization tools, simulate contrast injections and much more. We need you to be flexible and well-rounded because we have a lot to do!"

SmartyCard: Senior Software Engineer
"Based in San Mateo CA, SmartyCard is developing a breakthrough, first-of-kind web service for online learning focused on the K-12 market enabling direct-to-consumer supplemental learning for elementary and middle school students in the US and worldwide. SmartyCard seeks web engineers with high-volume web application development experience."

GamesOnDeck - Mobile Games

Namco Networks America Inc.: Mobile Game Designers
"The Mobile Game Designer is responsible for generating a detailed, comprehensive Game Design Documents, which are the roadmap for the entire development team. An important part of the role is then communicating that vision clearly and concisely to the rest of the team. A strong technical or art background is highly desired. Designers are a key member of the Production team and are expected to proactively create, manage and coordinate the implementation of game designs with a primary focus on product quality."

GolemLabs: iPhone/iPod Touch Programmer
"GolemLabs is a developer based in Sherbrooke (Quebec, Canada). It was founded in 2000 with the mission of designing original and intelligent games to satisfy a growing need of novelty and freshness to the video games industry. GolemLabs is looking for a Mac programmer to port of its games to the iPhone/iPod Touch. Experience in development within the iPhone/iPod Touch environment required."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

Best Of GamerBytes: Love Is A Battlefield

[Every week, GamerBytes' editor Ryan Langley passes along the top console digital download news tidbits from the past 7 days, including brand new game announcements and scoops through the world of Xbox Live Arcade, PlayStation Network and WiiWare.]

This week on Xbox Live Arcade we get NHL Arcade, which was also last week's PSN release. We also get Minesweeper Flags, a game the Xbox Live Team didn't even get round to officially announcing.

It's a big week for the PlayStation Network too -- Flower is coming out! Be checking your store this week for what the developers 'interestingly' call "a video game version of a poem".

And finally, this week's WiiWare release was Lit, a strange WayForward-developed puzzle game in which you must stay in the light in order to continue through every level. It's one of the best WiiWare titles in a while, apparently.

Lots of news this week, too -- Battlefield 1943, Cletus Clay, Worms HD PSN and more showing up throughout the week. I also highly suggest checking out the new YouTube XNA Community Games show XNA Roundup for your latest XNA game updates.

Specials

NY Comic-Con '09 Media Round-Up: Battlefield, Bit.Trip Beats And More
We bring together all the digital download news over the New York Comic Convention weekend.

Xbox Live Arcade

XBLA Store Update: NHL Arcade, Minesweeper Flags
Start checking your players AND your mines.

XNA Roundup: A New Show About The XNA Community Gamer
A YouTube show following XNA Community games has begun.

Gamasutra Postmortem: NinjaBee's A Kingdom For Keflings
NinjaBee discusses their latest avatar-enabled Xbox Live Arcade title.

Cletus Clay Rambles On While Beating On Extra Terrestrials
The first footage of this clay-based XBLA game has been released. Heckle aliens while kicking them in the face, just like old times.

PlayStation Network

Worms Coming To PSN
The German ratings board shows that the highly popular series is making its way to the PlayStation Network.

EU PSN Store Update: NHL Arcade, Battle Cars, Cuboid And Burnout DLC
Europe plays catch-up this week with Battle Cars and Cuboid, along with NHL Arcade.

NA PSN Store Update: NHL Arcade Now Available, Burnout and High Velocity Bowling DLC
NHL Arcade now available, as well as the first paid download DLC for Burnout Paradise.

Battlefield 1943: Pacific Revealed, First Footage
Battlefield makes it way to digital download for Xbox Live Arcade and PlayStation Network. It's classic Battlefield with a few new twists.

WiiWare

NA WiiWare Update: WayForward's Lit
From the makers of Shantae and Contra 4 comes a game that tells you to stay in the light.

Samurai Toaster Shoots Stuff Till Its Dead
Jump around and shoot things in this new indie WiiWare title.

Interview: On Localizing Retro Game Challenge

[How could a DS game based on a weird Japanese-only retro video game TV show work in the West? Xseed's Mike Engler talks with John Szczepaniak in a Gamasutra interview about bringing the unique Retro Game Challenge Stateside -- and why localizing the DS game was an "absolute nightmare" at times.]

When Game Center CX was released for the Nintendo DS in Japan towards the end of 2007, it caught the interest of Western retro fans.

Based on a Japanese television show about classic games, the DS title featured a childhood version of Shinya Arino, the show’s presenter, as he played and attempted to complete challenges on a variety of games along with a friend.

All of the games contained within were inspired by popular and easily recognized 8-bit titles (shooters, platformers, an RPG, and so on). Throughout the course of the main game, Arino would read fictional gaming magazines and chat with his friend about the things they were experiencing, such as being able to play an arcade shooter at home.

It seemed like the perfect nostalgia trip, rich in gaming history, culture, and esoteric in-jokes -- it also seemed like one of those titles which would never be brought to the West. It was presumably too much work to localize, compounded by there not being enough awareness of the source material (though the show did go on to receive limited cinema preview screenings in America, renamed Retro Game Master).

Well, sometimes the retro stars align and a quirky, niche title such as Game Center CX makes it over. Now renamed Retro Game Challenge, the game was released this week courtesy of Xseed Games.

Gamasutra caught up with the publisher's localization specialist Mike Engler to talk about the changes and evolutions needed to make its Western release possible:


Can you give a little background on the localization of RGC -- most people never dreamed it would be localized.

Mike Engler: The original idea for doing the game came from the head of the marketing commandos, Ken Berry. He saw the game and thought it’d be something fun to do and started doing what, at the time, seemed like an unwholesome amount of research for a game that we’d never have a chance at since it’s a Namco Bandai title.

Namco, as a rule, doesn’t license their titles to anyone, so the odds of it coming over here were really, really, really low as they had no intention of bringing it over themselves.

However, due to a freak hiccup in the space-time continuum and a series of randomly connected events that I can’t reveal on pain of death, it somehow dropped onto our laps.

The team for this project was but a mere 3.5 people; myself; Kenji Hosoi,the leader of the Localization Menagerie; and Doh Whang, translator and office conscience; and Kunio Sato, trusty intern and media room inmate.

The game was actually done over a fairly long period of time, as there was no pressure in terms of release date. The initial translations and re-writes were done over a couple of months and then put aside as we didn’t have character limits and other technical information needed to do the final revisions, which were a nightmare.

In terms of research, there wasn’t much that needed to be done. Everyone in the office is knowledgeable about gaming both past and present. I still have my old NES and occasionally fire it up when I start feeling nostalgic -- The Guardian Legend is one of the best games ever released, by the way.

There wasn’t all that much voice acting in the game, so redoing it wasn’t that much of a chore, about a half-day to get through all of the lines. The hardest part was deciding on the voice to replace the original Arino. There was a lot of discussion as to who to use and what direction to take, but in the end we’re confident that we made the right choice.

What were your goals when localizing RGC?

ME: The main goal was to somehow retain the humor and historical accuracy of the original game, which was a more difficult task than you might imagine.

For those not in the know, the game is based on a Japanese TV show called Game Center CX, in which the main character, Shinya Arino, has to play through a series of old-school games. In addition, he will sometimes interview people involved in whatever game he happens to be playing.

In the game, Arino is the main character as well, and a lot of the humor of the game was based on knowledge of the show as well as knowing a bit about Japanese 1980s gaming culture.

The challenge, of course, was to somehow keep the game interesting while at the same time trying to remove as many of the references to the show as possible.

Also, fandom in Japan was much more intense with developers, designers, and pro gamers treated like rock stars, something that didn’t happen in America until much later, so trying to convey how important these people were in terms of gaming culture took a little effort.

In addition, lining up the timeline of Japanese 1980s gaming to the American timeline was also an exercise in occasional frustration, as games weren’t always released within the same timeframe and gaming trends didn’t always correspond.

Can you give examples of cultural things which were particularly difficult to localize. Did you have to rewrite the in-game magazines from scratch?

ME: Oddly enough, cultural differences weren’t really a problem. Luckily, most of American gaming at the time was tied to Japanese gaming, albeit with a serious time lag.

As for the magazines, the hardest part was cutting down the content after we got the character limits while still having everything make sense. A lot of jokes and references got left on the cutting room floor. I also had to resist the urge to write eeverything in Engrish, although there are a few bits and pieces of incomprehensible gibberish hidden throughout the game.

The only cultural references to get the editorial axe were the horrible and untranslatable Japanese puns that infected parts of the dialogue, which I immediately replaced with even worse puns and painful 1980s references.

The contents of the magazines themselves really didn’t change too much. I mainly changed names more than anything, especially the game names used in the weekly sales chart included in the game. I also changed a few of the developer, publisher and game designer names, not so much to anglicize them, but more to include names that those in the know would recognize.

The vast majority of the Japanese text survived revision simply because everything in the game is very insular. Using the magazines as an example, since most of the text is directly related to the games within the game, there was no way and no need to do any major re-writing.

Was there a need to alter the game structurally, in terms of difficulty level or game challenges, or to make it more relevant to a US audience?

ME: The basic game remained unchanged, as adding any of the above would have required extensive reprogramming, and to be quite honest, just getting English text into the game was a Herculean task.

According to the development team, the game wasn’t made to be localized, so they didn’t take into account things like changing graphics files or switching out text when doing the initial coding.

In addition, getting the final text character limits took a lot of trial and error, which made my job as the principle editor an absolute nightmare -- a nightmare that continued on throughout the QA process.

As for changing the game to make it more relevant to the American audience, there simply wasn’t any need to. All of the game genres represented in Retro Game Challenge are a part -- or should be a part -- of every gamer’s lexicon and can be enjoyed by anyone and everyone, regardless of whether they were gamers back in the day or not.

Hardware manufacturers and other groups can make publishing games difficult. Did Xseed have any trouble with bringing RGC out?

ME: None at all, really. Outside of the usual industry-related hoops to jump through, there wasn’t any real drama to speak of.

There have been unsubstantiated reports of RGC being brought over to Europe. Would a European publisher sub-license the Xseed localization or do it from scratch? A large draw of RGC is understanding the cultural references -- surely it would require re-imagining to keep it relevant?

ME: There are no plans for Retro Game Challenge to be released in PAL territories that we are aware of. We asked Namco when we first started the project, and they clearly said “No.” If they are discussing it directly with a European publisher, then we here at Xseed are completely out of the loop.

As for the game being re-imagined, as I said previously, there were far fewer changes made than you might think. But as for your point regarding localization,

I’d recommend that whoever does it, do everything on their own as there are a number of marked differences between Europe and America gaming during the 1980s, most notably the fact that while Nintendo owned America, Sega seemingly ruled Europe.

I’m also fairly certain that a lot of the in-jokes and references would fall flat outside of the US.

If people buy enough copies, will you bring over the sequel?

ME: If this one sells, of course we’d love to release the sequel. To paraphrase a wellspring of 1980s wisdom, Indiana Jones, “[Order it]! Do it! DO IT NOW!"

GameSetLinks: The Star Trek Experience

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Having discovered a second burst of steam, here's some more top links from our multitude of RSS feeds over the past few days - and I particularly like the discussion on Flatfingers' blog on Star Trek Online and reaction to lack of expansive player ship interiors.

Why? Because it shows how difficult it is to please fans on a lot of major properties where the action is both micro and macro, and gives a good range of reactions, both logical and heartfelt. Also in here - XBLA charts, Ben Mattes, Chris Bateman, a Backbone pitch for Street Fighter IV, and more.

Las Vegas Hilton:

T=Machine » A game dev studio made of Graduates
'Until you’ve got your company established, and some of your grads have found their natural places both professionally and within your specific company, you need to do everything you can to keep from killing their spirit and optimism.'

Theory by Flatfingers: Player Ship Interiors and Star Trek Online... Again
Interesting in that it accurately dissects messageboard reaction to a new Star Trek Online announcement on a 1-8 scale of 'hate it' to 'love it', with rather well-summarized points of view. Community lessons here, maybe.

Street Fighter IV Flashback [X360/PS3 - Concept] | Unseen 64: Beta, Unreleased & Unseen Videogames!
'Street Fighter IV Flashback was a concept created by Backbone Entertainment in 2006, to try to pitch a full project at Capcom' - not sure if this was David Sirlin designed? Might have heard dark rumblings about it a while back.

XBLA Sales Chart, 2/1/09-2/7/09 | VG Chartz.com
Buried in VGChartz' morasse of approximate information, the XBLA charts continue to give good info - and look at Castle Crashers continuing to sell, blimey.

toomuchimagination: How to get your partner into gaming
The Prince Of Persia producer on why the "biggest change for me is the arrival (en masse it seems) of casually accessible hardcore games - titles that aren't just playable by both extremes but also _fun_ for both."

Tale of Tales » Interview with Chris Bateman (International Hobo, etc)
The interviewer and interviewee - somewhat academic, somewhat divisive, hee - complement each other well.

February 13, 2009

Interview: Arkedo Talks Big Bang Mini And The Casual Shooter

[In this rather fun, breezy interview, Arkedo co-founder Camille Guermonprez tells Game Developer's EIC Brandon Sheffield about the small Parisian studio's latest DS title, Big Bang Mini, a touchscreen-based shoot 'em up with a casual bent -- that also features "friggin' sharks with friggin' laser beams."]

Though the company only has two shipped titles under its belt so far, Arkedo Studio has already made a name for itself producing quirky, colorful games for the Nintendo DS.

The small Parisian developer's debut product, Nervous Brickdown, was a curious revival of the Breakout formula, taking advantage of the DS's two screens, touchscreen controls, and even its microphone to modernize the brick-breaking genre with ten vibrant modes that had players bouncing balls off submarines and exploring haunted mansions.

Big Bang Mini, Arkedo's recently-released newest title, again applies wild splashes of neon color and a novel approach to a familiar genre, shooters, while looking to attract a broader audience that the "core" category usually repels.

Players use their stylus to help an in-game ship dodge incoming bullets, also making flicking motions to fire back at enemies -- an oddball cast of parachuting turtles, pirate penguins, and skeleton marionettes.

Here, Arkedo head and co-founder Camille Guermonprez talks with us about the challenges of bringing Nervous Brickdown to Japan, creating a game for both casual and core groups, and Big Bang Mini's "friggin' sharks with friggin' laser beams":

How did you start Arkedo?

Camille Guermonprez: I had a little bit of spare money, thanks to the fact that I sold my company -- even though I was fired. After that, [artist] Aurélien Regard and I decided to found a new company together.

Our first game was sort-of a Break Out clone called Nervous Brickdown, but we tried to make it a little bit fresh with the DS, using the stylus and stuff like that. We had pretty good fun doing that. It takes us around, like, fifteen months to do a game -- there were three of us at the time.

How many people work at Arkedo now?

CG: Oh, twenty-five percent more! Four. That's enough to make a DS game, so that's quite cool, actually.

I heard that when Success released Nervous Brickdown was released in Japan, some people were saying, "Oh, well, here's a Western game that actually doesn't look completely unappealing!"

CG: Yes! We were really happy about that. We were, at first, really honored to be picked up by Success, because [we were allowed to keep our IP]. I always tried to keep my IP for the company. Since we are funding the whole development, why shouldn't we keep the IP at the end of the day?

It's the kind of thing that's made possible by the fact that we are a very small company. You don’t need millions of dollars to fund a game, and you don't even have to get to the demo stage and then afterward look for a publisher. You can go and see the publisher when the game is almost done, so it gives you creative control, and it may give you control of your IP, which is what we have always done so far, knock on wood.

We kept the IP on our first two projects, as well as the next one, which is already signed.

That's why we went to Japan; we wanted to be able to have an excuse to go there, and to try and see if we were going to be laughed at or not. And luckily enough, we didn't get laughed at too hard, because Success agreed to do that! The problem with the company, of course, is that you don't have that many people who speak English in the company; usually you have one.

You mean in Success?

CG: In Success or in other companies. Many companies have just one guy who speaks English. And when they leave, they don't tell you exactly what's going on, which actually happened to us. The person who was in charge of speaking with us left a month before, and no one picked it up, and there were... I don't know; it was a little bit weird.

We didn't know what happened, but at the end of the day, they didn't make that many boxes in Japan. We were supposed to make like ten thousand boxes, and they made half of that, and they didn't really want to tell us, because it was awkward, you know? I can understand that.

With our new game, Big Bang Mini, we wanted to make a shoot'em-up with fireworks, using the stylus. [We wanted to give fans of] hardcore shooters something fresh to chew on, and wanted to say, "Okay, guys, look: We know you love this kind of D-pad arrangement and stuff like that, but maybe the stylus adds something, or makes something fresh and new. Precision? Enjoyment?" Because you shoot your fireworks just like you're striking a match.

Some people were a bit lost in Nervous Brickdown, because they liked some gameplay elements they and they wanted to keep playing it, but then it was gone in the next stage and they didn't like that so much. So, here we have focused on one gameplay style, and we are just adding some features in one world, and then another feature in the next world.

It's an interesting kind of system you've got set up -- because of the speed of the bullets, you have a shooting time and a dodging time. How did you balance that? Was it like that from the very beginning?

CG: Yes it was; it was pretty natural. In the prototype, we had this already, and we wanted to check two things: the playback time, and that moving the ship and shooting were fun and accurate. We weren't sure about that at all, so we tried it with basic geometry, and it worked out pretty well. So we said, "Okay, let's do it."

What made you decide to do a shooter? Largely your personal interest?

CG: Yeah, definitely. It was not business-driven at all. And to be completely honest, the other two guys on the team wanted to make a shooter from the very beginning, and I said no, because I just wanted the company to live on.

Ultimately, all the work that we did was toward making a shooter that would have the broadest appeal possible. And we had, of course, Aurélien’s drawings, which were quite in that direction, trying to make it fresh and cool and quirky.

At the same time, the gameplay mechanics that we found -- the more you shoot, the more powerful your weapons are and the more payback you get in the end -- were kind-of a very core, automatic balance of the gameplay, because you could snipe, or you could be hardcore.

And that's true for the first world, of course; when you're entering halfway through the game, it gets a little bit hardcore. We haven't been thinking in terms of, "Is it going to be some kind of casual game or hardcore game?" It's a Nintendo game, you know? People who like games, hopefully, will like this game. It's not easy, but it's not damned hard. It's just a game.

Actually, the Arkanoid style gameplay of Nervous Brickdown is almost a shooter in itself, because you're moving something that's like a ship, and you're bouncing a thing that's like a bullet.

CG: Exactly. Funny you say that, because we made some kind of a postmortem for Nervous Brickdown. We wanted to review all the gameplay that we put in Nervous Brickdown and say, "Okay, what's the most enjoyable feature? What's the feature that was most intricate and that could only be done on the DS?"

And funnily enough, there was one boss in one world, which was a shmup in Nervous Brickdown already. We liked this one the most because the stylus was really precise, and we had a lot of fun doing that.

Basically, you're right, the fact that Big Bang Mini is a shmup was already there in our previous game, which was Nervous Brickdown. So it's quite close.

Pretty much only you, EastAsiaSoft, and Shinen are making more traditional shooter-type games in the West.

CG: Yeah.

It's good to see.

CG: It's sad!

It is sad. But there haven't been that many good Western shooters to begin with, except in the old days of Defender or so.

CG: And we didn't want even to try to pretend to make a real shooter because we are not qualified enough for that.

Right; it's not a scrolling-type shooter; it's quite different.

CG: Exactly. That's why we are trying to do it with a twist. We are taking the shooter's dodging gameplay, and we try to take away all of the things that make it only appealing for a very specific kind of person who loves them, and then try to add stuff that could make it appeal more to a broader audience.

The colors, the fact that the enemies look so funny -- we want you to die just because you laugh at the enemies; it's a way for us to make you lose lives by enjoyment. Because it's like, "What's going on there?", and you die while just looking at the baddie that came down.

Though it does seem like players will just glance at the top screen where the enemies are, while largely focusing on the bottom screen. That was my experience playing it.

CG: You are correct about that, but I think it's something that goes away with time. The first hours of play, you will mainly try to stay alive, but then afterward, you have a strange feeling like you know exactly where the bullets are going to be and you don't need to look at the bottom screen that much. "We have friggin' sharks with friggin' laser beams?" So, that's a thing.

How long did you spend developing this?

CG: Fifteen months.

Just like the last?

CG: Yeah, yeah. Even financially, it would be stupid to take more time than this. We are a small team; we like to take our time and polish the game, and not release it before we think it's good. It's easy to do that on a very small project, and that's why we really believe that small is beautiful for us.

Plus, it means we're all in the same room, and we're doing the game as it goes, and we try and we put a lot of things into the trash -- that's the basic thing of how we work. Like, fifty percent of what we do, we'll just [makes a dismissal sound].

Throw away?

CG: Yes. I mean, if it works, then it does; if it doesn't, you trash it.

Then you also do a lot of prototyping?

CG: Yeah.

I know that Mekensleep, developer of Soul Bubbles, prototypes a lot -- I assume you must know those guys also.

CG: They are friends; we have lunch with them like twice a month. You know, there are not so many French studios in Paris, and we are all trying to do it our way, and we are making friends quite easily.

Best of FingerGaming: From Pinball Dreams to Time Crisis

[Every week, Gamasutra we sum up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by guest editors Danny Cowan and Mathew Kumar.]

This week's notable items in the iPhone gaming space, as covered by FingerGaming, include the release of an iPhone-exclusive entry in Namco Bandai's Time Crisis series, along with reviews for Chuck the Ball, Pinball Dreaming: Pinball Dreams, and more.

Here are the top stories:

- Rolando Lite Now Available in App Store
"Today brings the release of Rolando Lite, a free trial version of ngmoco's acclaimed action-puzzler that includes the entirety of Honeycup Meadows — a lengthy bit of gameplay that spans a generous number of levels."

- Review: Chuck the Ball
"The challenge lies in staying one step ahead of Chuck. Once the level starts, Chuck will continue rolling until either he hits a mine or time runs out, so players will have to think and act fast, in order to plot out a proper course for Chuck in advance."

- Namco Bandai Releases Time Crisis Strike
"Namco Bandai adapts another one of its popular franchises to the iPhone with this week's release of Time Crisis Strike. This all-new entry in the classic light-gun arcade shooter series features multiple stages, along with unlockable challenges in the form of 'Crisis Missions.'"

- Review: Pinball Dreaming: Pinball Dreams
"Pinball Dreams is an essential purchase for any pinball fan with an iPhone or iPod Touch -- not just those who remember it from the first time."

- iPhone Users Drive Mobile Gaming Growth in 2008
"Market research firm comScore reports that Apple’s iPhone and BlackBerry Curve have surpassed traditional mobile phones as the industry’s most popular mobile gaming platforms."

- Review: Place Your Bets
"Place Your Bets reminds me of the short but glorious period of time when computing students in their final year were given their own private computing lab. It was where we spent most of our free periods — and even a few periods that weren’t free — rarely doing anything other than wasting time."

GameSetInterview: '8-Bit to Omega Five with Hiroyuki Iwatsuki'

[In another of his GameSetWatch-exclusive series, game audio interviewer Jeriaska sits down with nearly 20-year Natsume veteran and composer Hiroyuki Iwatsuki, to discuss his scores from Chaos World through Wild Guns to XBLA title Omega Five and beyond.]

Few musicians working in the videogame industry today can claim to have been writing chiptunes back when the Nintendo Entertainment System was in its heyday. Self-effacing by nature, long time Natsume staff member Hiroyuki Iwatsuki is one member of a small community of composers who can claim that distinction.

Contributing in the early '90s to the NES title Chaos World, whose 8-bit tunes saw an arranged album release, his most recent score is for the XBox Live Arcade shooter Omega Five. Receiving a soundtrack album that features original songs and retro remixes by the composer, the disc also contains special arrangements by Ridge Racer series veterans Shinji Hosoe and Ayako Saso, along with other participants of the Super Sweep music group.

Iwatsuki's games include the Super Nintendo titles Pocky & Rocky, The Ninja Warriors, and Wild Guns, along with Game Boy titles such as Ninja Gaiden Shadow and various Playstation entries.

Working most often as part of a team of musicians, his distinctive contributions to gaming audio have at times gone unmentioned. This in-depth interview, taking place at Natsume headquarters in Nagoya, takes a look at the development of Chaos World for the Famicom, Wild Guns for the Super Nintendo, and Omega Five for the Xbox 360.

The discussion offers insights into Iwatsuki's personal perspective on the challenges and rewards both of writing 8-bit music in the era of the Famicom and adapting to two decades of evolving game hardware:

Interview by Jeriaska. Translation by Ryojiro Sato. This text is available in Japanese on Game Design Current.


Game composer Hiroyuki Iwatsuki

GameSetWatch: Iwatsuki-san, thank you for this chance to discuss your extensive work in videogame music. Your most recent soundtrack is for the shooter Omega Five. In several respects the game combines traditional and more recent trends in gaming. The visual style is reminiscent of a 2D shooter, but the graphics are made up of 3D polygons. In terms of the music style, there is an original sound mode and also retro remixes for each track that emulate the arcade shooters of a prior era. How much confidence did you have in setting out on the Omega Five soundtrack that you could deliver a score to suit the style of the title?

Hiroyuki Iwatsuki: I wasn't all that confident, to tell you the truth. The aim was to write the music for a 2D shooter, which was something new to me. One thing I had in mind from the beginning was to maintain a feeling of momentum in the music. In the case of action games, the players' choices will affect what is displayed on the screen, which allows for more leeway in how the score is arranged. By contrast, when the screen scrolls at a fixed speed in a shooter like Omega Five, you have to keep in mind that the music will be precisely matching the image presented on-screen during each level.

Personally, I've been a fan of shooters for a long time, so while making the score to Omega Five I was thinking back on all the games in this category that had inspired me. There are any number of conventions from celebrated shooters in the music of Omega Five. The team working on the project wanted to create a solid addition to the genre, so we all had our favorite shooting games from the past as ideals to live up to.

GSW: How conscious was the design team of tradition while making Omega Five?

Iwatsuki: We included strategies from previous shooters and musical conventions that make subtle reference to the past. These days I sometimes read blogs for feedback on the game, and I've found that everyone seems to have a different idea of how Omega Five offers a look back at the past within the context of a new game experience.


GSW: When the album was first released, you mentioned in an interview that composer Manabu Namiki of the sound design company Basiscape first suggested the idea of an album. What other factors motivated the creation of the published soundtrack?

Iwatsuki: Omega Five was the first original game from Natsume's Nagoya office in a long time, so this might have inspired interest in an official soundtrack CD. This email from Namiki-san was very influential in deciding me in favor of putting effort into a printed soundtrack.

GSW: Did you anticipate the release of an album while working on the game?

Iwatsuki: In all honestly, I was surprised at first by the suggestion that people were interested in seeing a published soundtrack. Namiki-san introduced me to Super Sweep. Meeting composer Shinji Hosoe, I found out that everyone at Super Sweep had been playing the game and was familiar with the music. It was gratifying to discover.

GSW: Is it unusual for a soundtrack album to be produced so late in the development of a videogame?

Iwatsuki Ideally, making a soundtrack CD is a process that is set in motion at the outset of a game project. The title came out last January, and we felt it was important to deliver the album within two months so that it was fresh in people's minds. It was a demanding schedule to put the album together within that timeline, seeing as it included new arrangements. Though the deadline was strict, Super Sweep's results were very impressive. Before the album was completed, I had no idea which musicians were arranging which tracks. There were interesting touches here and there, things that I would never have thought of doing myself.

GSW: Omega Five Soundtrack includes a new arrangement of your own song "Road to the Future." Was this a new experience for you?

Iwatsuki: Previously I have never had the chance to do arrangements of my own music. For "Road to the Future," the music that plays during the end credits sequence is the backbone of the track, but it also incorporates the Stage Complete and Start Screen themes. Each of these musical elements appears in that order. I wanted it to be a surprise for the listener that the first track in the game fades up after the conclusion of the end credits theme. I think this idea turned out well, but I would be interested to hear the opinion of listeners.

GSW: What are some of the important differences between composing for the XBox 360 compared with your work on the 16-bit Super Nintendo?

Iwatsuki: The biggest difference between the Super Famicom and the Xbox 360 is the difference in memory. You could almost fit the contents of a Super Famicom cart within the memory space allotted to the music of a single Xbox 360 game. For Omega Five it adds up to a few megabytes because of the high quality of the recorded sounds. The Xbox 360 uses 48 kHz sound output, so naturally we were using those specifications. In retro mode, we consciously lowered the sound source to between 12 and 16 kHz, then rendered these files at 48 kHz to give it an antique quality. Even the retro tracks are large files, which is the sort of thing you could not get away with on the Super Famicom. Back then we were forced to be inventive and make sacrifices on sound quality so that the hardware could handle it.


[Hear samples from Omega Five Soundtrack at the Sweep Record blog]

GSW: When was it that you first became interested in games?

Iwatsuki: When I was around 8 or 9, I spent a lot of time playing at the arcade game center close to my home. Sometimes my parents would scold me for spending too much time there. In particular there was a game called Lady Bug, where you would roll around the screen avoiding enemies, which I remember.

GSW: Would it be too much of a stretch to say that your current profession is something of a dream come true?

Iwatsuki: I loved games and now I write music for them, so in that sense you could say my dream came true. It’s a lot of work to write music, but it's also tremendous fun.

GSW: What were some of the most important factors in writing music for 8-bit games?

Iwatsuki: For the Famicom there was a limit on how many sounds you could use simultaneously, so if you wrote the music without taking into account the limited number of sounds, the song would turn out too simple. It was really important to start off with a catchy melody, something that you would have no trouble humming. Being easy to remember was an important quality of Famicom music.

Another challenge was taking into consideration the memory capacity. That was something you had to keep in mind from the outset. The problem was, if all you worried about was the data size, the music would come out too simple. There were various ways to go about working around the problem. One of them was to use delays to create an echo effect. That required programming the system to automatically insert notes to fill in the gaps in the original data. I used this technique more frequently in the latter part of work in Famicom games. It was a strategy for writing interesting music that fit the constraints of the hardware.

GSW: Would you ever want to return to writing 8-bit music?

Iwatsuki: If there were the opportunity. The retro mode in Omega Five was a step in that direction. Recently, there is this precedence of Mega Man 9's retro music. If that musical style were needed for a new game, it would be fun to work on. Alternatively, as with Omega Five, making the arranged version of an original soundtrack in the style of old fashion games is a concept that still interests me.

GSW: When did you start work on the game Chaos World?

Iwatsuki: It was in 1991. This was my second project at Natsume and followed writing music for one Game Boy title.

GSW: Was there much of a difference between the sounds cards of the Famicom and Game Boy?

Iwatsuki: There was. For instance, the standard for the Famicom included two voices emitted by the PSG sound chip (both square waves) accompanied by noise. The biggest difference is that the Famicom featured triangle waves but the Game Boy had an internal synthesizer similar to a sampler.

GSW: These days there are a lot of amateur musicians making original music with Game Boys.

Iwatsuki: They are uploaded to Japanese websites sometimes. I think it's really interesting.

GSW: How did the process differ from your music writing today?

Iwatsuki: While writing music for Chaos World, mostly I was starting off by thinking of songs in my head, then programming the data to produce the corresponding sounds. These days, I use sheet music or a sequencer program on the computer.

GSW: What were the two songs you wrote for the Chaos World soundtrack?

Iwatsuki: I wrote the song for the save file screen and also the village background music. It was early in my career and I was short on experience, so I was learning as I went along. Mizutani, the composer on Chaos World, had worked for a different company previously and had a lot of experience in the field. At the time when he first joined Natsume he was handling all the sound design by himself, but after I joined, he showed me the ropes. He taught me a lot.

GSW: Was it exciting to have your videogame music show up in a published album?

Iwatsuki: I had no idea that he was arranging the songs I wrote for the soundtrack album. I was surprised when he told me. It was just two tracks, but I never imagined they would be on the CD.

GSW: How was the transition from the NES hardware to the Super Nintendo?

Iwatsuki: Honestly, I was happy to see the system specs change so dramatically. First of all, there were eight simultaneous voices that you could incorporate, which opened the door to a lot of new possibilities. Having a sampler feature was also very exciting.

The biggest difference between the Famicom and Super Famicom hardware was this number of simultaneous sounds. We only had three on the Famicom. While I had been satisfied with the quality of my work for Famicom games, I still had this nagging feeling that there was more that could be done. With the transition to the Super Famicom, I felt a sense of relief. Suddenly you could have harmony along with melodies and a bass line. Overall I would say it was very beneficial.


[Brazilian cover band 8 Bit Instrumental concluded their 2007 tribute album Altered Bit with an arranged medley of Wild Guns themes.]

GSW: At times you have been credited as Nanten in the end credits of videogames. Is there a story behind his pseudonym?

Iwatsuki: This is probably not worth mentioning, but NANTEN was the brand name of a certain candy in Japan. There were these commercials where someone would say "NANTEN," and someone else would respond by singing "NODO AME~" (throat candy). There was this tradition of withholding your given name in staff credits, so I went with NANTEN as a joke. Are you sure this information is useful to you? (laughs)

GSW: How about the nickname Iwadon? You appear to have chosen this as your handle on a number of different internet services.

Iwatsuki: This goes back to a personal story from my youth. As I've mentioned, I really like arcade games. You know how after every game you were allowed three letters to enter into a list of high scores? People had been calling me "DON" back then, but the first time I ever used it myself was at the arcades. You see, I have relatively big body for someone Japanese, but I’m really bad at sports. There’s a word in Japanese “鈍い(Nibui)” which means slow or dull. This word can also be read “DON,” and that’s where I got that name. The name remains until now, and I still go by “Iwadon” or simple “Don” online.

GSW: What kind of a musical background had you acquired prior to joining Natsume?

Iwatsuki: When I started making music, it was purely as a hobby. I’ve never been to music schools, though I took elective classes in high school where you were allowed to choose from fine art, calligraphy, and music. I spent those class sessions playing Japanese pop songs with an acoustic guitar. Instead of studying, I wrote chord progressions in my notebook.

There was a song called “Nagori Yuki” that was very popular. I bought an acoustic guitar, then later an electric guitar, and spent a lot of time listening to a fusion band called Casiopia. Another band called T-square was introduced to me by a friend. I didn’t know much about instrumental music, and was mostly familiar with what my parents listened to around the house, a style of Japanese music called Enka. But in school I was listening to Casiopeia and imitating the style of the lead guitarist, analyzing his compositions.

Casiopeia’s music was very intricate. It was also a unique style, which became like my manual for creating melodies. After graduating, I was hired by Natsume to write music, but as soon as I entered the company I discovered that I didn't know any of the songs that other people were familiar with. It’s embarrassing, but I didn’t even know the Beatles. My first experience listening to the White Album was when I was twenty. The music I was listening to when I first started at Natsume probably formed the basis of my compositional style.

GSW: One of your later works for the Super Nintendo perhaps demonstrates a greater mastery of the 16-bit console's sound capabilities. Wild Guns is regarded by many fans of your music as one of your most memorable soundtracks. What was the concept behind this game by Natsume?

Iwatsuki: Wild Guns is a shooting game where the player controls gunmen to shoot enemies that appear on the screen. The unique thing about the game was that the controller allowed you to both move the character sideways on the screen and also aim the gun's sights. That was different from any other shooting games at the time. There were also actions you could perform, such as jumping and evading enemy attacks.

GSW: What were some of the musical genres that inspired your score for the game?

Iwatsuki: Wild Guns is a game that has mixture of American western and science fiction elements. I had not composed anything like that previously, so I spent some time listening to compilations from famous movie soundtracks like “The Magnificent Seven”. The archetypal Western motifs you can hear on the soundtrack are the whistle, brass instruments such as trumpets, and acoustic guitars. However, there are a lot of fast passages that make the music suitable for an action game. You might chuckle at the lack of subtlety in some of these music cues, but I wanted for the Western theme to be easily recognizable.

GSW: Do any of the tracks from this game score particularly stand out in your memory?

Iwatsuki: Normally I start out by composing the first stage of the game. The first stage music tends to present the initial theme of the game more than the later tracks, and I did spend a lot of time working on it, so for that reason I have a particular fondness for it. Also, there is a stage in which a train speeds by across the screen. I had the idea of making this song start on an interesting note, so I incorporated some irregular rhythms followed by a fast guitar passage. This "armored train" song stands out in my memory as well.

GSW: Enthusiasts of your music have posted movies of these songs to YouTube and its equivalent in Japan, Nico Nico Douga. Is it meaningful for you to observe that your music has left a lasting impression on people around the world?

Iwatsuki: It has come to my attention, and it's something I've been curious about. People outside Japan seem to know about my work and even send me emails. It makes me really happy, but it also makes me wonder where they find all this information. Our company has a relatively modest public presence and I am practically anonymous among game composers, yet there are people from all over the world who have tracked me down for no reason other than to tell me they enjoy my music.

Those online video services you mentioned came out recently. Back when Wild Guns was released, I would receive letters in the mail from people who had listened to the music. Now I sometimes watch these videos that fans make for the old games that I worked on, and I am really happy to see that people still remember these games and enjoy them. I’ve even heard there are still people with Super Famicoms in their homes. It makes me happy to think about.

[Images courtesy of Natsume. Photo by Jeriaska. Omega Five original soundtrack can be imported through Amazon.co.jp]

GameSetLinks: Machinations, Jams & The Betrayed

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

As it turns out, I did manage to sneak a little holiday time to trawl the RSS feeds, and this GameSetLinks is what has eventuated, starting out with the ever-chirpy Clive Thompson devoting his Wired column to the rather successful Global Game Jam (look for more Gamasutra coverage on it next week).

Also in here - a newly funded game emulation project, Scott Jennings on layoffs and the game biz, Amazon and Reflexive's casual game pricing shift discussed in voluminous detail by the indie/casual crossover crowd, and lots more besides.

My tee boosh:

Wired.com: Games Without Frontiers: Sweet Success, Fascinating Failure: 48 Sleepless Hours at Global Game Jam
Clive Thompson on real stories of Global Game Jam: '"We turned Zork into a twitch game," laughed Bob Clark, one of the A-to-Z members'.

Further developments in EVE's 'Grand Theft Alliance' drama - Massively
Slightly missed this due to holidays, but passing on if you haven't seen - massive EVE Online political machinations, tho some commenters claim the stories are a bit overblown.

Best Games of 2008 - z a c k h i w i l l e r
Always interesting picks from Zack - a couple Choice Awards-nominated, a couple not.

Broken Toys » Rituals Of The Betrayed
Scott Jennings writes eloquently on what it means if you care about your job, and it's taken away.

Computergame Museum Berlin on new project KEEP
Good to see European funding for emulation, including game and system emulation, to help preserve old games!

All games on Reflexive [+Amazon] $9.99 - Indiegamer Developer Discussion Boards
A fascinating 9+ page discussion on Amazon/Reflexive halving normal prices on casual PC games, with Reflexive folks commenting in detail.

February 12, 2009

Interview: How Rainbow Studios Dreamed Up Deadly Creatures

[Originally conducted for big sister site Gamasutra, news director Leigh Alexander's interview with Rainbow's Jordan Itkowitz is interesting, because it showcases a complex, original IP Wii-exclusive title from a major publisher - still relatively rare.]

Rainbow Studios is known for motorsport titles like the MX vs. ATV games -- in fact, that's pretty much all the THQ studio's done.

That's why it comes as a surprise that Deadly Creatures, one of the more anticipated Wii exclusives of the coming year -- is coming from the Rainbow team, especially since THQ often focuses primarily on licenses.

So how did the team get the pitch through, and what advice can they offer to other studios in similar situations who want to try something different? Lead developer Jordan Itkowitz explains, and also discusses the challenges inherent in going to market with a new IP on Wii, plus the benefits in developing a title solely for Wii.

Dreaming Of A New Project

Deadly Creatures, a realistic-looking action adventure that pits a scorpion and a tarantula against other creepy crawlies in their natural desert habitats, is about as far from the racing genre as you can get. "A bunch of us had wanted to do an action title, or something out of racing, for a long time," lead developer Jordan Itkowitz tells Gamasutra.

Although Itkowitz says that racing is the studio's "bread and butter," the team was eager to catch THQ's attention with a change of pace. A small team of about 8 or 9 of the studio's developers had been brainstorming ideas to take to the publisher, and was about to vote on which one they wanted to pitch together.

"The morning before we were going to have this vote, I had this dream," Itkowitz says. "I was a snake in the dream, and I was slithering through some grass with the Wii remote in my 'hand'... I saw a mouse, and reared up with my right hand, and then struck at it and killed it -- and then I woke up."

Itkowitz says he immediately brought the idea to the brainstorm team: a Wii remote-driven action title that casts players as creepy predators. "The team was really into it; it scored really high on our internal vote," he says.

And it was good timing for THQ, he adds -- although the publisher's currently in risk reduction mode, it was at that time quite interested in original IP for the Wii, having just greenlit De Blob.

"It was one of those things where the stars converge and you get a concept through that normally would not have gone under normal circumstances," Itkowitz says.

Aligning The Universe

He calls it a "charmed journey" for the project the entire way, with THQ's full support helping bring in a Hollywood creative director to add a storyline to the gameworld and getting Dennis Hopper and Billy Bob Thornton on board to voice the human characters.

"I think we were lucky in that THQ was in a position in which they were really receptive, and actively looking for new IP," Itkowitz says. Beyond luck, however, owned studios looking to get publishers to bite on new IP can keep a couple tips in mind.

"Make sure it's a really high concept that you can neatly summarize in a couple of sentences," he suggests. "Get that idea across with concept art, a really well-represented example of what that experience is going to be and why it's going to be significant to gamers, and you're off and running."

And what seems fresh and novel sometimes isn't, he cautions. "You run into problems where it does seem really niche and derivative," he says, "and maybe it's just that you're trying to take your own spin on something that has been done before, and then it becomes a little more of a risk."

"We were just lucky this time," he says. Deadly Creatures is Itkowitz's third title with THQ, following Splashdown 2 which Rainbow brought from Atari and the Cars film game. "Creatively they've been great to work with because they pretty much sit back and let us do our thing.

The Wii Audience

Did the team have to strike a careful balance developing a game about frightening bugs and reptiles on the family-friendly Wii? "Our big challenge was not to make it overly violent so that it would turn off the parents of the younger half of our audience," says Itkowitz.

"We had just enough bug guts that the ESRB gave us a T rating," he adds. "But from the beginning, we didn't want to dumb it down or kiddy it up too much. Some people figured... that we were putting googly eyes on [the creatures] and giving them funny personalities, but we wanted to take a National Geographic special and meld it with an action horror experience."

"The fact that it's on the Wii didn't deter us from choosing the tone," Itkowitz continues. "Just because it's on the Wii doesn't mean you can't execute the way you need to. A big hook for us was not the overall family-friendly vibe for the Wii -- it's what we could do with the controls that really made it a family-friendly experience."

Itkowitz hopes players who often complain they want something less casual and light on the Wii will enjoy Deadly Creatures -- "And then we can do another one," he says. "I'd love to do one that takes on the predators of a different ecosystem."

The State Of Wii Development

How does he see the state of Wii development in general now? "The Wii has the potential to be this really interesting petri dish for new and original ideas," he says. "I'd like to see that taken to a bigger level... it's just tough now, obviously, with the economy."

The challenge comes from the specificity required to develop a Wii-oriented game rather than just a Wii edition of a multiplatform title, he suggests. "We were lucky in that we were only making this for Wii... we had new tools and technology specifically for Wii for this title."

It gets more difficult to produce a quality game when a team is simply doing a Wii version of a game alongside the next-gen versions. "It's still next-gen versus last-gen," Itkowitz says -- which means the next-gen version comes first, and then the Wii version has been scaled down, cut up and thinned out in the resolution department, among other changes.

"That's just the reality of the situation -- which means that a team that's making a game specifically for the Wii is probably going to be able to pour a lot more into it than a team that's doing a port," Itkowitz says -- although he was sure to note that some Wii ports, like Okami and Resident Evil 4, are quite good.

But in general, do the highest-quality Wii games tend to be made specifically for Wii? "I think so," says Itkowitz -- "but that's just me speaking as a consumer, really. With my development experience, obviously publishers have to do whatever's going to be best for their portfolio and whats going to be most economical."

And it can be deceptively hard to draw audiences on Wii. "Just because there's a huge install base doesn't mean that people are buying a vast variety of games," Itkowitz says.

"Look at what's selling -- obviously it's mostly Nintendo stuff... really, it's just kind of a process of getting people that are new to video games to dip their toe into the water and try some other genres."

Column: 'Homer In Silicon': Blue

blue-lacuna-cover-art-300.jpg['Homer in Silicon' is a biweekly GameSetWatch-exclusive column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This week she looks at Blue Lacuna, a novel-length work of interactive fiction that offers the player a great deal of control over narrative outcomes.]

Aaron Reed's Blue Lacuna is a mammoth new work of interactive fiction, and one of the most ambitious ever written in the degree to which it allows the player to shape the narrative and define character interactions.

The interactive fiction community has been interested for a long time in the development of stories that can be shaped significantly by the player, though what exactly that means varies, of course, from author to author.

Two particular approaches to this problem have received a good deal of attention. Victor Gijsbers' Fate and The Baron and Aaron's previous work Whom the Telling Changed all explore the possibilities inherent in giving the player significant (often morally-driven) choices that control the outcome of play: these are all highly variable stories with many possible paths, but risk pursuing their philosophical aims so rigorously, or so much to the exclusion of personal details, that they lose the ability to affect the player emotionally.

The IF genre of conversation games consists mostly of single-room, single-character interactions in which the player can reach a host of different relationships with the major non-player character. While these pieces tend as a rule to give more weight to the emotional development of the story, they sometimes risk other flaws -- shapelessness, a lack of clear player direction, or a lack of thematic consistency.

Blue Lacuna is set apart from these earlier works by its length and by the fact that it combines both forms of player-responsiveness. It describes itself, justly, as an interactive novel, and it will take many hours of play to complete. Unlike most of its gaming kin, it does not put off its significant branch points until the last quarter of the game.

There are choices to make from the very beginning, which means that early decisions will have later ramifications for the whole duration of play. Some of the choices are morally or philosophically freighted; some more reflect personal tastes. The length gives it a kind of cumulative gravity that is often absent from shorter games, even ones that explore important choices or emotional oppositions.

In Blue Lacuna, one of the essential questions is the tension between love and art, and the difficulty of serving both. In that respect it reminded me (and some other players) of Jason Rohrer's work, especially Passage. But where Passage explores an emotional conflict procedurally, with little narrative content, Blue Lacuna explores it with a narrative that reacts to player choices.

There are also several characters to converse with, most significantly a character named Progue. The player's relationship to Progue is allowed to develop freely on several possible lines: it can be positive or negative, parental or romantic, dominated by one character or the other (or perhaps by neither). Conversation plays into the relationship; so do all sorts of other choices the player makes during the course of play.

Moreover (a little like Façade) Blue Lacuna has available a host of small optional scenes that it will throw into the mix depending on the current situation which also guide your relationship to Progue in one direction or another. Some scenes are designed to drop a hint to a player who has been idle too long, or to provide a little narrative development; others (as far as I can tell) are present chiefly to expand on Progue's characterization or to encourage the player to define the relationship more clearly.

My favorite such scene is a brief vignette in which Progue approaches the player character (otherwise busy on an adventure-game exploration of a Myst-like island) to present her with a sweater he's fashioned himself from the husks of a coconut-like fruit. The sweater is obviously going to be itchy and much too hot for the tropical climate, but Progue seems so fond of it, and it seems like such a gesture of affection, that I just couldn't bring myself to refuse: dutifully I donned the thing, though it immediately began to scratch, and thanked him for it. I didn't take it off again until he was out of sight.

Possibly -- though I can't be sure -- that's why Progue liked me enough to start calling me affectionate nicknames in a later scene. From a gameplay perspective, the encounter alleviated an otherwise somewhat dry stretch of play where I wasn't making too much progress on my exploration and puzzle-solving.

I don't feel I'm ruining anything by revealing this scene, which might well never occur in most playthroughs. One of the statistics that came up when I finished the game was that I had encountered only 17 of the 69 possible scenes one could experience with Progue, though it seemed to me that we'd had quite an extensive set of encounters by the end of the game. When you consider that each of these scenes can end in multiple ways and that most of them offer a host of conversational directions that cannot be taken up at once, it becomes clear that there is a great deal more to see here than one can possibly encounter in a single game.

This is, I think, why the system works as well as it does: any kind of generative narrative is, I think, going to need absolutely heaps of content from which to choose, making it costly and time-consuming to produce. In IF this is a somewhat less horrifying proposition than it would be for other media, since one only (heh) needs to write the thousands of tiny sequences of dialogue, not animate and voice-record them.

Despite the tremendous flexibility of content in its midgame, Blue Lacuna does not sacrifice its narrative arc. No matter your relationship to the other characters or the philosophical positions you may have expressed by the end of the game, certain significant choice points will occur. The resources you have to meet those choices, and the way you feel about them, will inevitably depend on how you played up to that point. The result is a structure that feels narratively cohesive and yet not excessively binding.

Another thing that appeals to me about this production -- and here my geekishness exposes itself -- is that it was written openly for players who are interested in narrative construction. Once you've won, you get a cheat code that allows you to peek at how the mechanisms are working at any given moment. It would be a worthy object of study in its own right, but it's especially charming because it lends itself so frankly to investigation.

There is also a short paper on Aaron's website discussing what he is attempting technically; some of it is about concerns specific to interactive fiction, in particular how to make the parser friendlier to new players, but quite a lot dwells on the details of the narrative structure and Progue's implementation.

There are in my opinion some flaws in pacing: I would have made the early middle game shorter and the late middle longer, among other things, and broken more cleanly with the traditions of the raw adventure game in favor of something more consistently plot-oriented I would also have put a little more personality into Rume, a character who appears at the beginning of the game and who ought to color the rest of it a little more, in my opinion. And occasionally I got bored and would have appreciated another scene from the drama manager sooner than one kicked in (though, to be fair, I was also a bit dense about solving a couple of the puzzles).

Despite these quibbles, though, this is an entertaining game with an unusually developed story and characters. The narrative model is a strong one, and Progue a vital and memorable figure. And -- perhaps most strikingly considering many of the games I've considered here -- there is no separation between the way the player engages in narrative and the way he engages in gameplay.

There are no cut scenes, no uninteractive passages, no portions where the characters are essentially "switched off" and indifferent to what the player does. Everything counts. Everything is part of the story.

[Emily Short is an interactive fiction author and part of the team behind Inform 7, a language for IF creation. She also maintains a blog on interactive fiction and related topics. She can be reached at emshort AT mindspring DOT com.]

Best Of Indie Games: You Probably Will Read This

[Every week, IndieGames.com: The Weblog editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days, as well as any notable features on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The goodies in this edition include a new action game by Nitrome, a difficult platformer by the creator of the Karoshi series, a small arcade game featuring a lovable basset hound, a puzzler by the developer of the clever meta game Rara Racer, and an audio game highlight from the recent Global Game Jam event.

Game Pick: 'Twin Shot' (Nitrome, browser)
"A single or 2-player platformer in which strange cat-like angels jump and fly around simple arenas destroying all the enemies with use of a bow and arrow. It's very reminiscent of the classic Bubble Bobble... but with arrow-firing angel blobs instead of cute little dinosaurs."

Game Pick: 'You Probably Won't Make It' (Jesse Venbrux, freeware)
"Following on from his original title You Made It, You Probably Won't Make It is an extremely difficult platformer which involves spikes, double jumps and recorded deaths. When you lose a life, not only must you restart the level again, but your spilt blood and previously attempted path are shown as well."

Game Pick: 'The Black Yeti' (Stephen Lavelle, browser)
"A simple puzzler by the developer of Rara Racer and Mirror Stage, increpare's latest work tells the story of a large ape creature who has to devour all intruders to the cave without them noticing its presence. The game was originally created in under a weekend for a friendly Mini Ludum Dare competition."

Game Pick: 'A to B Basset' (Adam Lobacz, freeware)
"An arcade game created for a friendly TDC competition, where players get to drag a Basset Hound around the rooms of an old house in an attempt to reunite the puppy with its favorite red ball."

Game Pick: 'Din' (Team Bill, freeware)
"A short experimental work which uses audio in a novel manner. The story is centered around a laid-back character named Bill who is having a quiet walk in the park, but is soon followed by his friends and family who harasses him with their troubles, concerns and opinions. Being the friendly guy that he is, Bill must be attentive to their requests or risk upsetting and losing a couple of close buddies."

February 11, 2009

Column: 'Diamond in the Rough': Mixing Albion and Stillwater

saints-row-2.jpg['Diamond In The Rough' is a regularly scheduled GameSetWatch-exclusive column by Tom Cross focusing on aspects of games that stand out, for reasons good and bad. This week, Tom examines Saints Row 2 and Fable 2, and how "great" games can be less fun than "bad" games.]

Many video games concern themselves with providing “realistic,” “immersive,” and “transparent” game experiences. In these games, the developers try to postpone the moment when the games “gaminess,” the certainty of its simulated nature, becomes unpleasantly or blatantly apparent to the player. Games employ fixed first person perspectives, transparent UI’s, hidden loading screens, and seamless transitions between gameplay and cutscene.

For some video games, these concerns are secondary to another set of concerns, namely that of entertaining the player with as many or as intricate game systems as possible. These games forgo narrative and sensory depth, and instead attempt to provide the player with such interesting and varied options that the player will be having too much fun to notice the paper thin quality of the more “stylistic touches.” And, the reasoning goes, if they do notice they’ll be having too much fun to complain.

Saints Row 2 is unapologetically in the gameplay-over-story camp, providing countless diversions, activities and options, right alongside a ludicrous story, bland environments, and highly derivative style.

Fable 2 is also focused on providing a wealth of options and activities for its players, but it also strives to create a complete, fulfilling experience from a stylistic, aesthetic approach. The world of Fable 2 is meticulously realized, brilliantly and beautifully designed, and wonderfully fleshed out with characters and voices.

f27.jpgYou, You, You

However, both of these games share one imperative: they are about you, and will often sacrifice degrees of realism or sensibility to maintain the focus on the player character. From Saints’ amazingly deep character creator, to Fable 2’s highly reactive character models, to the reactions of people in the world to your presence and alignment towards them (whether through medieval prestige system or gang allegiance system), both games want to make you the hero, the gang leader, the focal point of the universe.

In this, both games succeed; there will never be any doubt in your mind that you are the Hero of Albion, or the baddest gang leader in Stillwater. Likewise, both games succeed at providing you fun, nigh-unending distractions and options. Real estate, murder, quests, competitions, and item collecting all serve to compliment the main narratives.

However, the difference for me in these two games lies in just how fun they are, and how much I admire their accomplishments (and for what reasons). Saints Row 2 is an absolutely amazing game to play. I have played more of this game without a break than I have any other game in years. It requires almost no investment, and it returns so much more than it requires you to give. At any moment, I can take part in any number of amusing, silly, ludicrous, outlandish, and most importantly, fun activities.

I was eager to see how this game would stack up next to Grand Theft Auto IV, and I wasn’t disappointed. In GTA IV, the most basic tasks are a chore, from moving to shooting, from driving to completing missions. In Saints Row 2, every single one of those simple activities is a breeze. Cars handle way too well, like arcade race cars, shooting is easy, character movement is simple, and the interface is in general simple, easy to navigate, and lacking in any attempts at an “immersive” (read: maddeningly counterintuitive) experience. In Stillwater, you know you’re in a game, and you love every minute.

When compared to my experiences in GTA IV, there is no comparison. There, I disliked every second I wasn’t wandering aimlessly around the city. Even then, the “realism” of the simulation made my movements unpleasantly elephantine, and my encounters with the police frequent and deadly. Saints Row 2 always encourages you to take the path of least resistance, and enjoy it as much as possible.

Sain6.jpgThe Saints Might be Fun, But...

With such glowing praise heaped on the game, I’m sad to say that I hope that the next one is markedly different. The world, fiction, and aesthetics of Saints Row 2 offend, disgust, and annoy me. This is a game that is less offensive than GTA IV (barely), only because it doesn’t think it’s the second coming of absolutely amazing gaming. It’s quite content to be its own breed of stupid suburban gangster-fantasy, and as such doesn’t make the same mistakes that GTA IV made (and that its critics made).

Unfortunately, it can’t match GTA IV’s scope and coherence of vision. I may dislike Rockstar’s latest hit, but there’s no doubt that it is as perfectly oriented and lovingly designed a game as was ever made. It strives to create a complete, uninterrupted fiction, far more than Saints Row 2 could ever hope to do. The only problem is, that fiction is derivative in almost every possible way, blithely trading in stereotypes and worn out plot devices.

Fable 2 then, is the interesting meeting of these two schools of open world game design. While it provides many of the same attractions and distractions found in Saints Row 2, it is also beautiful, cohesive as a narrative (regardless of the merits of that narrative), and is possessed of a strong sense of self.

Saints Row 2 is also quite aware of what it is, but it’s also quite content to specialize in the simplest kind of cliché storytelling. Fable 2 doesn’t crib its story, characters, characterizations and style from the worst fiction around it (as Saints Row 2 does), and Fable 2 is equally as sure of its place in the realm of fantasy fiction as Saints Row 2 is of its place in gangsta fiction that appeals to young white guys.

Fable 2 is designed to be appreciated on multiple levels, from its characters to its architecture, from its music to its voice work. It’s a game that takes a lot of time and effort to make you believe you are in a different world, and to add all of the touches we normally see in our world to this new imposter. Saints Row 2 doesn’t disappoint me because it tries to reproduce a version of our own world in game (on the contrary, games like GTA IV, Left 4 Dead, Hitman and others all prove that it’s possible to make compelling modern environments within games), it disappoints me because it’s obvious that it cares so little about creating an interesting, immersive fiction.

saints-row-2-game.jpgIf Only Fable 2 Had a Bit More of the Saints in it

Imagine my consternation then, when I realized that I liked playing Saints Row 2 much more than I liked playing Fable 2. This isn’t to say that I don’t like the time I spend in the latter game world.

I enjoy meeting people in Albion, hearing their stories (it’s the kind of game where I will actually listen to the entertaining quest narratives, instead of just reading the dialogue), and exploring new areas. Being in Fable 2’s world is amazing, a truly transporting experience. Playing in it isn’t nearly so wonderful. In Saints Row 2, I can play for hours and have a great time, but it’s hard to remember any of the details of my world.

Like I said before, the simplest aspects of Saints Row 2 are fun; the same cannot be said for Fable 2. Using magic (and to a lesser degree, melee combat) is a trying experience, especially when compared to the relatively simple ranged combat system. The game also features an annoyingly vague and obtuse interface, a ridiculously small map, and hugely convoluted inventory system. It shouldn’t take me long minutes to drink a series of potions, but it does, just like it does to change weapons, armor or any other menu activity.

So here we are, faced with two games, one which is amazing to play and an eyesore to contemplate for longer than a few minutes, and one that wows its players with every sight and sound, but can’t deliver on the gameplay end. My hope is that Lionhead makes Fable 3, but instills it with only the best Saints’ sensibilities. Who doesn’t want to stroll down the newly annexed streets of some Albionic town, accompanied by one’s color-coded gang (or “guild,” in this case)?

The gang and customization mechanic from Saints Row 2 are just a little bit better than those on display in Fable 2, but it’s a bit that makes a big difference. Likewise, if Lionhead can make the next one play as well as it looks and sounds, it’ll have one of the best adventure RPGs out there. Just make sure you don’t pick up the Saints’ bad habits, Lionhead.

GDC 2009 Early Registration Ends February 12th

[A final - we promise - reminder for anyone who hasn't signed up for GDC 2009 and still wants to. You can save 30% by doing so today or tomorrow, so get to it.]

Organizers of the 2009 Game Developers Conference are reminding potential attendees that early registration for the March 23rd-27th San Francisco conference ends on Thursday, February 12th, with 30% discounts only available until that date.

Game Developers Conference, which is run by Think Services, as it this website, has been running a weblog covering the major GDC news this year, which includes the latest information on the Moscone Center-located conference.

Major recent announcements include major keynotes from Metal Gear creator Hideo Kojima, with his GDC debut 'Solid Game Design: Making the ‘Impossible’ Possible', and from Nintendo president Satoru Iwata, with a lecture named 'Discovering New Development Opportunities'.

In addition, organizers have profiled each of the individual Tutorials and Summits on the GDC website. These Summits, which take place on the Monday and Tuesday of GDC, include standalone events devoted to AI, casual games, mobile games, game outsourcing, education, independent games, serious games, localization, and online worlds.

The main GDC event takes place from Wednesday to Friday, and includes major three-day tracks regarding audio, business and management, game design, production, programming, and visual arts. In hundreds of lectures, major developers from all the year's big games (from LittleBigPlanet through Gears Of War 2 and Fable II) will discuss the art and science of game creation.

On the Wednesday night of GDC, the flagship Independent Games Festival Awards and Game Developers Choice Awards, honoring the best titles of the year, will take place. Other major events at the show include the Independent Games Festival Pavilion, located on the Expo Show Floor, which will also have exhibits from major tools companies and game publishers.

Early registration savings for the 2009 Game Developers Conference end at midnight PDT on Thursday, February 12th, and more information about registration and content is available at the official GDC website.

Road To The IGF: Ratloop's Mightier

[Gamasutra is talking to this year's Independent Games Festival finalists, this time interviewing Ratloop's Lucas Pope about Mightier -- a combination puzzle and action game, best played with a printer and webcam -- nominated for the Innovation Award.]

Raising the game's barrier of entry and requiring players to go beyond their usual efforts to fully experience its unique mechanics, Mightier Engineer section asks players to print out puzzles before attempting to collect "Datagon" pieces scattered around a particular stage.

Players draw out a solution -- a plan for eventually obtaining those Datagons -- on the printed sheet, and use a webcam to record the sketch into the game. In Mightier's Actionaut portion, they'll explore a 3D version of the puzzle, jumping on platforms that were shaped by their drawings to reach the level's Datagons.

The PC title's printing aspect also enables players to illustrate their own characters and see them appear in the game in 3D. For the less bold, or for users without a printer or webcam, Mightier provides an in-game interface that allows users to draw puzzle solutions and characters with their mouse.

We spoke with Pope about Mightier, nominated for the Innovation award at this year's Independent Games Festival (part of Think Services, as is this website).

He discusses the game's origins as a technology experiment in 2001, his thoughts on 5th Cell's Drawn to Life for Nintendo DS, and why he believes that most people would've dismissed Mightier, despite its quirkiness, were it not for the more traditional, mouse-drawing interface:

What kind of background does your team have making games?

Lucas Pope: Both [co-developer Keiko Ishizaka] and I are professional game developers in our day jobs. I've been making games for myself, a small game company I started with some friends, and bigger companies for something like 10 years now. Keiko's been making games for 4 or 5 years.

What sort of development tools did you use?

LP: We used standard stuff: 3dsmax, Photoshop, and Visual Studio. The game is written in C++ with DirectX, and the tools are in C#. I composed the music on a Motif ES.

How did you come upon the idea to combine printed blueprints with 3D platforming? Was it your intention from the beginning to have players print out and complete the puzzles?

LP: The puzzler/platformer stuff came about after we had already committed to developing a game that used the printer and webcam.

Back in 2001 or so, I wrote some tech called Ink for converting a mouse-drawn 2D sketch into an animated 3d character. I spent a lot of time trying to turn that into a game, but drawing with the mouse is not that fun and there was no consequence to what the player drew.

I experimented with giving the characters physical properties based on the form, but unless you really exaggerate the features, it's difficult to tell how a character will behave when you draw them. I put the tech in a drawer marked "close but not quite," and moved on to other things.

When [5th Cell's DS title] Drawn To Life was announced, I assumed they had solved these problems and figured I was officially late to the party. After playing Drawn to Life, though, I saw the drawing technique was different -- their's is pixel-art, and Ink was more sketchy -- and although the character creation was cool, the real game was in the platforming. I wanted to make a game that put more emphasis and importance on the drawing.

It wasn't until Sony R&D released their videos for capturing hand-drawn user-generated content with the PlayStation Eye that I convinced myself to board this train before it goes somewhere cool -- I hope my metaphors aren't getting too mixed here. I still didn't have any good ideas about gameplay at that point, but drawing on paper is pretty much the ideal way to handle sketching in my opinion.

At the beginning of 2008, I decided to develop a simple storybook-style action game in which the player gets to draw all the characters on paper and capture them with a webcam. Part of this plan involved making the capture process as foolproof as possible, which is where the printer came in. By printing 5 red dots on the paper, it's possible to detect the exact position of the page without the user needing to align it perfectly with the camera.

After Keiko was on board with the concept and we were moving ahead with the engine code, I got a little antsy and started pushing for a more original game idea in which the drawing was central to the gameplay. Requiring a printer for the page detection was a burden, but it also allowed us to include other stuff on the page. This gave us the direction for brainstorming gameplay and puzzle ideas.

We spent a few nervous weeks trying to come up with something cool before I sketched out a rough concept of the height markers that need to be enclosed to create platforms. It provided a nice puzzly challenge along with the follow-up bonus of seeing your solution turn into a platforming level.

Keiko was skeptical about the idea at first, but my stubbornness prevailed, and I got an initial prototype done pretty quickly. After seeing it in action, we had a feeling it could probably be pretty fun.

What did you think of Drawn to Life?

LP: Drawn to Life is a great game. Part of the reason why we de-emphasized the character creation in Mightier was because 5th Cell had done it so well already. In Drawn to Life, the drawing is paired with a fun but traditional platformer.

For Mightier, we wanted the drawing to be more important gameplay-wise. With the puzzles in Mightier, it really matters what you draw, which I felt was missing from Drawn to Life.

Were there any camera-based games that you took some inspiration from?

LP: Sony's R&D videos were hugely inspiring. I saw limitations in how they were capturing, and I didn't think they had a solid game behind the concept, but the idea really got me interested in doing something similar.

I was never enamored with using the webcam as a controller input like most camera-based games. I just wanted a drawing game where you could draw by hand with a pencil on a nice sheet of paper instead of on the computer screen.

Did the title "Mightier" come first as the in-game company's name or the game's title?

LP: "Mightier" is just a lazy extraction from "the pen is mightier than the sword." I think the idea of a space laser came first, and "Mightier" fit well with that theme. I have tendency to try to rationalize game mechanics, and the whole space laser and crystals thing seemed to explain a lot of the concept.

Players can unlock characters, design them, and play them in 3D. What purpose do the unlockable characters serve?

LP: The characters are a nice counter-point to the puzzles. It doesn't matter what you draw, so there's no pressure to do them right. They're not really central to the gameplay, and they weren't present in early builds of the game.

Even though we started with the Ink tech, my purism felt drawable characters would distract from the focus of the gameplay, which was the puzzles and platforming. Keiko strongly disagreed, and several of the testers wanted to draw more traditional stuff, so we added the characters and objects as fun side tasks.

I've seen kids enjoy the hell out of drawing them, and now I feel they're an important part of rewarding the player's progression.

What steps did you take to make Mightier's later stages more challenging for both the Engineer and Actionaut portions?

LP: Once we settled on the basic heightfield markers mechanic, it was pretty easy to dream up new crystal types. Some of those types were rather complex, so we just saved those for the later levels. The tricky part was just designing the levels to gradually introduce and recycle the crystal types.

I don't think the Actionaut ever gets very challenging though. One of our decisions in balancing the puzzlin' with the actionin' was that the action bits would always be a cakewalk.

Were there any elements that you experimented with that just didn't work with your vision?

LP: Our original concept focused on the paper aspect a lot more. We really wanted to emphasize the player's interaction with something physical and turn their thoughts away from the computer.

We had crazy ideas to print all the instructions and to include a variety of puzzles that involved cutting and folding the paper. The game would start by printing a letter of acceptance welcoming you to Team Mightier. There would be no saved progress except for whatever pages you had sitting in a stack on your desk.

We even talked about distributing [Mightier] as a bound book with all the puzzles pre-printed. For the graphics, I was prototyping a more augmented-reality style with everything overlaid on the webcam view.

Some of these ideas were cool, but just too far out there for a game we expected people to actually play. We ended up scaling back to a more traditional game-like presentation with the printed platforming puzzles and a single cutout puzzle at the end.

There's seems to be a lot of potential here for a two-player cooperative experience, or even with a lot more players -- say, a group of online friends playing the two different roles as part of a company, taking on jobs to increase the company's standing. Have you explored any multiplayer ideas?

LP: I wouldn't call it exploring, but we did notice that different people enjoy different parts of the game. A few of our friends played Mightier with their kids. The parents liked solving the puzzles and the kids loved drawing the characters and watching them run around.

There's also a lot of community potential -- players possibly sharing/trading user-created puzzles or their characters. Your thoughts?

LP: We included the level editor so people could try creating puzzles of their own. Unfortunately, we didn't have quite enough time to take it all the way, and you need to hack around a bit in the text files to get it to load your level.

During testing, it was really interesting for us to see how other people solved the puzzles. Everyone does it a little bit differently, and it would be cool if there was a place you could publish your solutions for others to check out. We had plans for a site designed around this, but never fleshed it out.

How do you think this camera/printer feature could be taken further?

LP: I think a more palatable gameplay concept could be developed that used less paper. For instance, if you only needed to print a few pages at the beginning that could then be used throughout the game. There's a lot of potential but, honestly, it has to be something pretty good to justify the hassle of using the printer, ink, paper, and webcam.

I'm fairly certain that if we didn't include the mouse-drawing mode, only a few people would even bother playing Mightier. Printing is slow, and people are really averse to using paper and ink. Even though each puzzle uses a minuscule amount of it, printer ink is so expensive, it's hoarded like gold.

There's a strong psychological barrier against printing something unless it will end up on the President's desk; and even for that, you'll use the "Less Ink" print setting.

From the first alpha test, almost everybody was asking for a way to draw on the computer with the mouse. Adding the mouse-drawing mode knee-capped the lofty concept, but it improved the accessibility so much that we decided it was worth it. In the last week before submitting to the IGF, I redesigned the entire interface to work with either printing or the in-game drawing tablet.

If you could start the project over again, what would you do differently?

LP: This is a tough question. Developing Mightier was such a whirlwind six months of evening and weekend work that I think I suppressed all the bad bits in a cloud of exhaustion.

Starting it earlier probably would've been a good idea. The programming aspect took so much of our time that I was only able to throw together the game's art and audio in the last few weeks. The art we ended up with is the second iteration on the visual style, and it probably needed another pass or two to get a style I'd be more proud of.

We also waited a little too long for compatibility testing. With a PC game that uses peripherals, this was a bad move. We could've caught a few bugs if we'd tested with more video cards and webcams earlier.

With the webcam feature -- Mightier seems like it'd be a great fit for Mac laptop -- or even iPhone -- owners, since their systems include a camera. Have you considered bringing the game to those platforms.

LP: A few people have suggested this, but there are some hitches. The MacBook camera is in a pretty poor position to point down at a piece of paper on the desk; and the lack of a good printing method means the iPhone isn't ideal either if you're planning to use the camera interface.

I have some ideas about porting Mightier to the iPhone, but it would probably be using the touchscreen and with slightly different gameplay.

What do you think of the state of independent game development, and are there any other independent games out that you currently admire?

LP: I'm amazed by the quality of independent games being released these days. Sometimes, people complain that there are too many retro-style indie games, but I see these as improvements on what are extremely solid gameplay concepts.

For me, the most important thing is that a game is cohesive and fun to play. I'm a product of the NES generation, and I have no problem enjoying a good sidescroller.

I also really like seeing the creative ways that people solve the manpower problem. If it's just a few people working on a game, you have to really concentrate on efficiency if you ever hope to finish the thing. This has led to some really innovate mechanics and visuals.

As for specific developers, I really like the stuff Cactus is doing.

GameSetLinks: 4 Minutes, 33 Seconds Of Links

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

So this largely comprises the last set of GameSetLinks I stacked up before I went off on holiday almost a week ago - so you may find GSL a little slow going over the next few days, until I'm back in the States at the end of the weekend.

Still, there's some good stuff here, including a discussion on browser-based games, analysis of the Choice Awards finalists by Variety, an intriguing new game title from Petri Purho and friends, Jim Rossignol rounding up IGF Grand Prize finalists like Osmos (pictured), and more.

Razzle dazzle:

the-inbetween.com: [ Unity and the Future of Browser-Based Games ]
Agreed that programs like Unity (which is also usable on iPhone, though I may have to write an editorial at some point about why 3D engines tend to make worse quality games from a playability point of view, on average) are an important part of the future.

GDC Awards shut out Nintendo, celebrate Sony - The Cut Scene - Video Game Blog by Variety on Variety.com
V. interesting point from Ben here - I hadn't thought about this, but it's definitely true that sales and critical divergence is increasing even further.

Kloonigames » Blog Archive » 4 Minutes and 33 Seconds of Uniqueness
Aha, more conceptual games.

Independent Games Festival Finalists Roundup Article - Page 1 // PC /// Eurogamer
A really nicely done overview of this year's IGF Grand Prize finalists by Jim Rossignol, who has actually played all the titles as a judge - insightful.

Shmup Night » PixelVixen707
Still very odd - she's a bit fictional, lest we forget - but it's good writing and interesting shmup discussion, all in one.

PlayFirst® - A Glimpse of Wandering Willows - PlayFirst Grapevine
Interesting - looks like PlayFirst are trying to take PC casual games in the Animal Crossing direction. Good idea, I reckon.

February 10, 2009

Opinion: Finally Tightening Up The Graphics On Level Three

[In the final part of his opinion piece series on what game designers actually do, DoubleSix (Geometry Wars Galaxies, South Park XBLA) creative director Jim Mummery looks at 'Coffee Boy' to discover why designers as rockstars is still incorrect.]

If memory serves, we had dragged the designer kicking and screaming out of the primordial ooze and touched briefly on the role of the design in game development.

Due to the nature of its birth the role of design is not clearly defined as code or art roles in terms of the duties and responsibilities that come with it. We are, more than any other discipline, jacks of all trades with all the dangers that entails.

Designers fill roles according to the game they are making. And, obviously, all games are not the same, nor are all designers.

So how can we discuss design when the indy working alone against the odds with her own money has such a vastly different experience of design from the lead working on the latest cross-platform Franchise Game 2009 for the biggest developer in the world.

Well, in an attempt to answer that let’s go back to our fictional Coffee Boy from Part 1.

Coffee Boy has vision. He knows what's wrong with games today. He's read/been taught/learned all about emergent game-play, narrative design in video games, how to lead the player, it's so clear how everyone else is so wrong.

Our designer is a rockstar wanna-be; his voice that needs to be heard; it has to be heard.

So where did our designer end up?

The Trials of Coffee Boy

Maybe he struck out on his own… found some money, borrowed some money, robbed a bank maybe, uncovered buried treasure, He learned to code, taught himself to draw or maybe found some like minded souls who can code/draw (who also found buried treasure and could afford to work without pay) to create something special however long it took. This is the dream.

I may sound like I am laughing at this scenario, I am not. When this industry started people like this were responsible for creating the industry we have today, the basic foundation of which we often take for granted. Even today, the new pioneers are those creating content out on their own; creating some of the most amazing and innovative games you have ever seen.

More often than not though it doesn’t work out.

At some point most developers entertain the idea of starting their own company and reaping the rewards of their labor but whilst the upside can be great, so are the risks.

It doesn’t matter how much talent you have, the chaotic nature of the industry means that things will not go smoothly. And when you’re small it only takes a few knocks for your company to go under, and for your game to join those 100,000s of unreleased masterpieces that never see the light of day.

Chances are, like most of us, Coffee Boy ended up working for someone else – probably at an independent development company. Maybe he was lucky and got a junior designer position after only six months of trying, which leads me to…

Obvious Point Number 1

1) Most of us work for other people...

Most designers don’t work for themselves; they work for dev companies big or small and the ‘relative’ security that provides.

So Coffee Boy is a dev now and the more development he experiences, the more he realises how little he knows as to how development is structured. The more experience he gets the more he realises development can often be quite chaotic.

His ideas of creating his vision or blowing the minds of the company he works for are quickly dashed. He doesn't get to choose his projects; he's assigned to them, often not for very long. He doesn't get to make decisions, his lead tells him what to do. So he gets on with it. It doesn’t matter. He’ll do it alone, without help, because he’s that good.

However, the coder's laugh at his naive unrealistic suggestions; an open-world game, on the DS, in six months?

The artists too have reason to be derisory, they want a brief on how his level needs to look; does he realise that the open landscape grey-box he's built won't even run at 10 fps when its arted up.

He has a lot to learn.

Mostly he learns that he can’t do it alone, he needs to seek out information from others and work within a team, which brings me to…

Obvious Point Number 2

2) Most of us work in teams, with teams...

Of course team sizes vary. The average has been growing generation to generation but there has always been a route for small teams on casual web Games and now XNA, NDS or digital download. However, the teams grow as the quality and profits do and as digital download titles, for example, get bigger and more expensive.

For example, there are companies that throw 20+ people at their XBLA/PSN games. So, the reality is that most of us work in teams that require a traditional team structure; lead art, lead code, lead design.

Back to Coffee Boy…

By now he has knuckled down, got on with his work but things are not going smoothly – his level is barely half-finished and he’s just seen a huge flaw in it.

If he had the time, he knows how to fix it – he’s had enough experience to understand how these things work but, sadly, that doesn’t mean anything – his deadline is in two days and so there’s nothing he can do about it – and so to onto…

Obvious Point Number 3

3) Most of us have tight deadlines...

The reality is the more the game is worth, the more money is invested in it and the more pressure there is. Crunch on big AAA titles can be just as bad as smaller independent projects but can go on for much, much longer. Then again the finances on smaller projects are always tighter and, as a result, the reason that crunch doesn’t go on for that long is because you go under before then.

So we are all under tight deadlines. We all work with too little time even when we schedule for it. Why? Because time equals money and it’s usually someone else’s money.

So our poor, confused, idealistic Coffee Boy returns to the games he loves for inspiration; he tells people his level should look like this FPS, play like this stealth-action game but it’s another week and another project and someone quietly tells him he's working on a licensed kart game for the NDS. And so onto

Obvious Point Number 4

4) Most of us work on someone else’s project...

Despite the perception of the designer as creative source, many of us work on IPs that belong to someone else or on RFPs that were handed down from the publisher. Put simply, for most of the time, we are working on someone else’s project. Even as leads, we often do not have control over many aspects of the project.

Of course, we don’t have to; we could leave, set up our company… see points 1 to 3.

Where does this leave us?

None of these points really fits the rock star myth that Coffee Boy hung onto so tightly when he was on the outside looking in. But now, after a nightmare few months in our fictional development scenario, he has probably been cured.

But, even if we accept my broad assumptions; that most of us work in teams, that we all struggle under tight deadlines, that we are usually not in control of the project or the company. Where does that leave us?

What is our role?

Let’s give Coffee Boy five years more experience and then return to him and see what we find.

In fact, what we discover is that he has magically grown up into our other example – our tutorial-deficient friend from the last episode, the one that we left looking at his shoes last time.

Let’s take another look at his situation.

The Salvation of Coffee Boy

Last time, he was working on a game with a team of at least 4-5, probably more and, as everyone noticed, he had no tutorial for his game.

This was a problem last time, a problem he overcame through working with his team – but why did that problem exist? It’s easy to blame him the designer – after all the rockstar myth tells us that he is responsible for everything. But is that really the case?

Actually, no. He hasn’t necessarily made a mistake.

Coffee Boy has had some experience by this point so we’ll give him some credit. It does, however, clearly signify a relatively small scale of game.

Games that exist without tutorials (even embedded ones) do so because the player learns the game through playing with no intrusive external voice telling them how or level specific step to show them each new aspect of the game.

The game is designed around an escalating experience that allows the player to develop with the gameplay (for those of you that care, examples include Geometry Wars: Retro Evolved and Flow).

So our guy could be working on a casual PC game or a digital download title (of course he could be working on a revolutionary console game but taking points 1-4 above into consideration, it’s unlikely). Considering he has a team to work with let’s assume it’s a digital download title.

So, to recap, he was working on a game that needed no tutorial but now needs one.

Why is that?

Last time we mentioned that things changed but what? What triggered this change? Why would he alter the game in such a drastic way as to change his approach to the player’s experience?

Let’s go back to discussing who is in control.

If he’s working on a digital download title and he’s working for someone else, he has many masters. If he’s on PSN, he’ll need to pass Sony concept approval, if he’s on XBLA he’ll need to do the same with Microsoft. Both companies will have comments and feedback to ensure they are getting the best games possible on their platform.

He may be dealing with an IP holder who will want to protect their IP and so will have comments. In addition, it’s very likely he has a publisher and they’ll have lots of comments for the same reason. As will the company our designer works for, as will his team.

All of these people want the best game possible, all of them have experience with games, not all of them will have experience developing games and only the team themselves will have experience developing this game. Sadly, the people with the most power to see this game released will not be on the team.

As a result, our designer must deal with all this input; from the team, his company, the platform-holder, the IP-holder, the publisher and find what can be done, what must be done, what works well, what doesn’t, what is achievable, what is too expensive and what will take too long.

We carefully lay down the foundations for our game, set about building them and then we are asked to knock everything down and rebuild it all in half the time because someone somewhere else knew better. And often, but not always, they are right.

While we’re here, it’s worth restating, this is role sits at the heart of being a designer; acting as a conduit, a filter, a funnel for all ideas and comments on the game and cherry-picking what can be done, what fits and what will work with the ever-changing collage of concepts that makes up the game in the designer’s head.

So, on a regular basis our designer is dealing with feedback on the game from various sources and adjusting the game as a result.

In our example, this is probably why the game changed to such a radically degree that a tutorial had to be introduced. It could be as simple as the addition of a minor mechanic requested by the platform holder or a requested adjustment to the control scheme by the IP holder or the publisher’s demand for a whole new scoring system. Whatever it was, it tipped the balance and created a situation where the game could no longer be learned through play.

There are often some counter arguments to this situation.

The Persecution of Coffee Boy

First, if there was feedback to make changes and Coffee Boy changed the game as a result then they were right and he was wrong, he was making a flawed game. It is the designer’s fault.

Second, alternatively, he should’ve stuck to his guns and not changed anything if he really believed in his game, he shouldn’t have given in but he did. So it is, once again, the designer’s fault.

Both these arguments are, of course, ridiculous. They assume that it is possible to be right 100% of the time. It is not. They assume that the designer has complete control over this game. We’ve already established that is unlikely.

The first assumes that it is possible to be right 100% of the time not to mention having some amazing sense of prescience to avoid all the myriad of problems associated with games development. The second assumes that because he has accepted some feedback as valid, he does not fight his corner. It is safe to assume that if they designer is receiving feedback constantly, some of it will be valid and will need to be addressed and some of it will not.

Both arguments come from the same point of view; of someone from the outside looking in.

And here’s the trick. This assumption that everything is the designer’s fault goes hand in hand with everything is the designer’s idea. Both are generally erroneous. However, there is a distinction to be made here. The designer is the funnel, the conduit, the filter for all feedback and ideas that come in. And as a result, at any point during his involvement he has to take responsibility for how these ideas are dealt with.

So, no – the designer was not at fault for making a game that the team, company platform holder or publisher wanted to change. Nor was he at fault for not fighting his corner, assuming he did actually fight his corner when it was appropriate. However, he is responsible for both the current state of the game and so is also responsible for addressing comments on it, i.e. adding the tutorial.

Ultimately, feedback is very important, and the designer’s role includes making a game that will appeal to all parties; the team, the company, the publisher, the platform holder and, above all, the audience.

If course, it is all very well saying the designer is a filter for ideas and feedback. But what does he actually do?

Sadly, it is usually the case that a game is sold or won through documentation. I say sadly because there’s nothing like a good demo but those cost a lot more money and so are rarer than you would think.

As a result, we sell through pitch documents and these tend to be the domain of the designer who creates, in broad strokes, a reason to invest in the game. He states clearly why this game is new; why it’s different but also why it is safe; why it is a sure thing.

It’s all a flurry of creative writing and visual imagery. And if done correctly can land you a due diligence visit, a lot of late night phone calls, lengthy contractual negotiations and, ultimately, a project.

So, now you have a live project on our hands; you spend the next few months writing up the documentation, writing briefs for the team, collating ideas and feedback – writing the GDD. You edge your way into development.

Then you reach the point where you have the tools you need and enough of the game to act as a test-bed.

Now it’s time for the fun bit - the real work. No more idea-pushing, no more theory...

You spend your days in a haze of numbers – booleans, floats, integers, strings – you live in excel, visual studio and xml – you tweak numbers en masse, carefully adjusting global multipliers or ambitiously ramping up individual values – the best guess values you started with are slowly dragged – kicking and screaming – toward something workable.

Days fly by and all you feel you’ve done is realise how far you have left to go. Values blur together. You fix some values – sure they have been set in stone, only to return to them later... This isn’t rock and roll – it’s number crunching, it’s testing, it’s math, it’s experimentation, it’s trial and error and it is the most fun you will ever have in this job.

You are changing the game and seeing the results right before your eyes. That never gets old.

This is the period where the designer gets to be truly creative – testing and refining until they run out of time.

People on the outside joke that you play games for a living – usually you laugh along before reminding them pointedly of the long hours you work – but here, balancing your values, changing your tile sets, altering values global and specific – stick in a spreadsheet that doesn’t appear to have an end – or rifling through endless lua or xml files and then booting the game and seeing the difference – maybe you feel a little guilty, you think maybe they have a point.

Here you are using all the lessons you’ve learned from the games you’ve played and the games you’ve made – you carefully craft your experience; you know enough not to listen to the absolutes banded around as laws of design. You know when to take the player by the hand and when to let them explore.

In terms of the image of a designer working in isolation; of being creative, responsible and inventive –in terms of the rock and roll genius – this is as close as it gets.

So there you are – having fun with numbers when that day comes that everything changes – just like it did for Coffee Boy.

Flexible Design

Someone wants a big change. Someone who has the power and the clout to get what they want. The change they have asked for is huge; it will invalidate everything you have done so far, it will create more work than there is time or people on the schedule. It will completely change the game.

Make my 2D platformer 3D? Add guns to my boxing sim? Make my DS game open-world? In two months?

You make your arguments; you fight your corner, you rail at the injustice of it all or sulk quietly over your beer depending upon your approach to stress. It may be that you, the designer, actually agree with them; you’d love to make that game, in fact you would have suggested it already but the restrictions placed on the game to this point have made even suggesting it laughable.

I’d love to make that game but we don’t have the time/money/resources to turn our $250,000 game into a $20,000,000 AAA title by next week.

All too often it comes down to this; they have clout, you work for them (directly or by proxy) and so a compromise will be reached that will leave you, the developer, in a tight situation with more work than you can handle for too long. So what happens in these situations?

There’s a number of fun terms used here: blue sky, paradigm shift, think outside the box. Whoever is asking for the change will ask that the team blue sky the changes. Pretend there is no schedule, no staff shortage, no lack of budget. Design a solution to give them the game they want and we’ll see how close we can get.

This is supposed to be a freeing process; it is intended to remove restrictions from the creative mind to allow it to flourish. It is intended to strip away those annoying considerations like manpower, budget and timescale so a real gamer solution can be found.

Except when you do this, generally you come up with solutions that aren’t as economic or appropriate as they need to be and often don’t have team buy in. Generally, despite the ‘forget about the schedule’ – time is always limited, very limited as is the budget.

And this process is usually left to the designer, it’s his mess, let him sort it out.

As far as the company is concerned, they don’t want the whole team stuck in a room making stuff up whilst there are contractual obligations to fulfil. Everybody else has to get on with what they are doing. And as far as the designer is concerned – he only has a very short time and the quickest way for him to do anything is to just make stuff up as fast as he can.

Now, working within restrictions is what design is all about. At this point in the project you need to try and find solutions within the context of the game you have.

However, the designer cannot do this alone – the team has to work together (see last episode). Even when working within the above restrictions, the solutions must be filtered, taking into account the consequence of each discipline.

Once again I am beating my team-is-all drum. Why? Because there are more of them and they are bigger than me and they actually read this rubbish.

Seriously, the team is everything. You know this already. Many of you will say it obvious.

A game does not exist until the team is on it. A game is the product of those who work on it (however many of them there are).

Ideas are nothing but a precursor to implementation and at the heart of that is the process; the filter, the glue, putting all those ideas together – that is core to the role of the designer.

Taking ideas and feedback and filtering them; putting them together to make the best game possible; not in a generic, anything’s possible, blue sky sense but to make the best game possible with the team you have, in the time available, with all the surprises your development will spring upon you. These variables will change with each project and with every designer and from week to week, sometimes even daily. You work with what you have.

It is that flexibility; that ability to work within restrictions; to work with the team; to be an advocate for the team’s ideas as much as your own - therein lays the genius of our discipline.

However, there is a question I haven’t dealt with.

Where does the rock star image of the designer come from?

If my description of the reality of being a designer is so far removed from the perception of what a designer does why does the rock star image exist at all?

It exists because, like the coder and artist team at the beginning of my story, we have been too successful. We now work in a very large industry and we now support a lot of press and marketing. There is a need to promote our games, a PR machine that pushes developers into the spotlight to wax lyrical about their games.

In that setting, promoting the game you have worked so hard on, you can only say what’s good and amazing about your game – after all, you want someone to buy it. However, the press and the marketing department don’t want to talk to anybody.

It’s not good press, as it’s often difficult to keep the reader engaged when they have to remember who did what and when. Better to talk to one person, who for the purpose of the interview is “responsible” for the game, albeit in a fictional sense. The result is that often we have one face, one voice to tie the game to and very little reference to the team.

This creates the rock star myth; the perception that one person was behind it all. It plays to our sense of story; our need for pattern finding, security. He made that game it was great, his new game will be too.

However, games are not usually made by one guy or girl. And if they are, they will be coder, artist and designer in one and can argue with themselves on the best way to make games in the privacy of their own blog.

Perhaps then this PR process should celebrate teams, not individuals. Perhaps, those who end up in the interview hot seat should big up their team more; maybe the journalists that write up the interview should keep the quotes that refer to the team.

End Note

So what am I saying? Design is not about being a creative whirlwind to quote one of the giants of our industry. It is not about driving your team insane to paraphrase another.

There are a lot of descriptions of design but the only one that seems close is vision holder but not in the sense of creative source or vision creator.

It isn’t that.

It is about holding onto the vision of the game; not your vision entirely, but the team’s, the company’s, the publisher’s, the platform holder’s and finding a place where all these ideas meet within the restrictions that all these people place on it.

You hold the vision, you protect it, you change it, alter it according to the demands made on you. You select the input from the team and add to and take away from the vision.

You hold it and take care of it but it is not yours.

The truth is that development is always challenging. Design is about working with what you have. Neither of those are rock and roll.

[Jim Mummery was asked why he wrote this blog but he couldn’t hear us through the crowd of screaming groupies.]

Exploring Online Worlds: The Korean Craft Of Atlantica Online

[Over at sister 'online worlds' site Worlds In Motion, Mathew Kumar continues to expand the Worlds In Motion Atlas by analyzing PC online games of various kinds - and in this installment, he checks out Ndoors' lush-looking Korean free-to-play SRPG title Atlantica Online.]

2009_01_20_atlantica.jpgName: Atlantica Online

Company: NDOORS

Established: October 2008 (North America)

How it Works: Atlantica Online runs within its own client, and requires the download of a hefty 2.3 gigabytes of data for its installer alone. Navigation and gameplay are accomplished via mouse and keyboard input.

2009_01_20_atlantic2.jpgOverview: Atlantica Online is a strategy RPG—although players create their own character, they also hire "mercenaries" up to a maximum of eight to take part in turn-based tactical battles.

The game is set in an alternate reality mixing real world locations with fantasy and steampunk, and includes a variety of community features such as the ability to control towns and a player driven economy.

Payment Method: Atlantica Online is free to play, and earns revenue via item sales from the game's cash shop.

Key Features:

- Massively multiplayer turn-based strategy RPG
- Community features such as town control, government systems and guilds
- Player driven economy

Atlantica Online: In-Depth Tour

2009_01_28_atlantica2.jpg

Before I get started on my review, first, a warning. Atlantica Online has the worst download experience of any virtual world I've used. Not only are you expected to download 2.2 GB, I had to download it three times before I got a version that didn't include a corrupted "data2.cab"! Considering one of those was downloaded with their official download manager and still didn't work, this was not pleasant.

And then it takes forever to install… Before, of course, requiring a patch.

However, once you've managed to download it, there's a very pleasant surprise in store, because Atlantica Online is simply gorgeous. I normally try and delay making any opinion calls in the Online World Atlas, but I can't help but gush about how attractive the world of Atlantica Online is—and it runs very comfortably in a window, too! In fact, it's probably one of the most attractive MMOs I've ever played. Admittedly, it's quite an unusual, "Asian" look for an MMO, but I was amazed.

In Atlantica Online you create a character—not doing really much more than choosing the weapon they're going to use, and some (very limited) appearance modifications—before being thrown into the world with a quick tutorial.

2009_01_28_atlantica.jpg

The tutorial takes you through essentially what you need to know about the majority of playing the game. Your character has a party of mercenaries—starting with two, but up to eight—that helps them out in battles. As I'd chosen to use a gun (marking my character out as a long range character) I bolstered my ranks with a pair of spearmen and a swordsman to defend the front line (which I naturally cowered behind) during the turn-based battles.

Unusual in comparison to most other MMOs, the turn-based battles featuring parties entirely controlled by the player switch up the dynamic that you'd expect—hordes of monsters wander the game world, largely ignoring the players, and when you enter a battle to other players your avatar stands stock still with a "in battle" icon above their head.

The battles themselves are tactically rich and surprisingly successful—in each turn you have a limited amount of time to make all of your characters attack, cast their magic or use items—before the enemies take their turns. It's easily as enjoyable (as far as I've seen, at least) to any traditional turn-based battle system in any off-the-shelf big-budget Japanese RPG.

Outside of this change, Atlantica Online is a very traditional, Korean styled free-to-play MMORPG. A lot of the game is geared towards use of the cash shop "item mall"—though of course it's perfectly playable without ever going there—and the majority of play is picking up missions from NPCs who usually tell you to kill a set amount of an enemy or collect a set amount of an object (usually, by killing a certain number of enemies).

And like most MMORPGs, the social aspects are largely limited to grouping with other players (they can join you in your turn-based battles, so it can be worthwhile) joining guilds and otherwise chatting with people you pass if you feel the need; though in my time spent playing I've found most players seem to concentrate on running around doing their own thing.

Indeed, perhaps it's a side effect of the turn-based battles, but Atlantica Online does have that feel of a single-player game within a massively multiplayer world. I can't confirm if that's true or not, but I'll let you know in the conclusion!

Atlantica Online: Conclusion

2009_01_28_atlantica3.jpg

I like Atlantica Online. I really do. It's got a great engine, probably got the best art I've seen in any game recently—lovingly created and intricate—and the setting, a sort of slightly steampunky alternate Earth calls out for me to be absorbed in it

In fact, I like those aspects so much I desperately want to keep playing it, to be given a reason to keep playing. But sadly, there isn't. Because Atlantica Online falls into the main problem that many MMORPGS fall into. The grind.

Atlantica Online is transparent about it. The first mission you're given is to kill X amount of baddies; the next to kill X amount of baddies to get Y items. Then you do that again. And again, and again.

2009_01_28_atlantica1.jpg

If you're paying attention, there's a story to follow along with—in my case, I was collecting samples to solve the problem of why the nearby forest had gone evil (or something)—but it barely matters and is hardly gripping. All you are expected to do in this game is log in, kill enemies, watch numbers go up.

The battles are great, I'll give them that. And watching numbers go up is entertaining, especially when you're modifying and arranging not only your player character but a miniature fighting force which you use in each skirmish. After a while, it's easy to take pride in what you've accomplished.

But it feels empty; sterile. The world isn't very alive—enemies wander about in huge numbers, simply waiting to be killed—and other players mill about, doing their own thing with barely a word spoken.

There are arguments all of the time over the differences between Korean and western design sensibilities, but I can't help but feel that a title like this could be far more successful if the mission design was a little bit more exciting. It's easy to argue that World of Warcraft, for example, offers little more than these fetch quests, but with games like Warhammer Online mixing things up with public quests, is this acceptable any more?

I don't know, but if there's a lesson from Atlantica Online it's that the coders and artists of NDoors (and perhaps Korea) are beyond comparison, and under the helm of a Western-orientated design team they could be unstoppable.

Useful Links:
Official Forum
Unofficial Fan Site
Unofficial Wiki

Metal Gear Solid Creator Kojima To Keynote GDC 2009

[Delighted to see that my GDC colleagues have snagged a super-rare Western appearance from the ever-polarizing Hideo Kojima for next month's GDC, eliciting both squeaks of delight and grumpy roars from my fellow editors. Should be a blast!]

Organizers have revealed that Hideo Kojima, Corporate Officer, Executive Producer and Director of Kojima Productions, will deliver a keynote address at next months 2009 Game Developers Conference (GDC) in San Francisco.

Known for giving rise to the stealth action game genre with his creation of the acclaimed Metal Gear series more than two decades ago, Kojima’s keynote will focus on conquering various development obstacles with creative game design, using the driving game design philosophies behind the Metal Gear series as reference.

The address, “Solid Game Design: Making the ‘Impossible’ Possible,” marks Kojima’s debut appearance at the GDC. The Game Developers Conference takes place March 23-27 at the Moscone Convention Center in San Francisco.

Kojima joins a host of notable speakers at this year's GDC, including Nintendo president Satoru Iwata, Lionhead's Peter Molyneux, LittleBigPlanet creators Mark Healey and Alex Evans, Epic's Rod Fergusson, and a host of others.

Renowned as one of the world’s most influential contemporary game developers, Hideo Kojima first decided to get involved in the game development business while studying economics. Driven by the hardware limitations of the MSX personal computer, he pursued a fresh approach to the action game genre – and thus the stealth genre was born with Metal Gear.

The debut title was then ported to the Famicom, known Stateside as the Nintendo Entertainment System, and received an unofficial sequel titled Snake’s Revenge.

The global breakthrough for Kojima’s career took place in 1998 when Metal Gear Solid was released on Sony’s PlayStation platform, and it has been followed by multiple new titles in the franchise, including the critically acclaimed Metal Gear Solid 3: Snake Eater, and 2008's multi-million selling Metal Gear Solid 4: Guns Of The Patriots.

Kojima also produced the mech action game Zone of the Enders, and also created Boktai: The Sun in your Hand, a Game Boy Advance game which contained a photometric sensor in the cartridge that charged a vampire’s solar weapon, sending gamers outdoors to catch some fresh air. This type of idea is something that Kojima has become known for—breaking the “fourth wall” and forcing the player to interact with the game in ways outside of traditional gameplay.

“The Game Developers Conference has invited Hideo Kojima to keynote every year for as long as I can remember, so we couldn't be more excited that, at long last, he feels that it is time for him to address the game development community,” said Meggan Scavio, event director of the GDC. “The anticipation is already huge to see how one of the community’s most revered and elusive creators will inspire attendees to further push the limits of game development.”

Hideo Kojima’s keynote, “Solid Game Design: Making the ‘Impossible’ Possible,” is scheduled for Thursday, March 26, 2009 from 10:30 a.m. to 11:30 a.m. PST in the Esplanade Room of the Moscone Center’s South Hall.

The 2009 Game Developers Conference (part of Think Services, as is this website) takes place March 23-27, 2009, at the Moscone Convention Center in San Francisco.

The 30% early GDC registration discount for All Access and Main Conference passes is only available through Thursday, February 12. For registration and for more information, please visit the official GDC website.

GameSetLinks: Trends Of Gravity, Bones Of Contention

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Time to fire up some more GameSetLinks, and this set is headed by Ian Bogost and friends' intriguing blog on using gaming to cover or discuss news, this time looking at where that distinctly under-exploited concept could actually go in the future.

Also hanging out in here - Matthew Wasteland on developer screenshot issues, the Intuition Games guys on using pay-to-download items in their game or.. going bust, and some very readable MMO trends for 2009 from the ICO Partners folks.

Go go go:

Newsgames in the Pipe - News Games: Georgia Tech Journalism & Games Project
'Every once in awhile, I struggle with the idea of the breaking newsgame. How could a newspaper, or an independent game developer, possibly make a game on the fly that was both "worth playing" and directly relevant to the news of the day?'

Summons of the Ideal: Really? » Murderblog 3D
This is rambling and a little beautiful.

Capturing A (Fake) Moment in Time (Magical Wasteland)
Game Developer magazine humor columnist Matthew Wasteland on a fascinating developer-side quandary: 'At what point does a screenshot become a lie? Is there something distasteful about the way developers will gather everyone into a local multiplayer game and purposely choreograph the action?'

Swallowing Our Pride and Selling Our Soul: A How-To Guide at Intuition Games
Fascinating, wrenching discussion on Intuition's free-to-play Kongregate-hosted title DinoWaurs, and why they have to add pay-to-download items that make the player more powerful - or else they'll go bust. Game design vs. eating, as they say.

ICO Partners » Blog Archive » 9 online games/MMO trends for 2009 - part 2
Some excellent trends outlined here - useful stuff.

Hit Self-Destruct: Rosetta
A nice piece on his blog by the GSW columnist: 'This post is a spoiler-heavy discussion of Gravity Bone, a thoroughly worthwhile -- and also free -- indie game.'

February 9, 2009

2009 Independent Games Summit Completes Line-Up With Humble, Fitterer, Santiago

[Yep, GameSetWatch has been getting quite GDC-related recently, but hey, it's what we're working on and thinking about. And Indie Games Summit co-chairs Matthew Wegner, Steve Swink and I are delighted with the final line-up for this year's event - so here it is.]

The organizers of the 2009 Independent Games Summit have revealed the completed line-up for the March 23-24 GDC 2009 event, with Electronic Arts exec and art-game creator Rod Humble, Audiosurf's Dylan Fitterer and Flower's Kellee Santiago among the newly confirmed speakers.

The third annual Independent Games Summit, which takes place on the Monday and Tuesday of this year's GDC at the Moscone Center in San Francisco, features lectures, postmortems and roundtables from some of the most notable independent game creators, including many former and current Independent Games Festival finalists and winners.

The 2009 IGS seeks to highlight the brightest and the best of indie development, with discussions ranging from game design philosophy, distribution, business, marketing, and much more. A synopsis of the full summit line-up is as follows:

- Rod Humble is head of the EA Play label, which includes The Sims, Hasbro and the Casual studios. Which is about non indie as you get. But in 'The Indie Advantage? A View From Both Sides', the creator of art-game The Marriage discusses how the world looks when you can see both sides of the fence, and ways to make money and - more importantly - create games which are true to yourself.
- 2D Boy's Ron Carmel and Kyle Gabler (World Of Goo) will present a lecture named 'Everything You Always Wanted to Know About Going Indie But Were Afraid to Ask', discussing costs, publishing deals, IP control, and more.
- 2008 IGF Grand Prize winner Petri Purho will present a postmortem of Crayon Physics Deluxe, with much detail into what went right and wrong during the game's genesis.
- Audiosurf creator Dylan Fitterer is talking on 'Embracing Constraints', with the IGF prizewinner discussing "using constraints to fuel creative output in indie game development."
- Hothead Games' Vlad Ceraldi and Joel Young are discussing 'Episodic Content and The Evolving Indie Landscape', with the Penny Arcade Adventures and DeathSpank co-creators looking at opportunities for indies, how you make episodic titles as an independent developer, and more.
- In a lecture called 'How Do You Manage Small Indie Teams?', ThatGameCompany's Kellee Santiago (Flow, Flower) gives practical tips from her own experience on the subject of project and creative management for indies.
- IGF Chairman and Game Developer/Gamasutra publisher Simon Carless presents 'Independent Games & Sales: Stats 101', an attempt to quantify a key question for indies: 'How much money can you actually make out of PC web, casual, and downloadable indie titles, iPhone games, XBLA, WiiWare, and PlayStation Network titles?'
- As part of a rare North American appearance, Swedish creator Eskil Steenberg presents 'Making Love in Your Bedroom', discussing the process of developing the acclaimed, procedurally generated first person online adventure game Love as a totally solo project.
- In 'The Indie Game Maker Rant', you'll see a series of exquisite rants by indie game creators including: Mark Johns of Doomlaser (Space Barnacle), Petri Purho of Kloonigames (Crayon Physics), Kellee Santiago of ThatGameCompany (Flower, Flow), Alec Holowka of Infinite Ammo (Aquaria, Marian), Mare Sheppard of Metanet (N+), Erin Robinson of Wadget Eye Games (Nanobots), Heather Kelley of Kokoromi (Super Hyper Cube), Phil Fish of Polytron (Fez), and Steve Swink of Flashbang Studios (Raptor Safari, Blush.)
- In 'How to Finish a Game Project You... Hate?', Infinite Ammo's Alec Holowka (IGF Grand Prize-winning Aquaria, Paper Moon) and Pillowfort Games' Tommy Refenes (Goo!, Grey Matter) discuss finding and maintaining motivation on an indie game project, long after it feels natural to do so.
- A panel named 'Indie Games: From Buzz To Business', sees indie-friendly lawyer Tom Buscaglia chairing a group of developers including Michael Wilford (The Maw), Zach Aikman (Synaesthete), and Dylan Fitterer (Audiosurf) in a practical discussion on how, after buzz starts on your game, you can translate that into an ongoing business and career.
- Notable artgame creator Jason Rohrer (Passage, IGF finalist Between) discusses 'Indies: Beyond Single-Player', a look at why, 'to push games forward artistically, we may need to return to the medium's pre-digital roots: multiple players seated around a game.'
- In 'Making Web Games: The Indie Experience', Experience, PixelJam's Rich Grillotti and Miles Tilmann, the creators of Flash-based online games including IGF finalist Gamma Bros and Dino Run share the many lessons learned from their ongoing journey to become self-sustaining, artistically satisfied game developers -- and how those two concepts do not always have to be mutually exclusive.
- 'No Publisher? No Problem! iPhone for Indies' is a lecture from indie developers Adam 'Atomic' Saltsman (Semi Secret Software - Wurdle) and Sergei Gourski (Subatomic Studios - Fieldrunners), in which the duo talk about their experiences developing hit games for the iPhone without any publisher assistance.
- Stardock's Brad Wardell heads the publisher/developer behind PC 'core' game hits Galactic Civilizations II and Sins Of A Solar Empire, and in 'Stardock On The PC Hardcore Scene As Indie', he'll discuss this important indie-friendly area, and how developers can get ahead in it.
- In 'The Art Of Independent Game Promotion', Phil Fish of Polytron (Fez) and Kyle Gabler of 2D Boy (World Of Go) reveal the secrets of massive promotion on a shoestring budget: how to speak to the press, how to create a trailer the internet loves, and how to best promote for your game.
- Acclaimed indie creator Jonatan 'Cactus' Soderstrom (Clean Asia!, Psychosomnium) is renowned for the wide-ranging, eclectic multitude of freeware games that he creates. In 'The Four-Hour Game Design by Cactus', he discusses how he creates standout, beautiful games in such short amounts of time.
- In 'The Indie Businessman', you can hear from three highly successful indie game developers on their own unique indie-focused business models, and why they aren't just selling $19.95 downloads. Hear how Hampus Soderstrom (IGF nominee Toribash) earns money by selling in-game decals and motion trails, how Jamie Cheng (IGF winner Eets) is pursuing free-to-play online games, and how Daniel James (Puzzle Pirates, Bang Howdy!, Whirled) manages multiple major microtransaction-based games while staying independent.

The Independent Games Summit takes place alongside the yearly Independent Games Festival at GDC 2009, with IGF finalists invited to attend IGS for free. This year, organizers have also extended special 'scholarship' pricing to fifty of the IGF Main Competition entrants, allowing those indies to attend at a significantly reduced price on a 'first come, first served' basis.

Other interested parties are able to attend via a GDC Summits & Tutorials Pass, with the early deadline to register being Wednesday, February 12th. More information on the full line-up for the Summit, including more details on each individual lecture, is available at the official Independent Games Summit webpage.

LittleBigPlanet, Braid, Left 4 Dead Lead Game Developers Choice Award Finalists

[We've just debuted the Game Developers Choice Awards nominees for this year, and thanks to everyone who helped put forward names this year - I think it's a really interesting set of games, with mainstream and alternative titles rubbing shoulders pretty smoothly.]

Media Molecule’s LittleBigPlanet leads the nominees for the ninth annual Game Developers Choice Awards with seven nominations, organizers have revealed.

Number None’s Braid follows closely with five nominations. Among the nominations for LittleBigPlanet is the coveted Game of the Year award.

Other nominees for that category include Fallout 3 and Left 4 Dead, each of which received a total of four award nominations; Rockstar North’s Grand Theft Auto IV, which earned a total of three nominations; and Lionhead Studios’ Fable 2. Winners will be honored at an awards show taking place during the 2009 Game Developers Conference.

The two leading nominees are celebrating a homecoming of sorts with their nominations for the Choice Awards. Media Molecule’s LittleBigPlanet made its debut during a keynote lecture at the 2007 Game Developers Conference, while Number None’s Braid was winner of the Innovation in Game Design award at the 2006 Independent Games Festival (IGF), which is also part of the Game Developers Conference.

Produced and hosted by Think Services’ Game Developers Conference and presented by Gamasutra.com and Game Developer Magazine, the Game Developers Choice Awards honors the developers of the best video games released during the previous calendar year, as well as awarding key figures from the video game community.

Other multiple nominees for this year’s event include such diverse and notable titles as EA Maxis’ Spore, 2D Boy’s World of Goo, Kojima Productions’ Metal Gear Solid 4, Epic Games’ Gears of War 2, and Ubisoft Montreal’s Far Cry 2. The complete list of nominees is:

Best Game Design
Far Cry 2(Ubisoft Montreal)
Braid (Number None)
Fallout 3 (Bethesda Game Studios)
Left 4 Dead (Valve Software)
LittleBigPlanet (Media Molecule)

Best Visual Art
Fallout 3 (Bethesda Game Studios)
Metal Gear Solid 4 (Kojima Productions)
Prince Of Persia (Ubisoft Montreal)
LittleBigPlanet (Media Molecule)
Gears Of War 2 (Epic Games)

Best Technology
Spore (Maxis)
Grand Theft Auto IV (Rockstar North)
Left 4 Dead (Valve Software)
LittleBigPlanet (Media Molecule)
Gears Of War 2 (Epic Games)

Best Writing
Far Cry 2 (Ubisoft Montreal)
Braid (Number None)
Fallout 3 (Bethesda Game Studios)
Grand Theft Auto IV (Rockstar North)
Metal Gear Solid 4 (Kojima Productions)

Best Audio
Dead Space (EA Redwood Shores)
LittleBigPlanet (Media Molecule)
Metal Gear Solid 4 (Kojima Productions)
Left 4 Dead (Valve Software)
Gears Of War 2 (Epic Games)

Best Debut
Braid (Number None)
Sins Of A Solar Empire (Ironclad Games)
LittleBigPlanet (Media Molecule)
World Of Goo (2D Boy)
Soul Bubbles (Mekensleep)

Innovation
Spore (Maxis)
World Of Goo (2D Boy)
Boom Blox (EA Los Angeles)
Braid (Number None)
LittleBigPlanet (Media Molecule)

Best Handheld
Patapon (Pyramid/SCE Japan)
Advance Wars: Days Of Ruin (Intelligent Systems)
God Of War: Chains Of Olympus (Ready At Dawn Studios)
Echochrome (SCE Japan)
The World Ends With You (Jupiter/Square Enix)

Best Downloadable Game
Castle Crashers (The Behemoth)
Braid (Number None)
World Of Goo (2D Boy)
N+ (Metanet/Slick Entertainment)
Pixeljunk Eden (Q-Games)

Game of the Year
Fable 2 (Lionhead Studios)
LittleBigPlanet (Media Molecule)
Fallout 3 (Bethesda Game Studios)
Left 4 Dead (Valve Software)
Grand Theft Auto IV (Rockstar North)

Winners in all major categories will be honored at an awards show taking place Wednesday, March 25th in the Esplanade Ballroom of the Moscone Center’s South Hall, during the 2009 Game Developers Conference.

The Game Developers Choice Awards ceremony, held in conjunction with the Independent Games Festival (IGF), will be hosted by Double Fine Productions founder Tim Schafer, mastermind behind the critically-acclaimed Full Throttle and Psychonauts.

In addition, organizers are announcing that long-time Game Developers Choice Awards contributors Mega64 will once again produce exclusive video skits to accompany the evening’s entertainment.

"Truly great games are the product of years of hard work by teams of incredibly dedicated and talented developers. It's an underlying principle of GDC that we recognize these talents and honor their achievements." says Meggan Scavio, director of Game Developers Conference.

"The awards given out at the Game Developers Choice Awards are more than just trophies; they are recognition of great work by the developer community. The open peer-based selection process ensures that the people with the final say are the people who work within the craft of game development, and we can't wait to see who they choose. Best of luck to all the teams who have gotten this far!"

For more information about the Game Developers Choice Awards, interested parties can visit its official website.

Column: 'The Interactive Palette' - Failure-Friendly Gameplay in Crayon Physics Deluxe

A crayon apple tree['The Interactive Palette' is a biweekly GameSetWatch-exclusive column by Gregory Weir that examines the tools and techniques of the digital games trade with a focus on games as art, using a single game as an example. This time - a look at failure-friendly gameplay in Crayon Physics Deluxe.]

One of the basic issues of video game design is that of the skill challenge. Early arcade games like Pac-Man and Space Invaders are gauntlets to be run, where a high score is the goal and failure is all-but-guaranteed. Indeed, the developers didn't even expect players to be able to succeed as well as they have.

Pac-Man crashes on the "kill screen" at level 255, and Space Invaders's score counter rolls over to zero after 9,990. These early games were descendents of carnival amusements and pinball; they provided ways for players to test their skill against the machine and against each other.

Games are no longer simply about skill, but the idea of the skill challenge remains. Many games, such as Super Mario Galaxy, still record "lives," even though the player is able to save and continue indefinitely. This apparent need to challenge the player often leads to what Shamus Young calls "do it again, stupid." The player will be assigned a particularly difficult task, where failure simply means that she must keep trying, over and over, until the task is accomplished. It's as if the punishment for failure is lost time and frustration.

Difficulty has an important role in video game design. It allows the player to empathize with the efforts of the player character, it helps to pace the game, and it provides the player with a feeling of accomplishment (provided the player doesn't just give up in frustration).

However, there is a difference between challenge and punishment for failure. The 2008 Prince of Persia was widely criticized for being too easy, in part because it doesn't punish the player enough for failing at a jump or a boss fight. However, this has little effect on how difficult the game is; it just means that the cost of failure is reduced.

Petri Purho's recent game Crayon Physics Deluxe presents an almost frustration-free experience by being failure-friendly. It presents true challenges, but does not severely punish the player for failing at them. Indeed, the failure experience not only teaches the player how to do better, but it is fun in its own right.

A crayon castleDynamic Friction

For the purposes of this article, I'll break up the vague term "difficulty" into two: challenge and punishment. A challenging game, in this definition, is one which is hard because the tasks involved require a high level of skill, ability, or cleverness. A punishing game is one which provides a high cost of failure. Most old LucasArts adventure games like Monkey Island and Full Throttle provide challenging but unpunishing experiences.

Figuring out the puzzles requires a great deal of cleverness, but there is no way to die or lose progress in the game, so the game doesn't punish failure beyond refusing to progress the story until challenges are met. One can just as easily imagine a game which is unchallenging but punishing: the individual tasks are easy, but a single mistake would send the player back to the beginning of the game.

Overcoming challenge is much of the fun of video games for most players. Overcoming obstacles and proving one's prowess is entertaining and feels good. A game without challenge is one in which the conflict does not affect the player, only the characters. Different players desire different amounts of challenge, but most players want to achieve some amount of success over difficulty.

Punishment, on the other hand, primarily generates frustration and wasted time. It's difficult to come up with a way that punishment improves the game experience, but here's an attempt: punishment provides the negative reinforcement that makes success feel more "real." Without the knowledge of a negative consequence, it can feel like the player's achievement was not really hers, or was inevitable given enough time to attempt it.

As a player, I prefer gameplay to be reasonably challenging and minimally punishing. Crayon Physics Deluxe achieves this goal. It presents a series of puzzles which must be solved by drawing shapes to get a red ball to a gold star. These puzzles are often quite challenging: one of Purho's favorite tricks is to place the goal higher than the ball, forcing players to work against gravity.

However, the game provides the player with very little punishment. If the ball falls off of the screen, it immediately reappears at its starting location. This allows the player to restart the puzzle immediately with no lost time, and reinforces the urge to try just one more time.

The nature of Crayon Physics's game mechanics reinforce this balance. The game is a robust simulation, which means that any solution that should work does work. Many puzzles clearly have an intended solution, but players are free to experiment and create a convoluted or brute-force approach. Creativity is encouraged by rewarding it, instead of being discouraged due to there only being a single solution. Even techniques that aren't taught until the end of the game can be used in the first level, providing an additional challenge: solve puzzles in multiple ways.

A crayon personApplied Forces

By examining Crayon Physics Deluxe, we can see how video games can be challenging without being frustrating. By minimizing punishment, games can evoke all of the good aspects of challenge — the feeling of accomplishment, the sympathy with the player character, and the pacing challenges provide — without making the player feel inadequate or wasting the player's time. This requires three things: challenges must be legitimate, recovery must be quick, and creativity must be encouraged.

Legitimate challenge is, sadly, less common than it should be. Games should be challenging because they test player skill, not because they present arbitrary obstacles. A fork in the road with one path leading to instant death and the other leading to success is only legitimate if enough clues are provided that the player can reasonably determine which path is the right one. In games where failure is severely punished, this may feel challenging, but the removal of the punishment reveals that this sort of thing is just an artificial way of extending gameplay.

It is far better to present a challenge that requires the player to be clever or quick or precise than to present one that requires she be lucky. Likewise, sudden unexpected twists like enemies ambushing the player should be fair; if the only way for a player to succeed is to "predict the future" and anticipate the surprise that made her fail the first time, that's not challenge. It's the developer punishing the player for not possessing precognition.

Quick recovery from failure minimizes the amount of time wasted by waiting or redoing already-beaten parts of the game. A player who has to replay the first half of a level or wait through a lengthy loading screen ten times will become bored, and boredom is not what any developer should be aiming for. Quicksaving can help with this, as the player can return to her saved game ten seconds earlier. Far better, however, is a system of frequent autosave checkpoints, so that the player doesn't have to tap F6 every fifteen seconds. Players should not be forced to repeat content.

There are two slight exceptions to this rule. The first is when part of the challenge is to bypass several obstacles in sequence. In this case, the sequence should differ enough each time or be complex enough that the player is not bored or frustrated by repeating it. The second exception is in multiplayer games such as Counter-Strike, where a "time out" period after death grants an advantage to successful players. In this case, moderation is key to avoid putting players to sleep.

The last requirement of effective challenge is to encourage player creativity. A challenge which can only be completed one way is an exercise in reading the developer's mind. The more difficult an obstacle is, the more the game should allow the player to try different tactics and approaches to succeeding at it. This may require specifically engineering alternate paths, or it may just call for a richer simulation that allows for emergent solutions. The possibility of creativity allows the player to learn from failure and to have a different experience each time she attempts a challenge.

Crayon Physics Deluxe is, of course, a puzzle-solving game, and is a different animal than the majority of monster-killing games. However, the techniques it uses to manage difficulty can be applied to any genre. By setting an appropriate level of challenge but minimizing the frustration of failure, games can be more rewarding and better create the sensation of flow. Failure-friendly design allows players to have more fun with less wasted time and pulled hair.

[Gregory Weir is a writer, game developer (The Majesty Of Colors), and software programmer. He maintains Ludus Novus, a podcast and accompanying blog dedicated to the art of interaction. He can be reached at Gregory.Weir@gmail.com.]

Previewing GDC 2009: Inside The Production Track

[In the fifth of a series picking out the most notable Game Developers Conference 2009 lectures, we examine the Production Track, featuring talks from the Spore, Crysis Warhead and Fable II creators, as well as production analyses from BioWare Austin, Microsoft Game Studios, and Bungie.]

Game Developers Conference 2009 (organized by Gamasutra parent company Think Services) is set to take place in San Francisco's Moscone Center from March 23 to 27, 2009 - with the important early registration deadline now imminent, and set for February 12.

With nearly 390 sessions now confirmed for GDC 2009, we'll be taking a track by track look at the conference's line-up over the next few weeks.

Fifth on the list is GDC's Production Track, which will look at "the game development process from the standpoint of running project nuances" and will offer "proven strategies for effective game production."

Notable highlights thus far announced for this track are as follows:

- Covering Spore's online Share features, Maxis producer Caryl Shaw will talk about the multi-genre game's unique challenges that the studio encountered with its social networking and content delivery systems during development and after shipping. In "Spore: Fulfilling the Massively-Single Player Promise - How'd We Do?", she'll also give the audience a window into that evolution and the successes and shortfalls of creating this new type of online game.

- Undoubtably a massive project, Fable II was in production for over four years and credited over 500 people to its creation. Developer Lionhead Studios' Louise Cople and Microsoft's Jonathan Taylor will present a lecture on "Producing Fable II," looking into the "timeline, production methodology, team structure and organization of the project, revealing what went well and what were their biggest challenges."

- Microsoft Game Studios' lead software development engineer Joe Djorgee will provide a useful 20-minute "Overview of Video Games Testing within Microsoft Game Studios" in which he'll talk about "how test teams are structured, staffed, and trained; the approach taken to test various projects; the use of test documentation; the different types of testing; the philosophy on directed testing versus ad hoc testing; as well as the use of bug databases." He'll also cover what kind of person makes a good tester and recommend helpful resources.

- In "Failure is NOT an Option - Basic Survival Techniques for any Producer/Designer", BioWare Austin's co-studio director Rich Vogel will discuss techniques he's picked up from 18 years in the game business on how to keep a team from failing. Targeting producers, project managers, and designers, the lecture will give valuable insight on "how to avoid failure and fix broken projects."

- Producer Allen Murray will highlight production case studies from Halo 3 and provide a brutally honest look at "the evolution of production at Bungie from Halo 1 to 3 and share the failures and successes of the production staff" in this session titled "Building Your Airplane While Flying: Production at Bungie." Producers will especially benefit from discussions on the studio's approach with solving difficult challenges, as they compare and contrast with how their own studio operates.

- Crytek's Bernd Diemer will provide an in-depth look at the production process behind Crysis Warhead, including "the development methods and processes used for developing a franchise title with a new team, in two studios in parallel." He'll talk about using fast prototyping to validate initial designs and to build up team confidence, how creative ownership can be used to improve quality, and more in "Crysis Warhead Postmortem: Blowing Up Stuff".

- Electronic Arts Redwood Shores senior producer Chuck Beaver will deliver "Dead Space: How We Launched the Scariest New IP," a lecture relevant to anyone producing a horror-genre title, as he will detail "the trials, tribulations, practices and philosophies that led Dead Space to getting green lit as a new IP," as well as "tactics and examples of how to make the scariest game ever."

- In "He Who Ships, Wins: Producing Gears of War 2", Epic Games senior producer Rod Fergusson will talk about his team's best practices with shipping a major holiday release within 24 months, discussing pre-production scoping, handling crunch and managing the endgame. He'll reflect upon "specific philosophies, methodologies and techniques to see how they were applied to the production of Gears of War 2 and to what benefit."

- Media Molecule's Siobhan Reddy and Kareem Ettouney will talk about "The LittleBigPlanet Jam," sharing with attendees the different methods they used to "build a small team of talented people and fostered the idea of jamming in the creation of LittleBigPlanet." They'll not talk about how the "jamming style" applies from a production and creative angle, but also how it evolved during their title's production.

The full Production Track line-up to date includes many more notable lectures and roundtables, including discussions on prototyping, iterative development for Mass Effect 2, veteran creator Mark Cerny on production methodology, and more.

GameSetNetwork: Best Of The Week

Yikes, it's the end of the weekend already, so time to recap some of the week's top features on Gamasutra - plus bonus features from our student site GameCareerGuide.

Of the bunch of neat analyses, interviews, and so on posted over the past 7 days, some of the highlights include a discussion of Pinball Construction Kit's genesis, a fond farewell to Ensemble, an excellent XBLA postmortem from NinjaBee, a look behind the scenes of the racing AI in Black Rock's pure, and more.

Here are the top picks:

The History of the Pinball Construction Set: Launching Millions of Creative Possibilities
"How did user-created content start? Bill Budge's classic 1983 Pinball Construction Kit was one of the earliest titles to focus on it, and this Gamasutra article looks at its genesis in-depth."

Subtitles: Increasing Game Accessibility, Comprehension
"How to ensure your game is accessible to those with hearing impairments and comprehensible to all players? This wealth of simple tips can help."

Postmortem: NinjaBee's A Kingdom for Keflings
"In this Gamasutra-exclusive postmortem, NinjaBee explain what went right - and wrong - while creating Avatar-enabled Xbox Live Arcade worldbuilding game A Kingdom For Keflings."

Creating All Humans: A Data-Driven AI Framework for Open Game Worlds by John Krajewski
"Populating an entire game world with characters that give an impression of life is a challenging task, and it's certainly no simpler in an open world. Senior AI programmer John Krajewski explains how he did it in Destroy All Humans 2."

The Pure Advantage: Advanced Racing Game AI
"How do you stop racing game AI seeming unfair, but heighten competition? Black Rock's Jimenez goes in-depth to reveal the company's AI tactics for the critically acclaimed Pure."

Ensemble Studios: The Last Tour
"As Ensemble Studios closes its doors, Gamasutra visits one last time -- to discover what's next and the studio's history of undeveloped games."

Bonus GameCareerGuide.com highlights: Student Postmortem: The Thief's Tale (Palomar Community College and Cal State San Marcos); Results from the Game Design Challenge: Why Did Frogger Cross the Road?; Postcards from the Global Game Jam.

February 8, 2009

In-Depth: Denki Talks Creating Games For 'No-Power' Systems

[Ever tried to make a game for hardware that doesn't easily allow you to create and move sprites? In a neat semi-postrmotem, Scottish development studio Denki (Go! Go! Beckham)'s design specialist Richard "Brek" Carr tells us how they used creative thinking to make fun set-top box games.]

Denki has flown under the radar for the last few years, despite being one of the most prolific developers in what's now being called the 'casual' gaming market.

Having worked almost exclusively within the digital interactive television market for the last eight years, after earlier handheld games such as Denki Blocks and Go! Go! Beckham, the company is now expanding into all of the new platforms and channels appearing on the market, with Quarrel due out on XBLA soon.

For most of that time, Sky TV in the UK has been Denki's main partner, but in 2007 the US broadcaster DirecTV launched its own games service. Denki provided a number of games to DirecTV, both original and based upon some of the company's existing titles.

One such project undertaken for DirecTV was a conversion of our Kingpin Bowling game, originally created for Sky.

The DirecTV platform -- the set-top box -- was in many respects far more limited than the Sky platform. So rather than simply porting the existing game and trimming features, a number of fundamental aspects of the game had to be changed, creating what was essentially a whole new project.

A ten-pin bowling game is defined by smooth movement and complex physics, so the prospect of converting an existing game, which both we and Sky were very happy with, to a platform with such tight technical limitations, was a daunting one.

Yet after the dust had settled, we had created a game that was actually a lot more fun than the original -- despite the constraints. Why?

Above, Sky's Kingpin Bowling. Below, the DirecTV version.

Initially, the most significant limitation was the movement of sprites, or rather the lack of it. The DirecTV platform did not appear to allow moving sprites at all. It took the programming team a great deal of technical thought to devise an ingenious method which would allow us to achieve sprite movement.

The off-screen buffer. Click for large version.

The solution was to create a tileset by loading the relevant images to a set of VRAM tile buffers. These were then written into an off-screen buffer. The section we wanted to have the sprites moving on was written into this off-screen buffer. Then the images were assembled and written onto the allocated area in the off-screen buffer. Finally, the section of the off-screen buffer -- complete with assembled sprites -- was written to the screen. Lather, rinse and repeat for every frame. Simple!

As is the way of these things, though, there were drawbacks to this process. The off-screen area is the same size as the display, which has to fit all the game sprites PLUS the area you want to allow the sprites to move around in. To compound this, the sprites must be arranged in a left to right formation, with the vertical sizes being equal on the same line. You can put smaller sprites in the line, but this wastes quite a bit of space.

Both platforms -- the original Sky box and the DirecTV box -- are very limited in terms of their audio capabilities. The boxes can only play a single sound effect at any time. If a second sound effect is triggered while the first effect is still playing, the second sound either has to wait until the first is finished, or -- as is usually the case -- it simply doesn’t play, which meant that using audio only for critical feedback was not possible.

The common perception is that the platform -- the set-top box -- is a standard platform. If only this were really true. Developing for digital TV is somewhat like developing for mobile, with multiple models, manufacturers and permutations of each device. For Sky, there are around 47 different box models and six manufacturers, ranging from 10 year old technology (the original boxes are still widespread), through to the brand new High Definition (HD) boxes.

Each model varies hugely and has its own particular capabilities -- and weaknesses. Our games have to work on each and every one of them. However, budgets and timescales mean that making a separate version for each and every box is simply not commercially viable. This means we can’t take advantage of the specific strengths of the individual models, but instead have to focus on creating games which avoid each box's weaknesses.

Thankfully, DirecTV have far fewer box models. However, their platform requires games to be programmed in a hybrid JavaScript/C language. As it is essentially a scripting language, this seriously limits the performance of the devices.

To give you some idea of the context for digital interactive TV games, the size limitation for both platforms is approximately 500 to 600Kb per game. Average load time for a game on the Sky boxes must be within 30 seconds. Time varies due to the carousel delivery system, where modules are delivered on a constantly looping system. It's similar to the old Teletext system in terms of delivery.

DirecTV commissioned Denki to make a version of the original Sky bowling game. The budget allowed for a strict six-week development cycle -- for a platform which at that point we were still exploring. It was obvious from the outset that the platforms were so different that we couldn’t repurpose the original game. However, the original Sky bowling game could be used as the goal for the project, despite knowing that we could not visually or technically recreate what was on the Sky box.

The DirecTV platform has very limited memory available for graphical resources. This meant that there were severe restrictions on any type of "ceremony" (cutscenes, animations, scripted pieces, etc.) within the game.

Instead of simply cutting these aspects, which would have left the entire game stripped bare, we decided to focus on the core action and 'feeling' of bowling within the game. This allowed us to ensure that achieving a strike within the game would still be a satisfying and exciting experience, which would look dramatic and dynamic even if the accompanying ceremonies were not present.

The lack of available graphics memory and tight time constraints meant far less space and time available for structure and game modes. The original title offered a tutorial -- often critical for the mainstream audience playing digital TV games.

However, time and graphical memory limitations simply wouldn’t allow any sort of meaningful tutorial. We therefore took the decision to use the far less glamorous -- but much smaller -- help page. This was kept as simple and straightforward -- with as few words -- as possible. This provided enough room to create the tournament structure.

Time and space was still incredibly tight, however. We worked through every element of the design, removing non-essential polish, such as extra shirt colors: the player looked sufficiently different from their opponent to make this redundant.

Everything else that was deemed non-essential was culled. Name entry was removed. Scrolling between the scoring and the play screen was removed. Pin positions were reduced from 16 to eight. The player animations were reduced from 31 to nine.

On the original Sky platform, the player was palette animated, to allow a variety of shirt variations. This meant we could reuse the 31 frames of animation for every artificial player. On the DirecTV version this wasn’t possible, so we had to create a different set of animations for the opponent. This meant we ended up with two sets of nine-frame animations.

Bowling animation frames were reduced to a smaller dimension size. This size had to stay the same, as anything unused was wasting valuable space. This meant the dramatic leg-out arm-upraised post-bowling pose was entirely out of the question. We had to compact these motions to remain within the maximum sprite size and still get across the dramatic action.

The lavish ceremonies which were used to indicate strikes and fouls were stripped back. The number of trophies was reduced from five to one: three different sprites could be added to the trophy to make it look different, which saved a great deal of space in comparison. This allowed us to add animated sparkles to the trophy, adding life and splendor to an otherwise static screen.

There was no space for another MPEG screen showing the scoreboard and frankly the load time for something that happens so often would very quickly become annoying for players. Coupled with this, there is only a single font on the DTV boxes -- and the font size isn’t consistent across all models.

We had to make sure the differing font sizes of the different boxes would all fit within the scoreboard. It would have made more sense to create a dedicated font, but we simply didn’t have the graphics space for an entire bitmap font. So we chose a few key words for feedback in a bowling game -- e.g. Strike, Spare, Turkey -- and created nice graphics for those.

By carefully removing the non-vital aspects of the game, it became apparent that we could create a bowling game using the given memory and within the limitations of the scripting language. So focusing on the core game we were sure we could pull something together...

However, the control system on the DirecTV platform offered a significant number of challenges. The original version of the game used two factors to determine and simulate the ball behavior -- power and spin -- but the limitations of the DirecTV system meant that any complex physics were just impossible.

The DirecTV game had to contend with the specification that there should be no after touch on the ball whatsoever. Digital TV games use the standard TV remote control for playing games. DirecTV remotes don’t natively support key-up detection.

While it is possible to run a detection loop to check if the key is still being depressed, this introduces an extremely variable delay. So in practical terms, the game could not tell when the button had been released. This, combined with the specification of no after touch of course meant that a whole new control mechanism had to be designed.

A comparison of the controls on both sytems. Click for a larger version.

The Sky version of the game allowed pixel positioning in placing the bowler. However, the DirecTV suffered both from the lack of native key-up detection as well as significant lag within the controller itself. These combined to make placing the bowler a hugely annoying experience. In order to avoid player's getting so frustrated they'd shoot their TV sets, we reduced the movement down to 11 fixed positions with the extremes at either side resulting in gutter balls. Part of the initial design process highlighted the importance of allowing the player to throw gutter balls, or play to fail -- as restricting them from doing so would destroy the consistency of the game to such a degree that it would feel 'wrong' for people.

The original game's method of holding down a button to increase power was not possible thanks to the lack of key-up detection. Rather than try to create a compromise which would not truly reflect the player's reaction we decided to create a stepped continuous power meter. In this, the power of the throw increased and decreased using a sweeping pointer. This turned the power selection into a timing challenge for the player, while keeping within the technical limitations of the hardware.

In the original Sky game, after touch was used to give the ball spin. In the DirecTV version, a spin bar was created. This provided the player with another timing challenge, which was consistent with the power controls. Although the selector here moved smoothly, the lag and poor response time of the controller meant that using a fine-grained set of values would have been very difficult.

Testing proved that it was incredibly difficult for players to hit the required value with any sort of consistency. The underlying spin values on the meter were therefore created in five coarse bands; far left, left, straight, right and far right, although the selector moved smoothly. By implementing the five directional system, the delay in the controller response was negated and the player had a greater chance to select the desired spin.

The foul line.

The original version of the game also included a foul line. This acted as another timing challenge for the player. The trajectory of the ball became straighter, the closer the player was to the foul line when the ball was released. Of course, if the player stepped over the line, then the throw was disqualified.

In the new DirecTV game, further testing showed that thanks to the controller delay, the foul line became more of a frustration than a challenge. The decision was therefore made to remove this element entirely.

The new control system was designed to ensure the player is not forced into a "respond now or fail" situation. Both the power bar and spin meter cycle up and down, until the player hits the button.

The player can progress through the control segments at their own pace. They can wait, assess the situation, judge appropriate response and then play once they are sure of themselves. This lack of time constraint removes a great deal of stress from the player, is a lot more forgiving and has far more appeal to a casual market.

The processing power and graphical limitations of the hardware also meant that the behaviour of the ball and pins -- the core of the game in other words -- had to be radically altered to ensure a (somewhat) realistic, consistent and satisfying experience for the player.

As even vaguely experienced bowlers know, many of the more impressive moments in bowling are linked to spin. It increases the chance of getting a strike and is essential for picking up spares and splits. The design team faced a balancing act. The game had to allow extremes of spin and speed in order to maximise the fun of being able to bowl large, curving trajectories and straight, fast balls.

From the initial design documents, it was obvious that the spin values had to be set so a player could bowl from the alleyway edge and spin the ball into the gutter on the other side before reaching the first pin. This set the upper limit on the amount of spin needed within the game.

Combined with the power setting, this allowed players to achieve strikes and hit the various combinations of pins which can be left in the lane from a previous throw. Once the ball actually hits the pins, their behavior then becomes the focus of the game.

With the limited resources available on the DirecTV set-top box and the timescale of the project, modeling real world behavior was simply not possible. While the platform would allow an approximation of realistic behavior, it would have required a great deal more time and experimentation to create appropriate techniques.

However, by focusing on the creation of an enjoyable and consistent experience for the player, we created a means of approximating a strike in a way which gives the player feedback on their throw, while staying within the hardware limitations.

Pin angles. Click for large version.

A coarse system was used to approximate the complex pin interactions. The pins were limited to eight possible directions. These directions were chosen by detecting the side of the pin where the collision occurred. This immediately allowed the majority of the directions to be discarded. A random selection was made from the remaining possible directions to determine the path the pin would take. This provided a random element so that the game was not totally mechanical and predictable. This in turn provided more long-term satisfaction for the player and ensured each ball could perform slightly differently -- just as it would in the real world.

In this system, pin placement is vital. The pins have to be placed in such a way that they represent the correct ten pin setup. They also had to be positioned to ensure a strike could be achieved if the player hit the "pocket" (the sweet spot most likely to give a strike) despite being limited to eight directions.

After ensuring it was possible to hit the pocket from multiple start positions and with various combinations of speed and spin, the next task was to make it possible to get strikes, spares, splits and more importantly, make it all dramatic, entertaining and FUN.

In an attempt to recreate some of the more spectacular moments in bowling, the pin speed and deceleration were reduced. This created a slow motion explosion effect which helped to accentuate the pins sliding when hit. After much play testing the power required to make a pin slide into its neighbors was reduced. Modifying this set of variables allowed players to pick up spares and splits a little more easily and ensured even novice players could start picking up strikes, spares and splits fairly quickly.

In the original Sky version of the game these moments were often lost or unseen, as the collisions, scattering and pin interactions were either over too quickly or were not pronounced enough to be appreciated by the player despite being more accurate to real world physics.

After some careful redesign, we were able to create an enjoyable pin behavior that was realistic enough for players to accept, with a bias towards performance -- allowing players to achieve better scores than they might in real life. Careful play testing ensured that the variables were carefully balanced to allow players to use different run-up positions, as well as left and right spinners, straight bowlers and low, medium and severe spinners. This created sweet spots for each bowling position, balancing speed and spin, and with enough consistency they allowed a player to achieve many strikes in a row depending on basic ability with the control methods.

The result of this redesign was a much simpler and more tightly focused game, in which the core mechanic was the most important part. The control mechanism was totally overhauled to create a new system which worked within the constraints of the hardware and still provided the player with a consistent and enjoyable experience, allowing for multiple approaches to bowling.

Feedback from the customer and from consumers has been universally positive. Even among ourselves, the feeling is that the redesign had a positive impact on the game and the new version provides a more satisfying and fun experience than the original -- despite the greater limitations of the hardware.

The technical limitations of the platform were a serious issue while designing and developing this title, but ultimately didn’t hamper the creation of a well designed and enjoyable game.

The ongoing evolution of PC, console and even mobile phone hardware often means that hardware constraints are rarely an issue for developers. However, the discipline of designing a game for a limited platform forces a developer to give serious thought to the critical components of a game and how to implement them in ways to provide the player with the maximum amount of enjoyment. A great deal of the effort in the current generation of game development goes into aspects of the title which are window dressing or 'bells and whistles', rather than the actual player experience.

Designing a game for a limited platform is not only a great exercise for a development team, but can often give real insights into how to take an existing product into a whole new area -- often with great improvements to controls and the whole user interface and experience.

This approach could be summed up fairly easily: simplify and exaggerate!

Best of GamerBytes: Mickey Mouse In The Savage Dimension

dduckupdate.png[Every week, sister site GamerBytes' editor Ryan Langley passes along the top console digital download news tidbits from the past 7 days, including brand new game announcements and scoops through the world of Xbox Live Arcade, PlayStation Network and WiiWare.]

This week we return to an old faithful GamerBytes article series, with "What needs to be a digital download?", where we discuss either classic games or a concept that has yet to show up on Xbox Live Arcade, PlayStation Network or WiiWare platforms.

For the latest installment, we explore the classic Mickey Mouse and Donald Duck games that Sega created for the Genesis and Master System, and how it could possibly work within the current workings of each platform.

As for other news, this week on Xbox Live Arcade sees R-Type Dimensions, a recreation of the first two shooters, debut. PlayStation Network sees Savage Moon and the beginning of PopCap's reign of casual puzzlers with Bejeweled 2, and WiiWare sees Snowboard Riot and LONPOS.

Here's the top stories for the week:

GamerByte Specials

What Needs To Be A Digital Download? #10 Mickey / Donald Classic Collections
We take a look back at classic games that need to be revived for digital downloads. This week we look at Mickey Mouse and Donald Duck in their many Sega Genesis and Master System adventures.

Xbox Live Arcade

R-Type Dimensions Now Available On XBLA
Play R-Type I and II with whole new graphics right now for 1,200MSP.

Rumor: Final Fantasy IV: The After Coming To XBLA?
Stretching reason as far as it can go, 1UP.com think Final Fantasy IV is coming to XBLA. Do they know more than they let on?

Texas Cheat'em Splash Page Online, First Screenshots
A new take on poker - making cheats in integral part of the game. Will it pry players away from playing UNO or Texas Hold'em?

New Death Tank Trailer Makes US Want To Blow Up Stuff
Death Tank is almost here. Are you ready for action?

Puzzle Quest: Galactrix Coming To XBLA Day And Date With DS?
You may be playing Galactrix by the end of this month.

PlayStation Network

NA PSN Store Update: Savage Moon And Bejeweled 2
Tower Defense returns to the PlayStation Network, while the first of many PopCap classics are makes its mark on the platform.

Gamasutra Postmortem: Capcom/GRIN's Bionic Commando Rearmed
Producer Ben Judd discusses the highs and the lows of creating one of the most quality packed XBLA and PSN titles to date.

CellFactor Developers Have Sense Of Humor
Multiplatform multiplayer shooter CellFactor gets machinima treatment.

WiiWare

EU WiiWare Update - Pop'em, Drop'em, Glide'em
Europe gets the classic SAMEGAME, as well as Glide Hockey.

NA WiiWare Update: Snowboard Riot, LONPOS
Hudson's Snowboard Riot makes its American debut, as well as America finally getting a Japanese WiiWare launch game.

Direct Feed Screens Of Bubble Bobble WiiWare, Plus Official Name Revealed
Old is new again with Bubble Bobble Plus! on WiiWare.

COLUMN: 'Game Mag Weaseling': Mag Roundup 2/7/08

['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

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I'm back from vacation and my mind is frazzled!

A copy of The 25 Most Influential Games of All Time arrived in the mail earlier this week, something I've been looking forward to for a while since it's done by the GamePro gentlemen and I was expecting something like Edge's Top 100 Videogames special from two years ago -- still among my most favorite specials.

This book isn't quite so ambitious as Edge's massive piece, however. It's actually a pretty small tome, and there's little more than a robust paragraph about each of the 25 games it covers, along with a few "sequels and competitors to this game" sidebars. It's very well-designed and fun to thumb through while it lasts, but the lack of content makes the book seem a little...I dunno, puny for the coffee-table-style prices being asked for.

But, then again, this might just be my foul mood talking. Newsstand distribution of most Future UK and Imagine titles (including Retro Gamer) seems to have stopped in my local area entirely, which makes me extremely despondent -- and soon poor, too, since I'm probably gonna shell out for a sub to RG. Ah, well, that's the peril of being a degenerate game-mag aficionado -- and on that note, click on to read all about the new game mags of the past fortnight.

Edge February 2008

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Cover: AionGuard

AionGuard is an unsigned game from Avalanche Studios, which makes you think that the coverage is going to be spotty, concept-laden and filled with descriptions of movie cutscenes and grandiose quotes from the developers. And hey, you'd be right, because the feature article inside has all of that, although there are some neat tidbits on the technology driving the title and the issues Avalanche have had seeing eye-to-eye with publishers about where it's headed.

It's a very feature-laden ish, overall. There's also a feature on Section 8, a title near 'n dear to my heart because I was going to do a long dev-diary tie-up with them for PiQ before our magazine sadly folded. I still have all the TimeGate Studios' staff business cards bouncing around my decrepit minivan. Ahh, memories. Sorry it didn't work out, gentlemen. Following soon after are looks at Sony's music studio, 3D gaming, and even the suddenly-rebounding (again) Atari, complete with quotes from the ever-engaging Phil Harrison.

PlayStation: The Official Magazine March 2009

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Cover: Resident Evil 5

PTOM has the world exclusive review on RE5 -- well, the PS3 version thereof, 'cos OXM next door is also reviewing the 360 RE5 this month. As you'd expect, the review is about 11 pages long and quite opulent.

Both mags are also doing preview pieces on the new Dead to Rights, a game I didn't know existed until now but I like dogs so I'm all for it. Other neat features: recession-bustin' gaming tips, how to be a bastard in Fallout 3, and Teresa Dun trying to make it in PS Home. Scary!

Official Xbox Magazine March 2009 (Podcast)

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Cover: RE5

See above, except OXM's neato features include a look at the business of XBLA, an examination of gray-area choices in story-driven games and their consequences, a fun (and amusingly illustrated) piece on people who try to find funny glitches in games, and a 4-page expose of the new Jasper 360. I'd say OXM has a slight edge feature-wise over PTOM this month. There's also a review of Halo Wars, if you're following the game that intently.

Play February 2009

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Cover: Afro Samurai

Play is certainly cementing its position as the 'commentary' mag this month, what with 12 pages on Afro Samurai (a lot of interview content, as Play's fond of doing) followed by nearly 40 pages of editor discussion of the past year's games. That's a lot of text to wade through, it is, and while I can't lie and say I'm interested in reading every word, I laud the editors for doing something different with their publication, at the least.

Girls of Gaming Volume 6

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For the first time since EGM 3-D, a game mag is bad enough to pack some 3D glasses in with the issue -- in this case, letting you see some of the girls in three XXX-citing dimensions. It works pretty well, actually, a lot better than EGM 3-D ever did. (The Tomb Raider page is particularly nice.) One disadvantage: The 3D glasses dilute all the colors on the target image, which sorta ruins the "looking at pretty girls" effect.

[Kevin Gifford breeds ferrets and runs Magweasel, a site for collectors and fans of old video-game and computer magazines. In his spare time he does writing and translation for lots and lots of publishers and game companies.]

GameSetLinks: The Textwriter's Guide To The Galaxy

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Little time with the GameSetLinks smalltalk today, due to time differences, jetlag, and all manner of other minor inconveniences, but suffice to say that this set of links, headed by the appearance of Textfyre's commercial text adventures, is plenty juicy.

Also notable - non-linear game world discussion, the GameTunnel indie game orcs rampage into battle, a graphical adventure Hitchhiker's Guide game remake, a guide to, uh, 'weapon appendages', and more.

Yay ay ay:

Grand Text Auto » Interactive Fiction Goes to Market
Ah, more information on Textfyre, the commercial text adventure company that's debuting titles... pretty darn soon now.

Mind The Game: Are nonlinear, open world games a dead end?
Nice editorial: 'I'm... feeling pretty done with the idea that there's some mythical open world, infinitely branching interactive game out there just waiting to be made that will render linear games obsolete.'

Gnome's Lair: Behind the scenes: Hitchhiker's Guide To The Galaxy Remake
Oo, a freeware, unofficial point and click adventure remake of the text adventure? Me likey.

January 2009 Indie game Round-Up by Game Tunnel
It's interesting how GameTunnel really has a different sensibility to other indie game sites - and that's actually cool.

Experience Points: A Brief Look at Weapon-Appendages
An odd corner of game design, but a worthy one: 'The weapon-appendage is a strategic and fun creative device worthy of praise, respect, and sometimes ridicule.'

...on pampers, programming & pitching manure: Online business models: Lessons from Comics
Kim Pallister discussing online comic pricing models: 'I think it's a really interesting thought exercise for indie game developers to look at this space and think about which, if any, of these models apply.'



If you enjoy reading GameSetWatch.com, you might also want to check out these CMP Game Group sites:

Gamasutra (the 'art and business of games'.)

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)


GameSetWatch is an alt.video game weblog from the people who run:



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