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October 2, 2010

Analysis: One Year On - Naughty Dog's Uncharted 2

[In the first of a column series offering critical reassessment of a video game released 12 months ago, our own Simon Parkin slips into Uncharted 2: Among Thieves as it receives a 'Game Of The Year' re-release -- discovering a game that "despite its ambition towards the mainstream Saturday afternoon blockbuster, swims against gaming’s prevailing tide."]

Strange, that the video game has so struggled to mimic cinema’s Saturday matinee. That rip-roaring yarn, unraveled by boisterous, yet charming men accompanied by tomboyish, yet alluring women has been a Hollywood staple for decades.

It appeals to young and old without discrimination, delighting audiences without overly challenging them, a rollicking recipe seemingly well-suited to the video game’s inherent strengths.

And yet, in the medium’s awkward grasps for maturity - marrying hyper-violence with desaturated post-apocalyptic landscapes - or its celebration of the juvenile - plumbers who defeat foes with hops, set against a kindergarten mural of pea green hills and winking clouds - gaming has failed to take root in this fertile middle ground.

Naughty Dog’s Uncharted series is an anomaly then, a blockbuster happy to talk in the violent verbs dispensed by guns and grenades, but eager to couch them in easy-going, family-friendly nouns.

Sure, it calls upon genuine evils for its mythology – blood diamonds and Nazis – but it’s an Indiana Jones rendering of history’s blackness, good and bad painted in broad brushstrokes where heroes remain heroes, and villains remain villains, unambiguous in their roles.

The approach is dangerous. Fail to clothe your story with sufficient character and charm and it can seem simplistic. Without the quipping charisma of Nolan North as Nathan Drake - the over-exposed voice actor’s defining role – adding consistency and likable commentary, the jumps between looting museums, battling Yetis and crawling through jungles would have seemed disjointed, little more than a small boy’s collection of adventure fantasies clumped together for no greater purpose.

But with Drake's steadying voice, and the cast of supporting characters, all of whom talk with rare ease, Uncharted 2 instead flows and sizzles with pace and coherence, the developer keeping its ambition in check with its objectives at every beat of the plot.

The game’s detractors rail against its linearity, the way in which there is no way to change Drake’s course, even as his writers question his morality in examining how his reckless treasure-hunting affects the lives of those around him. There is, they say, too much of a debt to Hollywood, resulting in an interactive film that plays out with only the most gentle, straightforward coaxing by the player, barely worthy of the video game name.

It’s an understandable viewpoint. Uncharted 2’s intricately staged episodes offer a set-piece approach to gaming. In their scale and precision the thrills are comparable to action cinema’s most memorable sequences.

But while the memory of working your way out of a building as it collapses around you, or along the length of a train as it winds interminably through the jungle and up into the snowy mountains have stuck this year, few will have replayed them.

Uncharted 2’s gunplay is robust, as is its platforming, but both offer easy-going clutches of interaction, rarely challenging the player to develop strategy or employ deeper tactics in exchange for progress.

This fact demonstrates that Naughty Dog’s ambitions lay not in advancing the 3rd person action game lineage, evolving Tomb Raider & Gears of War’s mechanics in significant ways, but in hauling players into the world like a movie director. So cliffhanger follows cliffhanger, a parade of ever more impressive and unlikely crescendos, only held back from parody by some expertly integrated downtime.

That scene, placed at the midway point of the game, in which Drake finds himself nursed back to health in a Nepalese village, unable to speak the local language, is one of recent gaming’s most remarkable. It demonstrates a composer-like approach to pacing, the developer setting bars of rest after bars of fury to provide counterpoint and thereby heighten the effect and effectiveness of each.

When a game has thrown every imaginable action sequence at the player in order to capture their attention, the only way to maintain it is with a period of inaction. Wounded, Drake tours the village, as children and livestock hide and seek from his gaze, a space for player and character alike to recover from the preceding squall.

Compared to the first game, it’s this variety that sets Uncharted 2 apart, both in tempo and environment. The game’s locations exhibit impressive range, striking an engaging balance between the comforting known and the intriguing unknown.

Likewise, the decision to saturate the world’s color, in direct contrast to gaming’s current fashion (an unlockable ‘next-gen’ filter sees Naughty Dog poke fun at the bloom and de-saturation techniques so beloved of ostensibly ‘mature’ titles) emphasizes the game’s sense of playfulness.

The result is a game that, despite its ambition towards the mainstream Saturday afternoon blockbuster, swims against gaming’s prevailing tide. By choosing to embrace youthful, paperback fantasies, rather than fleeing from them, the experience seems more at ease and comfortable in its character and identity than most.

There’s no denying that the game’s innovations are few, drawing inspiration and ideas from a range of obvious sources. But the masterful absorption of these influences creates something distinct, far more than the sum of its stolen parts. So while you’re aware that, over the course of the story, you play among thieves, at this point its clear that Nathan Drake has given back far more than he ever took.

[Uncharted 2: Among Thieves was first released on PlayStation 3 on October 13, 2009 in the U.S. This week, Sony announced plans to release a Game of the Year edition.]

Best of FingerGaming: From Gardening Mama to Mr. Bill

[Every week, we sum up sister iPhone and iPad site FingerGaming's top news and reviews for Apple's nascent portable game platforms, as written by editor in chief Danny Cowan and authors Tucker Dean, Jason Johnson, and Ryan Hibbeler.]

This week, FingerGaming covers Capcom's Mr. Bill and Taito's Cooking Mama sequel Gardening Mama.

Also within are the lists for top-grossing, most-downloaded free and paid Apps from Apple's store, as well as reviews for Monster Dash and DoDonPachi Resurrection.

Here are the top stories from the last seven days:

- Top-Grossing Game Apps: Sims 3 Ambitions, Updated Street Fighter IV Climb Charts
"EA's The Sims 3 Ambitions premieres as this week's highest-grossing iPhone game. Tetris takes third, as Capcom's recently updated Street Fighter IV returns to the chart at fourth."

- Review: DoDonPachi Resurrection
"It's mind-melting -- a sensory overload of electric bullets, shiny bronze medals, and neon lasers unleashed in relentless waves of hellish madness."

- Taito Launches Cooking Mama Sequel Gardening Mama
"Gardening Mama follows up on Mama's previous culinary efforts with gameplay focused on cultivating a variety of vegetables, flowers, and herbs."

- 24 Billion Fruits Disemboweled Across Two Million Copies of Fruit Ninja
"Fruit Ninja has remained a steady seller for Halfbrick, surpassing one million units sold in its first 74 days of release, then reaching the two million mark 78 days later."

- Top iPad Game Apps: Pocket Frogs Leads Free Download Charts
"NimbleBit's free-to-play frog breeding sim Pocket Frogs has seen a steady rise up the charts since its debut last week, and outranks ADS Software's Art Puzzles HD as today's top free iPad game download."

- Review: Monster Dash
"Despite coming out in the wake of several other successful takes on the Canabalt format, Monster Dash still manages to be great fun, and one of the most polished iPhone games around."

- Oh Nooo! Mr. Bill Has an iPhone Game!
"Capcom, a company once dedicated to the cause of bringing licensed properties like the Domino's Pizza Noid and the California Raisins to gaming platforms in the 1980s, has returned to its old ways with the release of Mr. Bill for the iPhone and iPod Touch."

- Gamestop Joins the Canabalt Craze with Buck and the Coin of Destiny
"Software retailer Gamestop has launched Buck and the Coin of Destiny, a Canabalt-like action game starring the coin-hungry bunny featured in its current advertising campaign."

- Top iPhone Game Apps: Tetris Topples Angry Birds
"EA's Tetris overtakes Angry Birds as the App Store's biggest-selling game during a weekend-long price drop to 99 cents, and continues to see increased sales even after returning to its initial price point."

- Gameloft Exceeds 20 Million App Store Paid Downloads
"Gameloft, a major player in the mobile games marketplace, notes that 42 of its 47 App Store games released in 2010 have ranked as top-five sellers in Apple's iPhone and iPad sales charts."

October 1, 2010

Pocketwatch Posts New Video For IGF Winner Monaco

Pocketwatch posted this new video of Monaco, winner of the 2010 Independent Games Festival's Grand Prize and Design awards, which features new footage from the latest build of the four-player co-op stealth/heist game.

This is actually a pitch video for another competition, the Indie Game Challenge hosted by the AIAS, GameStop, and the Guildhall at SMU, which required entrants to submit a clip and demo for their projects.

Pocketwatch hasn't yet revealed a release date or planned platforms (besides PC) for Monaco.

[Via IndieGames.com]

Game Paused Targets Halo Fans With New 'Spartan 117' Shirt

Online apparel shop Game Paused -- which you might remember from its classy Zelda, Sack Boy, and Game Boy Exploded Parts designs -- has debuted a new Halo-inspired "Spartan 117" tee (honoring Master Chief), which features a double-sided screen print on a 100% cotton army green shirt.

The "cosplay t-shirt" places a target on wearer's chests, but on the back it has an assault rifle. As with all Game Paused tees, this one also has the orange "question mark block" logo on the neck. You can buy it for £16 plus £3.50 ($25.32 + $5.54) for worldwide shipping right now!

Opinion: The Real Significance Behind Team Fortress 2's Virtual 'Mann Store'

[Our own Kris Graft examines the broader business implications of Team Fortress 2's newly-announced virtual item store, and the real significance behind Valve's move.]

I was at the store this week, and I saw a hat for $17.50. It's not something that I'd typically wear -- more teeth and eyes than my usual headwear -- but the fact that it would protect me from headshots really had me reaching for my wallet.

Valve yesterday announced the "Mann Co. Store," a virtual item store in Team Fortress 2 open to both menn and womenn alike. For the most part, the gist is you can instantly buy -- with real money -- in-game weaponry and other items instead of pouring hours into the game to obtain them.

Forums predictably lit up with debate and continue to smolder. Some are arguing that items like these new, expensive stat-boosting hats -- difficult to come across in normal gameplay -- will throw off Team Fortress 2's balance.

Others defend Valve's move, saying that all of the gameplay-affecting items are attainable through typical gameplay or crafting, and loadout parameters will naturally balance matches.

But the fairness and balance aspect will sort itself out. The real news is Valve is doing in-game real-money transactions, people.

Valve boss Gabe Newell, for some time, has been espousing the idea of "games as a service." Even before the Mann Store, this idea has been exemplified in 2007's Team Fortress 2, as Valve has applied update after update for free (after the initial cost of buying the game, of course).

The theory is that these free updates and the attraction of an ever-evolving, eternally-supported game would draw in new customers on a regular basis. And it has worked -- constant value-injection and frequent promotions have kept the game a strong seller on PC, considering its age.

With the Mann Store, Valve's "games as a service" mantra now takes cues from microtransaction-based models, made popular by Asian-derived online games and Facebook titles. Many core gamers really hate anything that resembles microtransactions, for reasons ranging from gameplay balance concerns to a sense of pride of earning content through skill or time investment. (Or just a misguided "anti-casual" mindset.)

With a high-profile developer like Valve making a move like this, I'm sure that a lot of game companies, including the major publishers, are carefully watching how the studio plans on pulling off real-money transactions with such a large, established core FPS gamer base. Metric-loving Valve, which surely knew that the move would cause a strong response, is likely at this very moment watching statistics to see just how much gamers really love or hate this scheme.

Gameplay or design issues aside, it's arguably a brilliant business move, but not because it'll make Valve tons of money. In typical Valve fashion, the company is using its connected online business to experiment with different business models and pricing schemes.

Experimentation with pricing is not new for Valve -- this is a company that over one weekend, cut in half the price of a hit game just three months after its release, essentially just to learn if $50 or $60 price points are right for the games industry.

If the Mann Store is successful, who knows where it could lead Valve -- this could be a pivotal moment for the studio. Or maybe it'll just turn out to be a nice supplemental revenue stream. Or, with user-generated virtual item sales support, it could just end up being another way to build up goodwill with players. In any case, Valve will learn first-hand how this model fits into its business, if at all.

This all is related to how shooter developers plan on monetizing the massive amount of hours players spend in multiplayer online modes. I

magine if Valve announced that instead of offering goofy hats in a store, it came out and announced a subscription fee for Team Fortress 2. It would make this Mann Store controversy look like nothing. Newell would have to spend hundreds of thousands of dollars flying in leaders of multiple anti-Mann Store internet petitions.

Of course, Valve could have also announced that it would start charging everyone for the maps and updates, a la Call of Duty or Halo. But then that would cause another kind of uproar.

Even with the talk about the need to "monetize" online shooters, I don't think that Valve HQ saw plummeting sales figures for Team Fortress 2 and then felt like it had to formulate an emergency business plan in order to keep the game afloat -- I don't see this as a money grab. Valve can make plenty of money with the multi-platform launch of Portal 2, Left 4 Dead expansions and royalties from its industry-leading digital distribution platform.

I sincerely doubt that Valve is hoping to make money hand-over-fist by introducing, in one game, optional virtual items that cost as little as two quarters.

Nevertheless, it could lead to bigger virtual item initiatives from Valve. New business models for genres outside of MMOs are coming, and they're coming to core games for all kinds of different platforms, eventually. Valve in a way is even enabling its partners to do the same, as the Steamworks suite supports the virtual Steam Wallet, which is currently used to buy virtual items in Team Fortress 2.

The new Mann Store is jarring because it's a major change to one of Valve's internally-developed flagship titles -- the studio is retro-fitting a business model to a game with a very loyal, generally happy fanbase. Will this probably turn a lot of people off? Yeah, maybe at first, at least.

But If any company is going to explore the possibilities in the area of real-money transactions in a core shooter, it might as well be Valve Software.

Now let's see how this Ol' Snaggletooth fits on my big head.

GDC Vault Debuts Invitation-Only Beta For Individual Subscribers

[Though it's not inexpensive, we're starting to open up GDC Vault to individual subscribers, and we're spending 6 figures a year to video/slides record hundreds of GDC talks for posterity. So if you're interested, go get an invite for the Beta subscription offer.]

The GDC Vault, which holds hundreds of streaming video, audio and slides-based presentations to the multiple Game Developers Conference yearly events, has opened Beta invitations to individuals for a yearly subscription.

Though it was available to All-Access GDC Pass holders and to group subscribers over the past few months -- and entire studio and school subscriptions are still available, a limited-time Beta offer for individuals is now in place.

For a limited initial period only, the invite-only GDC Vault individual subscription Beta will offer a year's access to hundreds of specially recorded videos of the top Game Developers Conference talks, for less than the price of a GDC Main Conference pass.

The free section of GDC Vault showcases just a fraction of the content recorded by GDC organizers, with Vault subscription-only audio recordings currently stretching back to GDC 2004, and subscriber-exclusive synced video, audio and slides starting during GDC 2009.

With the majority of the content from Game Developers Conference 2009 and every GDC event in 2010 to be recorded in video form, a total of nearly 400 hours of GDC talks are already available to Vault subscribers, allowing those who missed out on specific programming, design, business, art, or audio talks to catch up in full.

In total, there will be more than 550 fully-featured hour long videos available from GDC shows by the end of 2010, including the content from GDC in San Francisco, GDC Europe, next week's GDC Online, and December's GDC China, plus over 500 hours of audio files from historic GDCs, and over 700 presentations that can be viewed alongside them.

Those who subscribe will get one full year of access to GDC Vault from the time they sign on, including video recordings of the vast majority of the content from GDC 2011 in San Francisco, as well as the other GDC shows occurring in the next twelve months.

This Beta GDC Vault individual subscription can now be applied for via the GDC Vault homepage, part of the UBM TechWeb Game Network, as is this website -- applicants will be invited into the service on a first come, first served basis.

Round-Up: Gamasutra Network Jobs, Week Of October 1

In a busy week for new job postings, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Silicon Knights, SCEA 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 this week include:

Relic Entertainment: Level Design Supervisor
"Vancouver-based Relic Entertainment, renowned developer of multiple 90%+ Metacritic games, is looking for a Level Design Supervisor with AAA console shooter experience for our highly anticipated third-person shooter for Xbox 360, PS3, and PC: Warhammer 40,000: Space Marine."

Rockstar New England: Junior Programmer
"At Rockstar New England, we think it's a matter of pride to make games that carry our name, and we're committed to ensuring they reflect who we are. We are a close team of dedicated industry vets, led by Dr. Ian Lane Davis. Rockstar New England is experienced in every aspect of game development with an unmatched expertise in artificial intelligence. We're constantly pushing the envelope."

Silicon Knights: Gameplay Programmer
"Located in St.Catharines, ON Canada, Silicon Knights proudly ranks as one of the top independent game studios in the world. SK has developed a reputation for creating superior original content, and is dedicated to creating ground breaking video games. Within a focused and collaborative climate, our studio offers a passionate and spirited workplace where all creative contributions are encouraged. We're currently working on several NEW and EXCITING AAA projects and invite you to apply!"

Sony Computer Entertainment America: Animator
"Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America LLC (SCEA) markets the PlayStation family of products and develops, publishes, markets, and distributes software for the PS one console, the PlayStation 2 and PlayStation 3 computer entertainment systems and the PlayStation Portable (PSP)."

Blue Fang Games: Senior Social Game Designer
"Blue Fang Games is focused on applying proven game design and development principles to the new social, online and mobile game platforms. Our team is comprised of a singular combination of game industry veterans and online/social gaming talent and is focused on delivering original, dynamic experiences that stand out from all the “me-too” games out there. Our first Facebook game, Zoo Kingdom (http://apps.facebook.com/zookingdom), has over a million active players and we're just getting started!"

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.

Bit.Trip Beat Bounces To App Store

Gaijin Games has released the first game from its fabulous music-based Bit.Trip series on WiiWare, Bit.Trip Beat, on the App Store, allowing more people to get a taste of CommanderVideo's outer space adventures as he "soars through the cosmos and learns what it means to exist."

Available to play on iPhone 3GS/4, iPod Touch (3rd gen and higher), and iPad, Bit.Trip Beat brings together elements of Pong and rhythm gaming, challenging players to bounce back waves of blocks with their paddle. It sounds like a simple idea, but you'd be surprised by how difficult the game can be!

This iOS version has leaderboards and achievements (via Game Center), new downloadable levels that feature remixes from Gaijin's Bit.Trip Void game, cross-platform multiplayer co-op, and two control schemes -- tilt or touch. Grab Bit.Trip Beat right now while the game's on sale for $1.99!

47 Free Neverending Titles From The Experimental Game Project

The Experimental Gameplay Project has wrapped up another month of collecting new indie games created in just seven days, this time with a "Neverending" theme. The winning submissions from this challenge will be featured at Babycastles' new indie games arcade in Times Square!

Indie developers entered 47 different games based on the Neverending theme. If you're not sure where to start, there's Loop Raccord, a creative release from UFO on Tape developer Nicolai Troshinsky, that has you splicing together video clips taken from archive.org.

Troshinsky describes Loop Raccord (pictured) as "a game about manipulating a chain of video clips in order to achieve a continuous movement". He says this is the first of a planned series of "Recycling Games" releases, which will include projects that rely on pre-existing audiovisial material.

There's also Teijo Mursu's slick on-rails racer Nend, Martin Gonzalez's untitled platformer in which you build the stage, Manuel Van Dyck's procedurally generated arena shooter Corruption, Pedro Sousa's soothing space exploration game Planet, and many others.

Record UFO On Tape With Your iPhone/iPad

UFO On Tape, Nicolai Troshinsky's neat no-button game that we featured just last month, is now available to play on your iPhone/iPod Touch/iPad, so you can capture footage of aliens flying over your city on the go now!

As with the original PC game, the iOS game has you trying to keep the in-game camera's focus on a UFO in the distance. Instead of using a mouse to direct the camera, UFO On Tape takes advantage of its devices' gyroscope/accelerometer for its controls.

The game was already immersive before with its ambient sounds and use of photo-realistic images, but this version really makes you feel like the iPhone/iPod Touch/iPad your holding is the video camera, and that UFOs are really in the area harassing the local livestock and abducting your neighbors.

Revolutionary Concepts (Banzai Rabbit, Karate Champ), which helped port the title for the App Store, added leaderboards via GameCenter, a hysterical, off-screen girlfriend who comments on your camera work, and more. You can grab UFO on Tape for just $0.99 here.

Best Of Indie Games: Get the Parasols Out, It's Raining Cats and Dogs

[Every week, IndieGames.com: The Weblog co-editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days 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 freeware pick that resembles the PSP game LocoRoco, a pair of browser-based 2D platformers, a dreamlike RPG game, and a new experimental work from the creator of Ra Ra Racer.

Here's the highlights from the last seven days:

Game Pick: 'Camelon' (Sasakoge, freeware)
"Camelon (pictured) is a 2D arcade game in which you have to help the disembodied head of a creature collect every heart in each level, all the while trying to avoid a collision with spikes or other enemies. Moving the protagonist around requires tilting the entire screen left or right, so that the effects of gravity are shifted in your favour."

Game Pick: 'My First Quantum Translocator' (Rete, browser)
"My First Quantum Translocator is a clever puzzle platformer that is centered around the concept of teleportation and inertia, created by the two brothers (Teddy and Kenny Lee of Cellar Door Games) who first came into the spotlight with their quirky text adventure game Don't Soil Your Pants."

Game Pick: 'Space Funeral' (thecatamites, freeware)
"A departure from his usual AGS offerings, Stephen's Space Funeral is a role-playing game created using the RPG Maker engine. The story is about a man named Phillip, who is on a journey to reach a place called the City of Forms."

Game Pick: 'Give Up Robot 2' (Matt Thorson, browser)
"You may remember the original Give Up Robot game from earlier in the year, a hard-as-nails platformer involving precision-timing swings and a sinister voice mocking you constantly. Matt has now released Give Up Robot 2 and it's ruddy brilliant."

Game Pick: 'Cascode' (Increpare, browser)
"Increpare's latest game appears to be a match-3 game of sorts, but is actually far more complex. Working out exactly what you're supposed to be doing is the key to the entire experience, and even when you think you have it sussed, you may well notice something you hadn't before."

September 30, 2010

Hard Corps: Uprising Starts Off Right With Rad Anime Intro

While the absence of shirtless men and the Contra name in its title has left series fans worried, Hard Corps: Uprising will likely win over a lot of gamers with this awesome anime intro (and even more awesome music!).

It's probably unreasonable to expect a lot of these cutscenes scattered throughout a downloadable game, but I'm hoping there's more of this in Hard Corps! Motorcycle shootouts, a samurai running through the forest, dudes riding on a missile to reach the top of a skyscraper, and a guy whose hair extends well-beyond a foot of his face -- what's not to love?

For those who want to watch actual gameplay, GameVideos has also posted a level and boss fight from Hard Corps: Uprising, which you can check after the post break. Konami plans to release the Arc Systems Works-developed run and gun game on Xbox Live Arcade and PlayStation Network some time this Winter.

Penny Arcade Promotes Comic Jumper With Rob Liefeld-inspired Art

This is probably one of the best creative and appropriate marketing gimmicks I've seen in a while, though it's not as cute as hiring a white puppy. Indie studio Twisted Pixel Games (The Maw, 'Splosion Man), drafted the webcomic kings at Penny Arcade to produce some artwork for its upcoming Xbox Live Arcade sidescroller Comic Jumper: The Adventures of Captain Smiley.

It works because the beat'em-up's concept is that players travel through different comic books, each with their own visual styles (e.g. Manga, Fantasy, Silver Age). Penny Arcade continued the theme with a cover and single-page comic featuring Captain Smiley and presented in Rob Liefeld's early 90s style of strangely proportioned characters.

It's an obvious gag, but my favorite part of the comic is the superhero team's name: BloodGroup. As someone who read and owned too many copies of Bloodstrike, Youngblood, and Bloodwulf (though I never bought Bloodpool or Blood Legacy), I couldn't help but appreciate this nod to the money and time I wasted on this crap.

Penny Arcade is giving away a one-of-a-kind Xbox 360 featuring the comic and cover artwork. All you need to do to win it is send in a photo of yourself in your best Rob Liefeld pose. Just make sure to submit your entry by tonight!

Opinion: The Power of Mystery - Creating That 'Just One More' Feeling

[In this editorial, originally printed in Game Developer magazine's September 2010 issue, editor-in-chief Brandon Sheffield discusses the importance of mystery in games, and how the unknown gives players the urge to see what lies around the corner].

“Nothing is so frightening as what’s behind the closed door. The audience holds its breath along with the protagonist as she/he (more often she) approaches that door.” So writes Stephen King in his non-fiction book on horror, Danse Macabre.

King was not the first to make this point, nor will he be the last—with the right setting, the closed door, with all its possibilities, can be a frightening thing. Contrast that with an open door with light streaming through it, a traditional symbol of hope.

But the closed door nags at you—don’t you want to know what’s on the other side? The real power of the closed door is the mystery behind it. So long as it’s closed, the possibilities remain infinite.

That constant barrage of mystery is incredibly enticing to players, and is often directly responsible for that “just one more ...” feeling that many games aspire to.

This idea has been used in games for years, occasionally in ways that are analogous to the one King discusses, such as the simple build of tension you might see in the Silent Hill series. As the player approaches a locked door, disconcerting noises increase in intensity, and maybe the world begins to erode, as happens in the series.

The player has to go through the door, there’s no other way—but they almost don’t want to. The player is complicit in the act of approaching the door, which by turns increases or decreases the horror, depending on how much the player already knows. In film, the viewer is less likely to have advance knowledge of what lies beyond—but in games, we might have gone through the same scenario a few times, diminishing the effect.

Unrealized Dreams

Unfortunately, the payoff is usually not as exciting as that anticipation of terror. Essentially, the imagination usually cooks up something far more exciting than anything we can deliver as developers.

The concept is similar to the classic “Pavlov’s Dog” experiment, in which researcher Ivan Pavlov rang a bell (or gave some sort of other stimulus) every time a dog was given some food—over time, the dog would start salivating as soon as it heard the bell, regardless of whether it got any food, because it associated the sound with a reward. In games, as long as there are constantly new things to anticipate, the mind can continue to invent new potential rewards.

This is basically the way we condition players with things like treasure chests and monster drops. They know there’s something in there, so they’ll fight through hell and back to get to it, even if (in the case of JRPGs especially, but also in Western stalwarts like Diablo) it could be a trap, or a monster in disguise, or have some other sort of ill effect.

Over the years, we’ve come up with a pretty well-accepted formula for this, used (with some variation) by games from World of Warcraft to Persona to Borderlands. Chests will generally have something good in them—the excitement is in not knowing just how good it’ll be. This keeps players digging for more chests to get that epic loot. The same applies to items grabbed from felled monsters.

Taking it further, this idea of mystery applies to dialog-heavy RPGs like Dragon Age or the Persona series. Whenever the player is given a set of response choices in a dialog scenario, there is an air of mystery—how will the other character respond?

You generally have some sense of it—choices generally yield semi-predictable responses—but again, you don’t know just how it will affect your relationship with this character in the long term. Therein lies the mystery.

This not only helps strengthen the illusion that you’re building a relationship with a character (alongside positive and negative feedback, which both aforementioned games provide), it also keeps players digging to see what will happen. The “just one more” idea returns.

Mystery Versus Luck

This sort of mystery I’m talking about is a subset of luck. It’s far more specific, and as a result is easier to control. It can be frustrating in a game like Puzzle Quest to have your opponent hit you with a huge chain of “random” attacks, or to have your weapon randomly break in an RPG. That sort of luck can be frustrating. With the mystery of a treasure chest that may drop an epic weapon though, the outcome is always positive, which makes for higher engagement and less frustration.

Mystery isn’t always good though—choosing a difficulty level before you’ve started the game, for example, tends to lead to frustration.

Genres other than RPGs seem less able to use the more straightforward tricks. Borderlands is an exception with its randomly generated weapons found in treasure chests, but by and large FPS games have to rely on a set group of weapon drops from downed enemies.

So how do we get this “just one more” phenomenon in other genres? It’s a very “gamey” sort of interaction, which potentially goes against the realism many games strive for, but MMOs and some online FPS use the anticipation of leveling up in a similar way, and fighting and racing games often use unlockable characters or outfits. These are far less of an addictive gameplay element than they are a bonus, but the concept is similar.

In all, I think most games would be well served by including some element of mystery. It adds stickiness, and keeps players playing long after they might otherwise have stopped. It forms a strong link with the player, so that they keep playing “without knowing why.” Games that don’t do this tend to fall by the wayside. Seems an obvious choice to me!

[The September 2010 issue of Game Developer magazine, the sister print publication to Gamasutra and the leading U.S. trade publication for the video game industry, has shipped to print and digital subscribers and is available to potential readers in both physica/digital subscription and single-issue formats.]

You're F***ing Out, Kenny Powers' iOS Game Is F***ing In

Calling attention to the return of new Eastbound and Down episodes -- and the return of the show's coke-snorting, hubristic star Kenny Powers to professional baseball, albeit on a Mexican team -- HBO has released a free Kenny Powers’ Home Run Fiesta: Deep Inside Mexico app for iPhones and iPads.

It's a home run competition in which players face off against Kenny Powers in five levels, trying to knock his pitches out the park while suffering his insults and antics. The game also features "retro 8-bit color graphics", which seems like an arbitrary choice for its visual design, but I guess it's what's in now.

Be warned that you'll need to be at least seventeen years old to download the app, as it has frequent and/or intense mature/suggestive themes, as well as infrequent and/or mild sexual contact/nudity, alcohol/tobacco/drug use or references, realistic violence, simulated gambling, profanity/crude humor, and cartoon/fantasy violence.

[Via Kotaku]

Okamiden Spokespuppy Is Super Cute

Not confident that its blocky 3D in-game model for Okamiden's Chibiterasu would convey the character's cuteness, Capcom enlisted the help of this super adorable puppy to play the celestial wolf pup at promotional events and in the DS game's Japanese commercial.

His name is Moran-chan (which immediately calls to mind this image), and he appears in this brief advertisement with Japanese idol and actress Kitano Kii, whose song "Hanataba" plays in the background. I'm of the opinion that this spot features too much of Kii and not enough Moran-chan. Maybe too much of Okamiden, too.

Perhaps if Capcom had found an older and just-as-cute dog to play the role of Amaterasu, the full-grown wolf in the original Okami, that title would have received the attention it deserved from gamers on PS2 and Wii?

[Via Capcom, GamesRadar]

Hey You Guys: Remake For Datasoft's Goonies Released

Yes, another new Goonies game to celebrate the cult film's 25th anniversary this year! Unlike the completely new The Goonies 'R' Good Enough release for MSX that Kralizec released with its own cartridge and packaging, this title is a PC remake of Datasoft's ZX/C64/CPC/Atari/pple game, available to download for free.

While its based on the same material, this remake plays nothing like Konami's NES/MSX releases that more people are probably familiar with. In this version, players control two members from the Goonies gang, solving puzzles to reach the exit to the next screen. Each scene is based on sets from The Goonies film.

The remake, which was produced by Luis Barrachina and David Vassart (with Steve Fenton and Mihaly Horvath contributing to the soundtrack), features new graphics, music, and more. You can grab the full game or its demo here.

[Via Retro Remakes]

This Week In Video Game Criticism: Socrates, Cyborgs, And Game Worlds

[This week, our partnership with game criticism site Critical Distance brings us picks from Ben Abraham, including gaming cyborgs, examples from Socrates, and lessons from Populous.]

Time to wade through the latest This Week in Video Game Criticism, now in rapidfire-mode since there’s so much to get through. Firstly, Fraser Allison at Red Kings Dream writes about ‘A grammar of games’.

Next, Tom Francis writing for PC Gamer informs us of some Spade related violence in Fallout 3’s Point Lookout DLC. That’s two weeks in a row someone’s mentioned Point Lookout. Elsewhere, Francis has been reflecting upon what his efforts with programming his Gunpoint AI game have taught him:

"It’s easy to code what you want. But you don’t really know what you want until you’ve tried to explain it to a very, very stupid person. That was Socrates’ thing, in fact: he acted like an idiot to make people explain themselves to him on the most basic level, which usually revealed they didn’t truly understand their own beliefs."

Jim Rossignol, writing for his own blog about games, presents us with a ‘Prosthetic Imagination’ – attach game to brain for some cyborg imagination: "Videogames are the reason I could be considered a cyborg. Not in the sense that I have had parts of my physical body taken over by electronic or mechanical systems, but in the sense that I often have had my imagination taken over by electronic and mechanical systems."

Elsewhere, Roger Travis breaks down Halo Reach for readers of his Living Epic blog, and explains the argument Reach presented to him through play. At Pop Matters, LB Jeffries takes on the world building subject in ‘Filling in the Details in Video Games’ and Andy Johnson writes about ‘Tribal Spirituality in ‘Populous: The Beginning’.

Chris Dahlen has concluded his series on world building on his Save the Robot blog, with a look at ‘The World to End All Worlds’: "World War II is a world, but it’s not strictly a “fictional” world. And yet it sets the stage for millions of works of fiction. All its complexities have been boiled down to a narrative as linear as the one in Avatar: The Last Airbender. All of these made-up worlds aspire to the same complexity, the same drama and the same importance as this single, several-year conflict."

Steve Gaynor closed his consistently excellent Fullbright workblog this week, going out with a bit of reflection on the success of the Minerva’s Den DLC for Bioshock 2 that he headed up. In addition, Nels Anderson also spent some time reflecting on a game he worked on, in ‘Deathspank: Reflections of Justice’.

N’Gai Croal’s Edge Online column asks ‘Do You Speak Game?’, and reminds us of the value of the outsider’s perspective.
David Carlton at the Malvasia Bianca blog asks why Cow Clicker users are more likely to post game messages than other Facebook gamers, and concludes that it may be because those of us who play cow clicker for the puns are “weirdos”. Guilty as charged.

Michael Clarkson at Discount Thoughts writes at length about Mafia II and the absence of the sense of power he feels should be driving a mob story like this. And the Game Overthinker posts Episode 40: ‘Heavens to Metroid’. Denis Farr, writing for The Border House blog, wrote a piece called “Metroid: Othering Samus”, and in a rather unrelated but still neat post, Kirk Hamilton goes to PAX for Paste Magazine.

In another notable post, Luke Rhodes of the Mad Architect blog is considering ‘Videogames and the doors of perception’, which talks about Aldous Huxley’s ‘the doors of perception’ and some of the writing of Tom Bissell on games.

At No Added Sugar, James Dilks writes about the widely praised end to Rockstar San Diego's Red Dead Redemption in ‘Red Dead Redemption and the strange case of the game with the satisfying conclusion’.

The last word for the week can go to Sara Corbett of the New York Times in a piece called ‘Learning by Playing: Video Games in the Classroom’: "And as the clock wound down and the students hollered and the steam radiator in the corner let out another long hiss, Doyle’s little blue self rounded a final corner, waited out a passing robot and charged into the goal at the end of the maze with less than two seconds to spare. This caused a microriot in the classroom... Had they learned anything? It depended, really, on how you wanted to think about teaching and learning."

September 29, 2010

WayForward, Virt Release Shantae: Risky’s Revenge Soundtrack

To promote the release of Shantae: Risky’s Revenge on Nintendo's unappreciated DSiWare platform next Monday, Wayforward Technologies has put made the game's original soundtrack available to download. You can grab all 29 tracks for free or pay what you think the album is worth.

If you're unfamiliar with Risky’s Revenge, it's the sequel to WayForward's cult classic GBC platformer Shantae. This follow-up once again stars the titular purple-haired half genie, who uses her powers to transform into different animals (e.g. elephant monkey) and fight her arch-enemy, a female pirate named Risky Boots.

The series' music is composed by noted chiptune musician Jake "Virt" Kaufman, Contra 4 and Red Faction: Guerrilla. In case you missed out on it, he's also had the soundtrack from the original Shantae posted on his website, too!

New Release Date, Trailer For Explosionade

Mommy's Best Games (Weapon of Choice, Shoot 1UP) uploaded this first trailer for Explosionade, its sidescrolling run-and-gun title releasing on Xbox Live Indie Games next Monday -- it was supposed to come out last Saturday, but the studio delayed it slightly to fix a crash bug, rebalance gameplay, and attend to other issues.

In the Metal Slug-esque title, you pilot a prototype mech codenamed GRenaDOS into subterranean strongholds and blow up aliens. Explosionade features destructible environments, two-player co-op, online leaderboards, and challenge-room style gameplay with a zoom function that allows you to get a close-up look at the action (or zoom out to see the entire room).

Mommy's Best Games will release this XBLIG exclusive for 80 Microsoft Points. Don't forget that sales for Explosionade will help fund the development of the studio's other project, Grapple Buggy!

[Via GamerBytes]

Interview: Popcap's Johnston On Plants Vs. Zombies' Tricky XBLA Shift

[PopCap senior producer Matt Johnston tells our own Kyle Orland about the game design intricacies of switching Plants Vs. Zombies -- "a game designed around mouse clicks" -- to Xbox Live Arcade.]

The tremendously successful 'tower defense' hybrid Plants vs. Zombies isn’t the first PopCap game to make the transition from the PC to Xbox Live Arcade.

But while both Peggle and Zuma had control schemes that lent themselves naturally to an analog control stick, senior producer Matt Johnston says the team behind the Xbox 360 version of Plants vs. Zombies ran into some trouble converting the mouse-centric game to the Xbox 360.

“Taking this particular game, a game designed around mouse clicks, and bringing it over to the game pad was something I was worried about at the beginning of the process,” Johnston told us as part of an in-depth interview on the George Fan-designed game's console conversion.

One problem in particular was collecting the game’s falling, sun-based currency, a process that’s as simple as clicking the mouse in the PC version but felt a bit onerous when guiding an on-screen cursor with an analog stick on the Xbox 360.

After an internal debate, the team decided to added a generous sun-magnetism to the cursor, to make the whole process a bit easier. “Collecting sun is important, but we don’t want to make the game feel like work, especially on the console,” Johnston said. “Where a PC gamer may tolerate that a little bit more or consider that to be a little bit more interesting part of the game play, a console player may be a little bit more casual.”

Simply navigating the playfield also proved tricky for the Xbox 360 controller. “The grid-based gameplay makes it really difficult for the navigation using an analog stick to feel good,” Johnston said, “because it’s just so low resolution and clicking around the grid feels very regimented and it’s not very fun to move around ... especially in the later levels, [which] rely on quick movement and being able to target and plant exactly where you want to go.”

Luckily, one of the team members hit on a solution that combines a free-floating analog-controlled cursor with a frame that locks onto the game grid, for easy plant placement. “It’s a nice combination of accurate grid-based targeting and fluid analog movement,” Johnston said.

“We spent a lot of time just trying to get that to feel right but I think eventually we got there and I think a lot of it was he had this great idea of how to do this.”

Spending a lot of time on small elements like this is something Popcap prides itself on, Johnston said. In particular, he talked about how simply balancing the default lineups for the plant and zombie sides in the XBLA version’s new versus mode took a good three-and-a-half months. And it probably would have taken longer if the team behind the original game hadn’t been on hand to help.

‘[The original team] had already done so much meticulous work on balancing each individual zombie against each individual plant,” Johnston said. “Getting those guys involved and having them just play the game and say ‘That guy is a little too overpowered’ or ‘That guy is a little too underpowered’"

"I think we would not have been able to get it as right as we did if those guys hadn’t been involved and if they hadn’t spent so much time thinking about what the effect is if you change the cooldown on something or you raise the price of something how it affects the balance, globally.”

Popcap’s attention to detail even extends to relatively minor interface design cues, Johnston said, such as the co-op survival mode’s “double sun,” which requires two players working together to collect.

“I feel so strange when I listen to myself describe some of the things that we do, but we sat there and spent a lot of time looking at how that double sun was going to look and animate, trying to second guess over and over and over again how somebody who had never played PvZ or somebody who may be confused by it, what they would think and what they would do.”

“I guess we just spend a ridiculous amount of time on little stuff like that like all the time,” he continued. “I feel incredibly lucky to be working for a company that values those things and shares my need to sort of exercise my OCD and go through every little detail.”

Such meticulous focus has its downside, though, as a development process that was supposed to take a year stretched on to nearly 18 months for the Xbox Live conversion. While Johnston says he empathizes with those who were upset with the long wait, he also thinks it’s important that the team “take the time to do things right.”

The whole process could have taken even longer, though, if Johnston hadn’t decided to finally halt work on an online-enabled version of the versus mode. In testing, Johnston said the head-to-head online mode broke down online because users would feel an urge to drop out once the momentum had begun to swing away from them, ruining lots of careful setup work from the opposing side.

“I know that that’s a reality in a lot of multiplayer games, but there actually very few online multiplayer games that have only two players in them,” Johnston said. “If there are ten people playing Halo and one of them drops out it’s not really a big deal, but if it’s a head-to-head game and somebody drops out after seven minutes, it just sucks.”

While Johnson said that, in retrospect, he could have included the online versus mode as a way for friends to battle each other, by that point in development he wasn’t eager to mess with a single-couch co-op mode that was working well.

“To be honest, getting that working and tested would have taken another six months, and it had already taken us so long to even get to the point where we even knew we were at this crossroads ... I didn’t feel like it was worth adding another six months to the schedule to get that right. ... At some point every good game developer has to decide, ‘OK, I’m actually gonna ship this game this year.’”

Katamari Damacy Fundraiser Artwork Up For Auction

Last month, we featured a collection of works created for a Katamari Damacy-themed art show hosted by Portland's Floating World Comics. It was great to see so many artists' interpretations for the offbeat game, but it was also meant to raise money for Join PDX, a local non-profit looking to "support the efforts of homeless individuals and families to transition out of homelessness into permanent housing".

Though show is now over, you can see and even buy a lot of the Katamary Damacy artwork online. Floating World has posted auctions for dozens of original art and one-of-a-kind archival prints with a starting price of just $9.99 -- a lot of them are still very cheap due to the low number of bids, and many of the auctions close as soon as tomorrow.

Again, I've picked out a bunch of the Katamary Damacy I liked to feature here (artwork at the top of the post is by Rikki Barney). You can click the images to place a bid on that particular artwork:

Jim Rugg:

Alex Puvilland:

Kate Elizabeth:

Luke Ramsey:

Sam McKenzie

Byron Eggenschwiler:

Jason Fischer:

GDC Online Reminds On Pass Deadline, Adds Parties, Summit Talks, Civ V Lecture

GDC Online organizers are reminding that this Friday is the final pre-show discount deadline for next week's Austin show, revealing a new Playboy/Bigpoint party and lectures from Civilization V creators along the way.

The Austin, Texas based conference -- formerly known as GDC Austin -- is sharply focused on the development of online games, including free-to-play titles, social network games, and traditional MMOs, with a veteran online game industry advisory board evaluating and selecting the lectures.

There are now more than 120 panels, lectures and tutorials currently scheduled for the October 5th-8th event. Highlights include the confirmation of a keynote from Zynga chief game designer Brian Reynolds (FrontierVille), and track keynotes from Blizzard's Greg Canessa (on Battle.net), Playdom's Raph Koster (on social mechanics), and Bigpoint's Heiko Hubertz (on the rise of Europe in online gaming).

Organizers are reminding that final registration discounts for the show, which kicks off next Tuesday, will run out this Friday, October 1st, with discounts of up to $200 still available for prospective attendees who register now, as opposed to doing so onsite.

At this late stage, several new announcements have debuted. Famed media brand Playboy, which recently announced a foray into digital gaming with partner Bigpoint, is co-hosting an official GDC party open to all GDC passholders at The Phoenix on Thursday, October 7th.

As previously mentioned, the rounded-out parties and networking opportunities at GDC Online include an Opening Night Party on October 6th sponsored by Unreal Engine creator Epic Games, plus on-site mixers from Hi5, Crytek, and a multitude of others.

In addition, the four Summits taking place at GDC Online on October 5th and 6th have rounded out their session content, with new lectures in the iPhone Summit, iPad Summit, 3D Stereoscopic Gaming Summit and the Game Narrative Summit from notable companies such as Obsidian, Booyah, Supergiant Games, Smoking Gun Interactive, OneBigGame and more.

Also rounded out are the full set of vendor-supported tutorials, open to all GDC Online pass holders excluding Game Career Seminar, having added specifics for the GameSpy-supported tutorial day, including a lecture called 'Tools for User Generated Content in Sid Meier’s Civilization V', laying out "an introduction to the modding tools developed for Civilization V that players have used to create dynamic new content for the next generation of Civilization games."

These final announcements join just-debuted talks with lessons from APB, Habbo and even Cow Clicker, with a full set of highlighted lectures including talks from KingsIsle, IMVU, Disney, Playdom, BioWare Austin, Hangout Industries, Broken Bulb Studios, CCP, Gaia Online, Playfish, InstantAction, Ubisoft and a host of other notable companies at the leading worldwide online game-specific conference.

One of the other major advantages of attending GDC Online is the comprehensive list of nearly 100 exhibitors with whom attendees are able to get product demonstrations, meet, and interact on the vibrant GDC Online Expo Floor. These include major firms like Epic, Rackspace, Gaikai, Offerpal, Vindicia, Trinigy, ARIN, Versant, Rixty, Softlayer, and many other large companies in the space.

GDC Online is operated by the UBM TechWeb Game Network, as is this website, and will take place October 5-8, 2010 at the Austin Convention Center in Austin, Texas. To learn more about lectures across all tracks and summits for the event, for which registration is still open, please visit GDC Online's official website.

NyxQuest Flies From WiiWare To PC, Mac

Spanish indie developer Over The Top Games has released NyxQuest: Kindred Spirits, its exceptional Kid Icarus-inspired platformer originally released for WiiWare in August 2009, to PC and Mac -- you can download it right now for $9.99 from Steam or the developer's website.

Set in Ancient Greece, the game follows a winged girl named Nyx as she searches for her missing friend Icarus. She has several powers passed down to her from the gods, such as the ability to cast rays, modify scenery, and control winds. NyxQuest features 12 stages in all, each one filled with relics and physics-based puzzles.

The PC/Mac edition doesn't feature co-op multiplayer like NyxQuest's WiiWare release, but it does offer new graphics and visual effects, Steam achievements, and mouse/keyboard controls.

Windows and Mac players use the Mouse as the reticule, and the keyboard to control Nyx, and does not feature a 2 player mode.

New Pokemon DS Game Teaches Typing, Includes Wireless Keyboard

Along with all the 3DS news it finally shared with the public last night, Nintendo trotted out a few regular DS games, including an extremely curious title that blends its Pokemon series with The Typing of the Dead-style gameplay.

Scheduled to hit Japan some time in 2011 (no plans for a U.S. release announced yet), Pokemon Typing DS has players battling against "hundreds of different types of Pokemon" -- except instead of engaging in turn-based combat, players type out words to fight.

Of course, learning how to type with a touchscreen isn't very useful, so each copy of Pokemon Typing DS will include a "Nintendo Wireless Keyboard", according to a report from Andriasang. I wonder if other future games will ever use the accessory?

Column: 'Homer In Silicon': The Only Way to Win

NewWorld.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 common rhetorical moves that redefine the meaning of a game mid-playing.]

My first encounter with the rhetorical power of games came in the early 90s. We had gotten a copy of Avalon Hill's New World, one of those massive games where it takes hours to learn the rules and punch out the cardboard pieces, and hours more to finish a single playthrough. My family played it exactly once.

The idea is that each player represents a European power exploring the new world. Your goal is to send home resources; you want to exert some power over regions of the New World so that you can continue to send them.

There are all sorts of problems to contend with, such as the loss of cargo at sea, but over the course of a single game it quickly became obvious that the dominant strategy was to exterminate the native population wherever you went. Attempts to live side-by-side with them rarely worked.

At the time this was a revelatory experience; I'd not run into a game before that was capable of raising moral issues just through its rules. There was Diplomacy, of course, but there the ethical issues were not simulated in the rules, exactly. Whereas New World seemed to be saying that the problem wasn't merely the method of the explorers, but their goal itself, which drew them more and more into unacceptable behavior.

I still find it compelling to play things that invite the player to question the nature of that game. I've also gotten a lot more jaded about them. Certain rhetorical maneuvers seem especially common:

Ends do not Justify Means

The rules require behavior that is (fictionally) horrific, and the only question is how soon you will register your contempt for the scenario and quit. This sort of game is vaguely reminiscent of the Milgram experiment: how much do we invest in the authority of the rules, and how long are we willing to participate in something that is, even as fiction, repugnant.

Rendition, a text game about torturing prisoners, is an example in this line. It's not recommendable, as its point is cheaply made and its gameplay is disgusting, but I keep coming back to it as a thought experiment. Some people might put Hey Baby in this category as well.

Victor Gijsbers' Fate is a bit less extreme: it instead poses a question to the player, asking just how much we're willing to do and allowing us to stop when things get too morally tricky.

A less creepy close cousin of this, which is closer to what the New World game does, and also, I think, more interesting: the rules allow appalling behavior -- and makes the evil path systematically easier than the good one, tempting players to play accordingly.

The McDonald's Video Game is my favorite example in this line, because it sets up the argument that if you ran McDonalds, you too would be an amoral opportunist ruining the planet. This is actually a bit of a cheat, because what I might be willing to explore in a game is not the same as what I would be willing to do in real life. But it's rhetorically very effective for all that, because it sets up a critique of the social and economic system rather than of the individuals in power within that system.

Mandatory Loss

The rules are so constructed as to prevent you from winning, so the gameplay is about how you realize that and when/whether you give up. Though I've been harsh about facile uses of this gimmick, there are still some interesting things to be said in this vein -- as long as the process sheds some significant light on why and how the situation is impossible to win.

The Rules are a Lie

The game is only winnable if you disobey the instructions you're given. Tale of Tales' The Path plays with this by providing an experience that misses nearly all te work's content unless the player disobeys the tutorial instruction to stay on the path.

Brandon Brizzi's Before the Law is an example in this last category: an interactive version of a Kafka parable, it addresses the problem of people submitting to authority instead of claiming what justly ought to be theirs.

It's clever, in the sense that it exploits the player's own training to follow game tutorial instructions, and maps that onto the story character's training to obey authority figures. There's a gap between what a game tells us to do and what a game system allows us to do -- between the instructions and the rules -- and when we explore that, we learn something new about the modeled universe.

Past that point, the metaphor breaks down a bit. As players we do what the tutorial tells us to do because that's how we learn to have the best experience with the game. It's the route to having the most fun. In life, we obey authority for a host of reasons: not just a deliberate attempt to optimize our experience, but also fear, habit, or plain uncertainty about what other options we might have.

Every Day the Same Dream (again by Molleindustria) does something similar: it does not explicitly lie about the rules, but uses the elements of game design to encourage the player to suppose that the world works in a certain way, and then allows him to discover avenues of escape.

This is the even same trick that lies at the heart of Portal. GlaDOS initially looks and acts like our Tutorial Pal, the reliable game device that can be relied on to tell us what to do, until the relationship gradually shifts.

The Fiction is a Lie

You think you know what you're doing in the game, but what's really happening is something else entirely, because the rules of the game map equally well onto multiple fictions; partway through you find out the truth.

I find this technique usually to be the weakest of the devices I've listed, because it distances the player from understanding the action but don't allow him much responsibility for what's happened. At worst, it's the equivalent of the "All Just A Dream" trope in movies and literature.

But there are exceptions. Braid succeeds better than most because it gives the player some reason to doubt the fiction from the beginning, and then ties the "truth" tightly to the gameplay mechanics, so that the final level seems inevitable, not arbitrary. Train appears to have been effective for some players/viewers because it doesn't spell out its fiction clearly and lets participants figure out the meaning for themselves.

This method might also be used to pose some interesting analogies: what does it mean to you if the same gameplay mechanics that can express fiction X can also express fiction Y? Does that mean there are systemic similarities between those two situations?

Too Grim?

Loosely, we can sort these moves into two categories: either the fiction is at odds with the rules in some way (by shading strategically positive moves and making them fictionally negative, say, or by assigning changing meanings to the player's choices); or the rules are implicitly or explicitly misrepresented to the player (meaningful options are not mentioned, the tutorial gives incorrect guidance, win conditions are impossible to achieve).

That makes for uncomfortable and sometimes disorienting play -- play that doesn't always feel playlike at all. And the games that use these techniques tend towards the dark, the cynical or satirical, or the politically cutting. Very frequently, they're games about why we obey what shouldn't be obeyed (Train, Rendition), or submit to what we shouldn't have to put up with (Every Day the Same Dream, Before the Law, Hey Baby) -- or, on the other hand, about why we refuse to accept reality (Braid, Photopia).

Which makes me wonder: is contravening gameplay expectations, or turning the fiction against the rules, always grim?

[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 also contracts for story and design work with game developers from time to time, and will disclose conflicts with story subjects if any exist. She can be reached at emshort AT mindspring DOT com.]

September 28, 2010

Paul Robertson's Sprites On The Moon

We've had Paul Robertson's work on our minds a lot lately, mostly due to his awesome sprites in Ubisoft's Scott Pilgrim vs. the World: The Game, and so has artist Aaron Meyers -- for the hell of it, he mapped NASA's topographical LIDAR data of the moon to frames from one of Paul Robertson animated gif.

You can see the results in the strange image above, though it's much more impressive when you examine this 7000x7000 image for a closer look at all the bumps and craters. And here's a link to the animated GIF, in case you're wondering at what these faces are (Pokeballs, Jigglypuffs, King Slimes, and other cute characters!).

[Thanks, Brandon!]

OSR: Unhinged To Offer A Cheaper Trials Experience

If playing stunt racers like RedLynx's Trials HD and Hello Games' Joe Danger, you might want to try out Old School Racer: Unhinged when Riddlesoft releases the sidescrolling motorbike title to Xbox Live Indie Games.

One reason to check it out is it will probably be cheap as its predecessor, Old School Racer, which is available right not on XBLIG for 80 Points (with a free demo). It will also have a lot of elements/obstacles you'll recognize from Trials -- ramps that have you flipping across stages, spheres you can ride inside/on top of, and more.

There's no word on a release date for OSR: Unhinged, but Riddlesoft promises it's "coming soon" in the trailer.

[Via IndieNerds]

In-Depth: Building On BioShock 2 With Minerva's Den

[Our own Leigh Alexander talks to 2K Marin's Steve Gaynor, who led writing and design on BioShock 2's story-driven Minerva's Den DLC, about the gameplay-narrative blend and the unique opportunities his small team had.]

Trailing major game releases with robust DLC has proven a viable avenue for extending a title's life and its relationship with audiences. Publisher Take-Two in particular has employed this strategy with gusto, regularly releasing significant DLC "episodes" for its studios' games -- like Grand Theft Auto IV or Red Dead Redemption.

But 2K Marin's Minerva's Den downloadable side-story for BioShock 2 had a particularly interesting mandate: Develop a stand-alone narrative-driven offshoot for a franchise that already has a strong story focus, without violating any of the intricate laws governing its world.

At 2K Marin, the mantle fell to Steve Gaynor to develop Minerva's Den's world and story: "We were mandated with 3-5 hours' worth of single-player story content," he explains.

"So I came up with the place, I was the writer of the plot and dialogue, I voice-directed the main characters... and I was the lead designer, I worked with our gameplay programmer on new weapons, plasmids and enemies, and I was the level designer of the first level of the DLC."

Projects like Minerva's Den offer fascinating and unique opportunities for small teams -- only 10 people worked on the project full-time, and could benefit from the chance to build an individual story in a world that is already well-established.

"It gave our small team a chance to work in a very autonomous, agile way under the umbrella of a larger studio, so we had a lot of support," Gaynor says. And since BioShock's Rapture thrives on its mystery and unanswered questions, there are numerous story directions one could conceive and explore.

What Hasn't Been Seen, But Must Exist?

"Playing BioShock, and working on BioShock 2, and seeing how much really impossibly advanced technology there was, I thought about all of the stuff that's taken for granted -- these bots and cameras and turrets and things... in Rapture's era, they would have some huge mainframe computer that they were running from," he theorizes.

The main concept, then, for Minerva's Den came from extrapolating on what already existed in Rapture's world, something Gaynor says is key to approaching this type of add-on content. "So much of BioShock was about ADAM [the world's power currency], and using the genetic technology to change people," he says. But, he reasoned, for every successful attempt at genetic enhancement that succeeded, there must have been several other approaches that never panned out, that lost steam midway or encountered problems.

Thus McClendon Robotics, the DLC's central location, was born: "We were interested in looking at other approaches that people were taking [to human advancement] that dead-ended, or maybe at the time of the fall of the city they were using other approaches to get ahead," Gaynor suggests. So it was easy to envision a heretofore unseen part of Rapture, where automation, robotics and technology had been pursued with fervor.

It's how the studio wants its designers to think, Gaynor says. As part of his interview process at the time he joined 2K Marin, he says candidates were tasked with a whiteboard test, challenged to come up with a level for BioShock from scratch: "As part of that brainstorming, I thought about what parts of Rapture haven't been seen before," he says. "There's always the computer stuff, and that was something we were just kicking around... but when it was time for DLC, I remembered my idea and thought that maybe Rapture's computer core could point to a larger story," he says.

Designing For Strong Story

It's something of an unusual opportunity: Gaynor's always mainly worked as a level designer (he worked on the first level of BioShock 2 and the 'Pauper's Drop' stage). But as an avid writer with his own design blog, he had opportunities to work with creative director Jordan Thomas on BioShock 2, developing elements like some of the game's key audio logs or dialogue for the Splicers. So when BioShock 2 finished and Thomas moved onto 2K Marin's next projects, Gaynor seemed the ideal candidate to develop the DLC.

Generally, Gaynor feels that writing and level design benefit from being tightly integrated, and that designers can find unique creative opportunities if they are experienced writers, even if it's informal: "I've spent a lot of my life writing just silly amateur fictional stuff; I've written and drawn a lot of comics, I wrote a ton on my blog -- which isn't fiction but it does kind of help you learn a lot about communicating and engaging with a reader," he says. "I've always had an interest in the fictional world of a place, and the characters and elements beyond the game design."

And Minerva's Den has been enjoying a positive critical reception, especially on the story side -- from those that have played it, at least, as the marketing for the DLC has not been especially visible. Gaynor attributes the quality of the result in part to the fact that it wasn't just him who was given the freedom to apply himself to the areas he felt were his strengths. A collaborative environment that recognizes individual contributions is essential to the often-elusive strong relationship between story and gameplay, in his view.

"I think that when you are leading a project like this one of the biggest jobs you have to do is to gauge what interests each individual working on it has, and what their strengths are and where to let them run with whatever they're interested in," he says. "You have to be really collaborative, and be able to step back in the places where you can -- and also recognize when people would rather have somebody else handle the story stuff or the visuals or any given element. It's all about balance."

A holistic view without unnatural adherence to roles helps, and smaller teams make this more possible to do without a descent into chaos, he adds. "It has to be organic as possible, and when someone has something that's not necessarily their primary responsibility but they have a passion for it and ideas for it, like... 'I want to try to shape the art in this one part even though I'm a level designer', I think you have to take advantage of that."

Evolving Gameplay Without Departures

Even with a strong story, bringing something new to the BioShock 2 world from a gameplay progression standpoint is its own challenge. Would players who had just spent hours and hours on the main game want to continue to repeat the same gameplay in an add-on? Or would they be frustrated with too much change?

Gaynor and the Minerva's Den team addressed this in part by changing the initial progression of equipment; players wouldn't be able to fall back on their same weapon-and-plasmid strategy. Further, the decision to initially give players Plasmids that promoted use of the environment and interaction with the machines prior to the standard ones that enabled direct aggression encouraged players to engage thoughtfully with the new setting rather than treat it as just another level.

Some of the design decisions involved elements inherent to BioShock; players still take the role of a Big Daddy, although it's clearly a different, plot-supported character separate from the main game's. Players still relied on the ADAM-fueled progression system for upgrades, so the system of obtaining Little Sisters in Minerva's Den remained fundamentally alike to the main game -- even though they became less relevant to the story than before.

"There are some things you have to live with; 'this is going to be here because we need it to be here, but it's going to be de-emphasized,'" Gaynor suggests. "We have to pick our battles when doing something as small as the DLC."

A Spiritual Successor

But there are some elements that could be changed by tweaking elements of the traditional gameplay: Darker environments, less abundant resources and enemies a little more directly dangerous from the get-go was aimed to provide a subtle "survival horror feel", Gaynor says.

And despite being an offshoot of an elaborate world, Gaynor says there's a surprisingly high volume of new environment assets incorporated into Minerva's Den, to make McClendon Robotics seem like a distinctly new place -- one that was a comprehensible and familiar part of Rapture, but nonetheless felt very new.

"We pulled a lot of photo references of computer technology from the time, early mainframe computers -- it's amazing how monolithic they are, with cables and wires and crazy steampunk mid-century stuff," says Gaynor.

And many of the spiritual references to the series proper are less tangible. As Big Daddy Sigma seeks a massive AI known as "The Thinker", he gets communications from an ostensible protagonist as well as an antagonist -- and ends in a twist, naturally. The story and the gameplay hand-in-hand rely on themes of "predictive equations", the idea that anyone's behavior can be anticipated and compensated for in advance if only it can be systematized according to mathematics. The film Pi was something of a reference here, Gaynor suggests.

"If anything, it has something in common with the kind of twist, and comment on being the player of a linear game, that BioShock 1 did, how they called back to all the objectives you had accomplished throughout the game," Gaynor says. "And this is kind of coming at it from the opposite direction, where the villain tells you up-front that everything you're going to do is predicted by this perfect machine."

"He's relying on the fact that he has the equation that is telling him ahead of time what is going on to happen -- and part of the resolution of the vision is that he just doesn't grasp what the implications of that are," he says.

The various facets and moving parts that the small team was able to achieve in Minerva's Den couldn't have happened without major support and direction from the larger studio, Gaynor concludes. "That said, DLC is a great way to have that indie feeling of a small team that is sitting in the pit together, and kicking ideas around -- but with AAA production values and all," he says. "The more [the industry sees] DLC become a fact of life, I hope more studios will look at them as core development projects."

Soon To Be Mini: Pix'N Love Rush

While Halfbrick's Age of Zombies is jumping from Playstation Minis to iOS devices, Bulkpix/Pastagames' retro-themed platformer Pix'N Love Rush is leaping the opposite way from iPhone to Minis, courtesy of publisher Sanuk Games.

Pix'N Love Rush is similar to Pastagames' Xbox Live Indie Games collaboration with Arkedo Studio, 03 Pixel!, featuring the same visual style and feline hero, but the platformer is broken up into five-minute sessions and 125 randomly assorted levels.

The game offers seven different "skins", each themed after vintage gaming consoles like Virtual Boy and Game Boy, which players can unlock as rewards. It also has an infinite mode and likely other features from the App Store version (video above) like leaderboards and achievements.

Sanuk plans to announce a release date and pricing for Pix'N Love Rush soon.

Cleese, Kingsley, And Pegg On Voicing Fable III

Lionhead Studios' latest episode for its Fable III video diaries is out, and it features almost seven minutes of interviews with the Xbox 360/PC RPG's celebrity cast: John Cleese, Sir Ben Kingsley, Simon Pegg, Michael Fassbender, Zoë Wannamaker, Bernard Hill, Nicholas Hoult and more.

Here, the actors talk about their characters, the experience of recording lines for a video game, the importance of good voicework in this medium, advice for "winning" Fable III, and other topics. Kingsley even compares his character (Sabine) to a previous film role and apologizes in advance for his attempt at a Welsh accent.

If you missed Lionhead's last video diary, make sure you check that out after the break, too, as it features Monty Python's Cleese and designer/studio head Peter Molyneux talking more about Fable III. Expect the game to release for Xbox 360 on October 26th.

Halfbrick's Age Of Zombies Shambles To iDevices

Now that iPhone gamers have been introduced to Barry Steakfries through his run'n gun, time-travelling adventures in Monster Dash, Aussie studio Halfbrick is bringing the shotgun-wielding hero's first game, Age of Zombies for PSP Minis, to the App Store.

In this twin-stick (virtual, of course) shooter, Barry fights all sorts of zombies -- cavemen, mummies, ninjas, and even T-Rexes -- in several different time periods as he tries to stop the evil Professor Brains and his plot to destroy mankind.

The iPad/iPhone edition of Age of Zombies features a story mode with five worlds (multiple levels in each), a Survival mode, global leaderboards, updated graphics, new menus, touch-specific controls, tutorials, and more. The iOS port will release some time next month.

Defying Design: Dead Lines Rising

['Defying Design' is a bi-weekly GameSetWatch-exclusive column by Jeffrey Matulef analyzing gaming conventions and the pros and cons of breaking them. This week's column explores time limits and how they can enhance or detract from a title.]

As somebody who's frequently late to everything and spends most nights wondering where the day went, it often gets my ire when a game imposes a restrictive time limit. Take The Legend of Zelda: Majora's Mask, for example. That game operates on a three day cycle where most of your progress gets erased when you reset to dawn of the first day.

While I could appreciate its unique twist on familiar tropes and it its lively world with NPCs going about their tasks, I always found the stress and repetition inherent in its time structure prevented me from loving the game the way I have the rest of  the series.

So it's surprising that I loved the time limit in Capcom and Blue Castle's recently released XBLA exclusive prequel Dead Rising: Case Zero. There are several reasons, but ultimately the time limit complimented Case Zero's design, whereas in Majora's Mask it ran counter to them.

To begin, Dead Rising: Case Zero's premise is predicated on feelings of being lost and panic. You play as Chuck Greene, a father who's daughter Katey has been infected by a zombie virus and requires medical treatment every 12 hours to prevent zombification. With his truck stolen -- along with Katey's med supply with it -- Chuck needs to find a cure and a ride before government soldiers arrive to eliminate any remaining infected, including little Katey.

The lion's share of his quest revolves around finding five parts to repair a derelict motorcycle. Wisely, the pieces are scattered in a variety of clandestine ways. Some are hidden in plain sight, others require very detailed exploration, and sometimes would be side missions result in valuable info.

It's never clear what undertakings will lead to a reward which makes for tough decision making. The map may be small, but there's no simple trick to tracking these down. Even if you have four of the five items left and half the time remaining, you're far from out of the clear and the sense of panic only ramps up. This lack of direction works in tandem with the ticking clock to engage you in Chuck's desperate struggle.

Majora's Mask, however, offered a more linear quest, giving the player guidance where to go. Though it was all too easy to miss a queue and end off wandering in the wrong direction, wasting valuable time. Since you're not supposed to be lost it makes it all the more irritating when you are.

Perhaps Case Zero's saving grace is its bite-sized scale. The whole game encompasses little more than two city blocks and the time limit is just over an hour. There's no room to get lost and you rarely feel hopeless since you know you can't be too far from your goal. The brief length also works in its favor, so having to repeat parts of the process over again isn't hugely frustrating (or at least they wouldn't be if it weren't for the long load times.).

On the other hand, Majora's Mask is an expansive title requiring you to reset your time limit – and progress along with it – at regular intervals. You may have to repeat the same tasks for the umpteenth time or worse, forget that you haven't fulfilled a certain requirement on the current cycle.

It can become very difficult to keep tabs on what you've accomplished at any given time with everything resetting so frequently. Since the game world is so large it can feel hopeless when you're not sure if you're even in the right area to complete your goal. Maybe feeling hopeless is the designer's goal -- it is a very bleak world after all – but since you're able to rewind time as much as you like it ceases to be hopeless and becomes irritating instead.

It may sound like a backhanded compliment to Case Zero, but I believe one of the reasons the time limit works so well is because the other elements don't. Combat is a clunky and sluggish affair, which while intentional, isn't exactly fun. Movement is stiff (Chuck can't even run beyond a saunter) and there's little room to interact with the environment. If there was no sense of panic, the world of Dead Rising would get real old, real fast.

Majora's Mask is different. Based on a longstanding series it contains lots to muck around with, like bombing walls and seeking pieces of heart. Zelda games are all about exploration, using items with the environment, and solving puzzles which are all more methodical activities that require stopping to look and think. At practically every interval there's a secret to uncover, piece of loot to collect or sidequest to fulfill. This is the stuff of eight hour OCD binges, so lacking the time to give in to its world is infinitely irritating.

Both titles can be reluctantly praised for sticking to their guns and refusing to offer a sensible save mechanic. In neither game are you allowed to keep making new save files only to pick and choose which are most practical to reload. Majora's Mask only lets you permanently save by rewinding back to dawn of the first day.

There is a temporary save feature that you can enable at any number of owl statues mid-cycle, but these delete upon loading them up. Case Zero is a bit more generous, offering three save slots, though it's still a tough decision to decide if your progress was successful enough to be worth saving.

The great thing about time limits in both of these is that it makes every action a real choice. Rather than stick with binary Bioware-esque choices, simple things like which path to explore become crucial choices as you may not have time to scour both. 

Majora's Mask's time limit is a double-edged sword; enhancing the foreboding atmosphere, yet paying the price with a stressful mechanic at odds with the leisurely pace the series is known for. Case Zero's waning fourth dimension, however, is a win-win, simultaneously conveying the horror that zombies themselves can't muster while transforming the rote hacking and slashing into something genuinely exciting.

[Jeffrey Matulef is a freelance writer for G4TV.com, blogs about games at JumpingMoustache.com and is a regular on the Big Red Potion podcast. You can contact him at jmatulef at gmail dot com.]

September 27, 2010

The Path, Von Sottendorff Take Home hóPlay Awards

Organizers for the hóPlay International Video Game Festival, a new Spanish event that seeks to present and promote games that "stand out for their originality, creativeness, and innovation" announced the winners of its indie game competition.

Tale of Tales' Little Red Riding Hood-inspired horror/adventure game The Path and locally developed puzzle-platformer Los Delirios De Von Sottendorff Y Su Mente Cuadriculada (The Delusions of Von Sottendorff And Her Grid Mind) both won two awards each -- winners took home €6,000, or $8,082, for each award.

The full list of award winners follows:

  • Best Basque video-game: The Delusions of Von Sottendorff And Her Grid Mind by Delirium Studios - Bilbao, Spain
  • Special audience prize: iBasket by Ideateca - Bilbao, Spain (This award was chosen by the audience of hóPlay, which has had the opportunity to evaluate the games presented in the competition)
  • Best original idea: The Delusions of Von Sottendorff And Her Grid Mind by Delirium Studios - Bilbao, Spain
  • Best creative design: The Path by Tale of Tales - Gent, Belgium
  • Best sound/ music: The Path by Tale of Tales - Gent, Belgium
  • Best playability: MotorHeat by Milkstone Studios - de Siero, Asturias
The show's organizers also selected winners for its Xbox 360 Internship on Artistic Investigation awards: Aizpea Lasa (first, €1,500), Erik Morros Paja (second, €1,000), and Alain Astola (third, €500).

"We're very proud of these awards," said Tale of Tales' Auriea Harvey and Michael Samyn. "Our work is often praised for its experimental nature and its artistic depth, and somewhat marginalized because of this.

They continued, "But at hóPLAY, The Path won for its design and its sound without any reservations. This makes us proud and very hopeful for a future in which artistic achievement is rewarded as a natural aspect of videogame creation."

You can watch trailers for all of the winners after the break:

The Delusions of Von Sottendorff And Her Grid Mind:

iBasket:

The Path:

MotorHeat:

Vlambeer Shows Off Radical Fishing Game With Chainsaws, Explosions

Recently founded Dutch indie studio Vlambeer (made up of Rami Ismail and Jan Willem Nijman) has posted this bloody trailer for Radical Fishing, a "fishing simulation game" that's nothing like traditional sims (though it bears some resemblance to the Legend of Zelda's fishing/salvage arm minigames).

In Radical Fishing, players drop their hook into the ocean, lowering it as deep as possible, pulling back fish/jellyfish/sharks to the surface, then throwing them into air to watch them explode. Players can grab treasure and earn money as they progress, and spend that on upgrades (e.g. a chainsaw at the end of your line),

Vlambeer is looking for someone to sponsor Radical Fishing before it releases the Flash game, so one of you with deep pockets (or one of you working at a company with deep pockets) should get on that.

[Via IndieGames.com]

GDC 2011 Announces Summit Line-Up, Calls For Submissions

[Just as the official GDC website gets a retro-future makeover for the twenty-fifth anniversary next February, we're debuting new Summits and a call for submissions for all seven of them. Hopefully some GSW readers can step up and submit, we'd love to see your proposals.]

Game Developers Conference organizers have announced additional Summits for GDC 2011, including a new GDC Smartphone Summit and the return of the Social & Online Games Summit. The organizers have also opened up a call for Summit lecture submissions until October 14th.

The GDC Summits take place Monday, February 28th and Tuesday, March 1st, 2011, the first two days of the historic 25th annual Game Developers Conference. They offer deep-dive content on a variety of notable game industry topics, ahead of the main conference which runs Wednesday, March 2nd through Friday, March 4th.

This year, the conference is introducing the GDC Smartphone Summit, which brings top developers from around the world to share knowledge and concrete takeaways on the smartphone and related platforms.

These include breakout game platforms like Apple's iPhone, the iPad, Android OS phones and tablets, Blackberry and a variety of other notable handheld devices.

The summits also include the vibrant Social & Online Games Summit, with a packed agenda devoted to social network games, free-to-play web titles, and microtransaction-powered online games.

2011's GDC will also see the return of the signature Independent Games Summit, highlighting the top indie game creators and lessons. the Summit will run as part of the Independent Games Festival at the show.


In addition, the 2011 Serious Games Summit is being built around two themes, with day one focusing on health and healthcare, covering research and the many commercialized games in the health & wellness space that have launched the past few years. Day two will be devoted to the rising trend of 'gamification' -- the concept of building game-like incentives into non-game applications to address issues like productivity, health, and marketing.

The Summit roster is rounded out by the extremely popular AI (artificial intelligence) Summit, plus a revamped Game Education Summit, and the return of the Game Localization Summit -- with a number of notable Monday and Tuesday tutorials also to be announced in the near future.

Each individual GDC Summit has its own specialized set of expert advisors from that particular submarket, including notables like Playdom's Steve Meretzky (Social & Online Games Summit), the Institute for the Future's Jane McGonigal (Serious Games Summit), Disney Mobile/Tapulous' Bart Decrem (GDC Smartphone Summit), and Intrinsic Algorithm's Dave Mark (AI Summit).

The GDC Summit Advisory committees will be looking for submissions in the areas of:

- AI Summit
- Game Education Summit
- Game Localization Summit
- GDC Smartphone Summit
- Independent Games Summit
- Social & Online Games Summit
- Serious Games Summit

Organized by the UBM TechWeb Game Network, as is this website, GDC 2011 marks the 25th anniversary of the game industry’s most comprehensive professionals-only event, taking place February 28th - March 4th at the Moscone Convention Center in San Francisco, California. For more information regarding the submission phases and the guidelines for submissions for the GDC summits visit the official GDC Summits submission page.

Analysis: Is Microsoft Putting Halo At Risk?

[What's the right balance between quality and release spacing for the Halo franchise, pre- and post-Bungie? Our own editor-at-large Chris Morris examines how other franchises have been affected by more regular iteration.]

Within four days of its release, fans spend the equivalent of over 2,300 man-years playing Halo: Reach. While Bungie’s sendoff to its most famous franchise is certainly a resounding success, though, the long-term fate of Halo is starting to become more questionable.

On Wednesday, Microsoft corporate VP Phil Spencer told IGN that the company is looking to increase the frequency of Halo releases.

While he stopped short of giving a timetable, he did note that Microsoft wasn’t thrilled with the current lag between games.

"There's no explicit strategy that says we're to ship a Halo game every year,” he said. “I will say I think one Halo game every three years - which was kind of our old cadence – is probably not frequent enough."

That’s the sort of statement that thrills investors and, initially, fans of the game. And there’s plenty of reason for that.

Halo is a cash cow and it has a deeply entrenched fan base, which is always craving more. Further, Activision has shown that annualizing franchises can work with Call of Duty. But focusing solely on the success of the industry’s current sales leader ignores some of the once-great franchises that have lost their shine – and a big chunk of their fan base – by adopting a similar release pattern.

Guitar Hero. Tony Hawk. Need For Speed. Tomb Raider. All of these games were once at the top of the charts. Each new release from these series was an event players eagerly anticipated. Today, that excitement is gone. New installments are just another game in a crowded market – with some once-loyal fans not even bothering to give them a second look.

Sure, they’re still around, but they’ve lost their luster – and they’re hardly the mega-earners they once were. And while Call of Duty is setting sales records now, the franchise is in the midst of a turbulent evolution – one that could potentially affect its standing in the next couple of years.

Without Halo, the fate of the Xbox would have been questionable. And if it weren’t for Halo 2, Xbox Live would never have taken off as strongly as it did. This is, in no uncertain terms, the franchise that built the division.

The series is already facing a challenging next step, as whoever is tapped to fill Bungie’s boots will be held to an incredibly high standard by fans. Finding one team of developers whose work can stand up to Halo’s history is going to be hard enough. Finding multiple teams? Nearly impossible.

And let’s not overlook the fact that there have been four Halo releases in the past four years. Halo 3 and Reach were barn burners, but the others, while certainly successful, felt more like placeholders. Halo Wars sold over 1 million units, though it failed to strike a chord with the larger Halo fanbase. And Halo: ODST topped 3 million, in part because it was a Bungie game.

Games that move 1 million and 3 million units are nothing to scoff at, of course. And if Microsoft could pull in those numbers on an annual basis (with an additional bump for ‘major’ Halo titles) it would probably be overjoyed.

But annual releases risk overexposure. Part of the joy of Halo (and, for that matter, Half-Life and other legendary games) is the anticipation that comes with them. Titles like Halo: Reach and Call of Duty have a shelf life of over a year, thanks to their rich multiplayer elements and DLC. And by the time fans begin getting bored, their appetites are whetted by the announcement of a new, major game.

Screw up the timing of that, though, and Halo becomes something that’s less magical and more formulaic. And once the magic is lost, it’s damned hard to get back. Just ask Electronic Arts. Medal of Honor used to be one of its top franchises, but by churning out games at a rapid pace (each a little worse than the last), the company killed the golden goose. After putting the game on a multi-year hiatus, it’s hoping a reboot will restore some of that former glory.

Whether or not the game is a hit, though, the gaming community’s sense of excitement over the release isn’t what it was in the game’s prime.

It’d be a shame to see that happen to Halo.

Gravity Lander Embarks To iPhone/Android, Browsers

Art collective Büro Destruct has released Gravity Lander, a free and addictive game developed for Pro Helvetia's Game Culture program, which is dedicated towards "drawing attention to the social, economic, and aesthetic aspects of computer games and exploring the characteristics of the genre as a new art form".

Available online and for iPhone (Android version coming soon), Gravity Lander is similar to Petri Purho's Cut It in that you must land an object (a red rocketship in this case) on a platform after clearing all the obstacles in your way, except here you must make sure the craft is right-side-up at the end.

You also have more tools at your disposal here than in Cut It, as you can vaporize blocks, alter gravity, and use rocket boosts. Combining those tools will help you land the spacecraft safely and ensure your three cosmonauts will be able to get back home.

While Gravity Lander is free, you can buy a song from the game's soundtrack (composed by Balduin) for $0.99 here.

Street Fighter II Glitch Guide

Though the game debuted nearly 20 years ago and has received many sequels/spin-offs since, Street Fighter II still has a lot of fans, as evidenced by the combo/match videos and tournaments that still pop up for the title.

If you're one of those devotees still tinkering around with Street Fighter II, or if you just want an explanation for those strange glitches you remember seeing in the game back in the day, you should definitely check out ComboVid's new Glitch Handbook: Street Fighter II Arcade page.

The online resource offers screenshots, videos, and directions for pulling off different glitches in the fighting game, like the Red Hadouken (which Capcom eventually allowed players to execute on command), the Float Glitch, Guile's "Handcuffs", Invisible Dhalsim (pre-Yoga Teleport, video above), and more.

ComboVid says this is just the first of what will be "a series of comprehensive resource articles concisely documenting fighting game glitches", so look forward to more of these!

[Via @Fighters_Gen]

Spinning Maze Game: Rotating Agent Koko

After working on the title on and off for two years, indie developer Rakugaki-Otoko has released Rotating Agent Koko (or RotAKoko), an adorable Cameltry-esque exploration/maze game with SNES-style graphics and a wonderful soundtrack.

In Rotating Agent Koko, players guide Koko through spinning mazes filled with coins, charming backgrounds/elements (e.g. mustachioed snowmen), and bosses. There's a delightfully strange story, too, which players can enjoy through the peculiar introduction and cutscenes:

"Somewhere in our dimension, an all-knowing being oversees the order of things. There are many dimensions, but ours is his favorite. New dimensions are being created all the time, and this has caused a problem: there are too many dimensions in existence! The being asks his best and most capable agent to go out and 'delete' several of the dimensions to ease the cosmic stress they're creating.

Take control of the snazzily dressed agent of God, Koko, and rotate your way through the different dimensions to find the perfect place to trigger the deletion! But be warned, some dimensions have powerful entities in them that do not want to be deleted! Please Survive!"

You can download and play Rotating Agent Koko for Windows PC here. Mind the motion sickness/epilepsy warning, though! (it's a cute warning screen, just like everything else in the game)

[Via TIGForums]

GameSetNetwork: Best Of The Week

Examining the feature-length stories from the Gamasutra network, here's the top full-length features and blogs of the past week on big sister 'art and business of gaming' site Gamasutra, plus the new pieces from educational site GameCareerGuide that debuted last week.

We're once again continuing our new format that simply has basic links to the Gamasutra and GameCareerGuide features, but also points out the articles rounding up our Member Blogs and Expert Blogs sections on Gamasutra.

Here's the rundown for the last seven days:

- The last week of notable Gamasutra features includes a number of notable pieces, including an interview with Crytek's Cevat Yerli, a discussion of psychology and game development, plus a postmortem of Dejobaan's Aaaaaa!, a chat with Erik Wolpaw about Portal 2, and a comparison of core and social game mechanics.

- Besides a host of GSW-reprinted analysis and interviews, other top Gamasutra news interviews you haven't seen include interview with Atari GO head Thom Kozik, plus PopCap's James Gwertzman on launching its casual portfolio in the East and a chat with Grasshopper's Suda41 on Digital Reality co-production Sine Mora.

- Also worth noting from Gamasutra: an interview with Steve Gaynor on the Minerva's Den DLC for BioShock 2, analysis on regular iteration of game franchises, a chat to ex-Google exec Mark DeLoura, plus a defense of cloud gaming, and a look at what's being done with older games in today's market.

- The highlights from Gamasutra's Expert Blogs see industry notables write about diverse topics, including Facebook's new game policies, Kinect concerns, and the importance of randomness -- and Gamasutra's Member Blogs highlights include the pacing of narratives, comparisons between games and film, and the problems with the mobile game marketplace.

- Educational site GameCareerGuide's latest features include a postmortem of IGF Student Showcase-honored title Igneous, plus a game narrative review for Atlus' Persona 4.

September 26, 2010

COLUMN: Design Diversions: Gamer Cancels Video Game; Interrupted By Story

[‘Design Diversions’ is a biweekly new GameSetWatch-exclusive column by Andrew Vanden Bossche. It looks at the unexpected moments when games take us behind the scenes, and the details of how game design engages us. This time - a look at how words and narrative work in games, with particular reference to cutscene skippability.]

Whenever I read about someone who says that they always skip cutscenes, I feel a little depressed. I understand why so many gamers are irritated by them; I feel the same way. I sit through them and even enjoy them, but there's no way to ignore that you're playing a video game and just want to keep playing it.

There's a sentiment going around that gamers are some of the people most intent on keeping story out of games. We have bloggers and commenters calling for games to gut out stories their own audience just isn't interested in hearing.

But even when I hear someone say flat out that they don't want stories in their games, I wonder if that's how they actually feel. What, do gamers just hate stories? Of course not, they don't even hate stories in all of their games. Clearly games like Mass Effect and Final Fantasy are followed by people who care about story. So when gamers say they don't want it, what do they really mean?

I think the real problem is more fundamental. Gamers hate stories for the same reason they hate commercials: they're an interruption. No matter how well written or acted a story is, if it's design is off, gamers are going to feel annoyed If this issue isn’t addressed, then it doesn’t even matter how good a game’s writing might be. If you're watching a cutscene, you're not playing a game--and when you sit down to play a video game, which one of those did you want to do? So it’s no wonder that players feel like story and gameplay are in opposition.

To that end, here are two rules for the use of all words, written or spoken, in a video game:

1. Words must never interrupt the game.
2. Words must never be skippable

I say this knowing that rules are meant to be broken, and having seen these broken to great effect. Right off the bat, I’ll add to the first rule that it exempts games like Mass Effect, or any game in which dialogue trees are a part of gameplay. Gamers are involved with the game at this point, and they know what they’re getting into.

The Skipping Fallacy

I realize the second rule sounds a little strange, and actually if you follow the first there should be no need for the second. But I bring it up because I want to emphasize how the games industry is responsible for the gamers crying out against video game stories. Part of the reason is that making it possible to skip text and cut scenes has in no way actually solved the problems those created.

Skippable cut scenes has been the standard for a long time now, but it’s actually not much of a solution. Gamers aren’t skipping scenes because they hate stories, they’re skipping them because they interrupt what they want to be doing (playing a game). So now gamers are less bored, but more confused. They also have not spent the blink of an eye on something that cost an enormous amount of resources to create.

This is not an improvement. Unskippible cutscenes prevent gamers from doing what they want while skippible ones tell players that the story doesn’t matter. Both approaches will lead gamers to the conclusion that story in video games is worthless, and in most cases, the enemy of fun and good game design. This is why I feel the second of the two rules is actually the most important: no words should be skippable because all words should matter.I argued for something a bit more extreme in the case of Mirror’s Edge, and that’s because I think that every word in a game needs to really matter to justify being there.

Words and Pacing

Take Braid, for instance. Braid has the pleasant philosophy of letting players complete challenges in whatever order they choose, at their own place. This is a philosophy that works very well, and it ensures that everything is nicely tied to together and the player has experienced everything the game has to offer while allowing them to do it however they choose. Its story, on the other hand, is sort of jammed in at the beginning of every level, and it’s completely skippible--which is a reversal from the way the game itself is presented.

The result is that the text just isn’t designed with the same sort of obsessive attention to pacing that the rest of the game is. Having to delay my experience of the game to read text is a problem. The problem is that it will always be an interruption. I play Braid to play Braid, so when I stop to read Braid it is because I feel obligated to or because I’m not interested in playing the videogame any more. The reading of Braid is both separate from the game and consequently, presented as not as important.

There’s a much better alternative in the game itself: text that appears during and as a part of the actual game experience. There are the llittle dinosaurs that say “our princess is in another castle” and the princess herself in the last level. This dialogue plays out a story that unfolds while the game is being played, as a part of the game. There’s no separation in the final level between story and game. Even the most cynical gamer couldn’t argue that the story got in the way of the experience.

Living Story

What Braid has a smattering of is the entire approach to dialogue in Loren Schmidt’s Star Guard. In Star Guard, all of the text in it appears on the background of the level. Braid forces players to stand still to read, but Star guard takes advantage of its minimalist backgrounds to write directly on the level.

Ultimately, words need to be part of the game. In fact, every part of a video game should be a video game. It’s easier to ditch words than make them work, but it’s not worth it to throw out a tool for game design completely. Gamers want stories no matter how much they might protest to the contrary, and words are just too good at delivering that.

I understand there’s a lot of feeling now that gamers are some of the strongest opponents to games as art, but that sentiment comes because what we see designed most of the time puts game and story at odds with one another. Cutscenes make it literally impossible for game to have gameplay and story at the same time. The gamers who feel like this means that they aren’t playing a video game are right to think this; the problem is just that they’re criticising the stories themselves, not the way they’re presented.

This discussion is necessary not just for games to be more fun, but for games to be more like games. Because games will never be Art if they’re just movies or novels we play on a computer. Games won’t be recognizes as Art unless they are Art because they are games. Braid is Art as a game because of how it lets players experience permutations of time, not because it’s a metaphor for the atomic bomb. Treating story and gameplay as separate will result in unsatisfied gamers and games that are odds with themselves.

[Andrew Vanden Bossche is a freelance writer and student. He has a blog called Mammon Machine, which discusses videogames and videogames, and can be reached at AndrewVandenB@gmail.com]

COLUMN: 'Game Mag Weaseling': The End of Computing

['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. This time - a look at a classic magazine collection completed.]

computer121.jpg

Something of a major milestone in the realm of computer magazine collecting was surpassed a couple of days back -- issue 121 of COMPUTE! magazine was found and added to the DLH's Commodore Archive magazine collection as an 'unofficial' PDF - with much of the rest of the issues available elsewhere online.

I have, of course, written about COMPUTE! a few times over the history of this column -- most recently, when I made fun of the fact that they released a porn-labeled modem in 1993. That trivializes its position in PC history, of course.

It was, for a time between 1981 and '86 or so, the biggest home-oriented computer magazine out there -- but after that, it quickly faded, as PC hobbyists evolved from hardcore hackers willing to code their own programs to "regular people" who simply wanted to use their Commodore 64s and Compaqs and other PCs to do something useful with a minimum of effort.

By the time 1990 rolled around, COMPUTE! was nothing short of an anachronism. Its original founder, Robert C. Locke, had left in order to found Game Players magazine, seeking to capitalize on the Nintendo Entertainment System boom. Its original unique draw -- brand-new BASIC and machine-language programs that people could type in and learn from -- was long gone, dropped in place of coverage of more casual oriented IBM PC-compatible coverage.

Despite that, though, the magazine still tried its damndest to have coverage of both the PC compatibles that dominated the mainstream industry by 1990 and the Amiga, Apple II, C64, and other systems that were well by the mainstream wayside, but still maintained a substantial audience.

Issue 121 of COMPUTE! had been something of a holy grail to hardcore collectors like myself. For a while, there was some controversy as to whether it existed at all, as I didn't know anyone who had actually seen the bugger in real life. Many folks had instead picked up their COMPUTE! subscription anew starting in September 1990, when the magazine was purchased by General Media, publishers of Penthouse magazine, and given a new lease on life. (This new lease on life lasted for four years, until COMPUTE! folded for good in mid-1994.)

Along these lines, issue 121 is a very valuable magazine, if only to a small cadre of people (such as myself) who actually care about these sorts of things. Compute (no caps), after General Media bought it, is available in pretty decent supply, but these 1990 issues are remarkably difficult to find -- I've only seen them once or twice on eBay in the past five years, and this is the first example of Issue 121 I've seen at all, in PDF form or not.

COMPUTE! is a tremendous success, in a way, even though it technically went out of business twice. It survived through no less than three generations of computer enthusiasts -- from the "I'll build it myself" electronics hobbyists of the late '70s, through the Apple II/C64 revolution of the early-to-mid-'80s, to the rise of the PC compatibles in the late '80s and early '90s.

It started by describing how to cobble together tiny little applications on your 6502-CPU test kits; it ended by telling you about games like The Colonel's Bequest and how to enroll your children in summer computer camps.

This is a theme I've explored several times in the past, and maybe this particular issue of COMPUTE! is not a good example of it, given that it reviews games like Leisure Suit Larry III a good year after they were released. But it shows how in the early '90s, the personal computer was changing rapidly from extremely cheap 8-bit machines to "multimedia" devices that ushered in millions of new users -- users who didn't need a magazine like COMPUTE!.

Ironic, perhaps, but it still led to mags like PC Gamer and PC Accelerator down the line, so I probably shouldn't complain too loudly, eh?

[Kevin Gifford used to breed ferrets, but now he's busy running Magweasel, a really cool weblog about games and Japan and "the industry" and things. In his spare time he does writing and translation for lots of publishers and game companies.]



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