Smile, Class

Posted November 15th, 2007. Filed under

Oh neat, the company photo for this year was put up. Let’s look.

Hmm, that’s pretty small. Where am I? Let’s see…

Oh, getting closer, just a little farther…

God. Damn. It. Why do you make us look up into the hot Florida sun for these pictures?

Old Man Zack

Posted November 14th, 2007. Filed under ,

I had the opportunity to do a “teach in” at a local high school this morning. It’s basically a Career Day. I figured that kids would really be jazzed that a game designer was coming in to talk to them. One of my coworkers noted “We’re like the guy-from-the-zoo-that-comes-in-with-the snake of the 21st century.”

First off: good God, who gets up at 6am? I don’t want to be one of those people!

The presentations went well. I split my talk between stuff about being a game designer and stuff about how to figure out what you want to do for a living and then achieve it. The kids (9-10th grade, I think) were mostly attentive, but you could tell who the gamers were in the audience because they were the ones asking questions in the end. Everyone wanted to know how to be a tester (until I explained fully what a tester did, that is) – that was asked in all three sessions. Another question that was asked in all three sessions was about motion capture. That surprised me. I guess a lot of people have seen “making of” sites and such that they they at least know that the guys in Lycra and Ping Pong Balls are doing something interesting. The other question that was asked  in each session was what my favorite game was. I caught myself realizing that they probably haven’t played anything before Halo because I didn’t want to look like an old man who thought games were better back in my day, so I just said Oblivion.

A great question I had with the last session was “Why do games have so many bugs?” I explained the development process and deadlines and how you have to prioritize between quality and quantity of features and hit somewhere in the middle. Another kid butted in and told the original asker “They have to release at the start of the season because that’s when people want those games.” The kid then retorted, “Then why are there so many problems with games that don’t have to release at a specific time?” I explained how much it can cost per month in salaries, benefits and overhead and did some quick math on how many thousands of units you have to sell based on the improvements of an additional month. I thought that was a pretty good exchange that showed some of them were actually paying attention and thinking.

I honestly thought people would be a lot more enthusiastic. I made a presentation with lots of images and jokes, but they stared at me blankly through most of it.

Man, I feel old. These kids can drive.

Favorite Achievements

Posted November 13th, 2007. Filed under ,

Russell Brock linked to me and, by tradition or by obsessive compulsion, I always read the sites that link to me. I really enjoyed his post on his favorite achievements. This is because I, like Brock, think achievements are one of the best features of the Xbox 360. The snooty scoff off achievements derisively as “nerd points” and the greedy claim “you don’t get free stuff for getting points, so why bother?” Both clearly miss the point. Achievements are like Cub Scout merit badges. They don’t do anything, but you think kids would learn how to tie knots if they didn’t have something to point to to say “Hey, I did something different”? I’ve been pleasantly surprised by some achievements that have actually made me play a game in a different way or explore areas that I would have missed the first time around. This, to me, is the primary value of achievements – to extend or enhance the enjoyment of gameplay.

Here is my short list of favorite achievements that I have earned:

“The One Free Bullet” from Half Life 2: Episode One
So here is an achievement that would have been frustratingly stupid in most other games. This one falls under the category of “Hamstrung” achievements where you ask the player to play the game without the aid of some crucial element. In this case, they want you to play through without using any bullet-firing guns. But you can use the gravity gun and that’s where this Achievement really adds fun. The first time I played through Episode One, I did the normal run and gun through, ignoring most of the interactive objects. When I was trying for this achievement, my eyes were open for every cinder block, radiator and saw blade. I made great pains to retrieve the precious saw blades. The game took on a challenge that was missing in playing normally. I had a lot more fun playing through the second time for this achievement than I did on my first playthrough. By the end, using only the gravity gun was second nature and I was seeing the levels as I imagine the designers intended – being mindful of the items strewn about City 17 and surrounding areas. If I had the “Little Rocket Man” achievement, I imagine it would be on the list as well, but for a different reason.
“Skater of the Year” from skate.
I wrote off skate before it came out as another one of those “extreme” sports games where I’d have to fight with the controls and do repetitive tasks until my eyes bled. When the demo hit, I found myself lost in the game until the timer expired. When I got a hold of the retail game, I found it to be both captivating and frustrating. When I finally (after months) unlocked the Skater of the Year achievement, I felt like I had really earned it. Some of those challenges were damn near impossible, yet I persevered and had some genuine jump-off-the-couch-in-celebration moments. If this achievement was a merit badge, I’d be sure to sew it onto the most visible part of my uniform.
“Irony” from Bioshock
I find secret achievements interesting. On one hand, they aren’t revealed in the normal achievement list, so you don’t have any incentive to do them. But on the other hand, they can provide pleasant surprises that would be defused if they were on the normal achievement list. Such is the case of the “Irony” achievement from Bioshock. In one stage, you do a psychopath’s bidding by eliminating his enemies and then taking pictures of said enemies corpses to adorn a macabre art piece. When you complete it, you get to confront the psychopath. As a gamer, I instantly shot him in the face a hundred times before he could draw on me (leaving the other secret achievement regarding entering his secret room unachievable until the second playthrough). When he was dead, I thought it would be poetic to take his picture, like I did for his foes that I had offed. When I did, I got the satisfying “Achievement Unlocked” popup noise and smiled in satisfaction.
“Costume Party” from Dead Rising
Dead Rising combined two of my favorite things in video games: sandboxes with plenty to do and zombies. There were dozens of ways to interact with your foes in the game and most were ridiculous. Yet I never would have thought that I could put masks on the zombies if not for this achievement. Thus, it serves its purpose of letting you know about a feature that you may not have discovered on your own. I kind of wish there had been a few more because I know I must have missed some clever features (Frying a zombie’s face with a hot skillet was a fun discovery), but this achievement made me think about each item I picked up and what its purpose was.
“Worst Cliché Ever” from The Simpsons
The Simpsons game was quite funny. I was tempted to put the “Press START to Play” achievement here as it gave me a good laugh, but since it was essentially automatically given, it really wasn’t a good achievement besides providing said laugh. This one, however, prompted me to find all of the clichés in the game, some of which were quite hilarious including the “Collecting Every Collectible” cliché, which is personally one of my most notoriously hated game design decisions.
“Don of NYC” from The Godfather
There really isn’t much of a story behind this one as it is your standard transcompletion achievement. However, when I was done with it, I really felt like the city was mine and that I controlled every mobster in my reach. I suppose that is more of the game itself succeeding than the achievement, but it was a nice stopping point when the achievement was awarded.

Tim Schafer on XBLA

Posted November 12th, 2007. Filed under

From Gamasutra:

Asked if he plans to do any Xbox Live Arcade games, Schafer said, “We talk about making Xbox Live Arcade games all the time. Who doesn’t want to make Xbox Live Arcade games? It’s like when you see a Great Dane taking a giant shit and then you see a poodle taking a little Tootsie Roll shit. The poodle is so cute, but at the end of the day you’re still picking up shit. Seriously though, we’d love to make Xbox Live Arcade games, but we’re really busy now.”

I don’t know if he was just trying to make a joke, but there’s some great sentiment about modern games there.

Shivving Encouraged

Posted November 9th, 2007. Filed under

I was reading this article about Rock Band and I had an “Oh, snap” moment at a little shiv from Harmonix to Neversoft:

We definitely encourage people to be playing music. We want people to be living that vibe that we are all about because otherwise we’d kind of just be fakers. Obviously we are making video games and that’s what we’re about, but we are also musicians, and it’s the combination of us being musicians and videogame makers that really makes us have that special quality. It’s kind of pervasive throughout the entire company. We wouldn’t bother trying to make skateboarding games.

Bad blood?

MLB Power Pros

Posted November 7th, 2007. Filed under

A short review.

MLB Power Pros is exactly what hardcore sports people think is approachable, but isn’t.

It is essentially a hardcore baseball sim with a coat of kid-friendly nuance on top. The game is still chock full of abbreviations that no one with a passing level of baseball knowledge could be expected to know and no one beside the game designers and rabid fans could understand how it affects gameplay. The controls are of the same complexity as I experienced playing The Show and MVP NCAA Baseball. There’s nothing more approachable here. You either can modify the settings to make it stupidly easy or the computer can act with artificial precision and you will get blown out. I imagine if I spent a lot of time with it, I could get a competitive game out of it like I can now do with NCAA Football, but I honestly don’t want to make that investment. I want something fun and approachable without turning it into a fantasy or having a Wii-Sports level of hand holding.

One noteworthy feature is the game allows you to automate almost any element of gameplay that you don’t want to do. I immediately automated base-running as I’ve always found that to be a chore. However, I’ve found that I should probably just as well automate everything as the CPU seems to be able to do things that I cannot – namely, hit sacrifice flys and successfully hit farther than an infield fly without using the “power” option. There’s nothing here besides MVP/MLB with a Japanese twist. It’s a hardcore game for hardcore baseball fan parents to give to their kids to hope that they too turn into hardcore baseball people.

Miscellaneous notes:

1. Dear 2k Sports: Perhaps you did not know, but PNC Park is in Pittsburgh, not New York City. Please update your maps. I understand that people from Pittsburgh may not realize they have a major league ball club there, but there’s no reason that you shouldn’t know

2. Dear Take Two: When did PS2 packaging change to eschew the memory card holder? This is definitely a game you would want to port your created players/teams/etc. around. Why would you leave out the memory card holder? I ended up swapping my packaging with my Sly 2 packaging so I could have a memory card holder.

QTEs are Evil?

Posted November 7th, 2007. Filed under

Found this article on Rock Paper Shotgun on why Quick Time Events are balls.

I can’t say I completely agree, but their reasoning is sound. The fact is that QTEs are a design/implementation cop-out. BUT, and this is what the aforelinked article misses, if the result of putting in a QTE is sufficiently noteworthy, it can be worth it. For instance, in God of War, it would be silly to have the player master a new set of controls for the brutal boss finishes. The fact that they were so climactic made the QTE okay. I didn’t enjoy them on the normal baddies – killing the cyclopes, for one. Repetitive for the reasons mentioned in the article.

But here is another realm where they can be okay: sports games. In actually playing a sport, one has control over their limbs and head and possibly some extension of those (hockey sticks, golf clubs, etc.) To have a QTE for breaking a tackle or doing something where the player would need some incredibly fine granularity of control over the avatar’s motor functions, I believe this could be advisable. The key to this is whether you are taking control away from the player in order to extend their move set or giving the player more control while extending their move set. God of War’s cyclopes are the former – there are many other ways in the normal control scheme to off them. A broken tackle in a football game is the latter as long as there aren’t other more direct ways to initiate the action.

Where I think the linked article fails is using the “it takes me out of the game” excuse. Yes, it is certainly true, but we put up with a lot of elements that take us out of the game: UI, button memorization, repeated dialogue, loading screens, achievements, save states. Indeed some of these things we find vital to a gaming experience. So the point of the analysis should be if reminding a player that he is in a game and taking control away is worth it in that situation. Saying QTEs are evil is as silly as saying button combos are evil.

Eggrolls! Revenge!

Posted November 5th, 2007. Filed under

So someone agrees with what I said about pandering to the hardcore, only this is in regards to Guitar Hero instead of sports games.

And I guess I am also not the only one who thought “Battle Mode” was a terrible idea from a design standpoint (you can’t add randomness to a game that is about skill mastery) and not the only one who found the game to be as surprisingly chauvinistic.

Other notes from the weekend: How do you review the Simpsons game? This shows the inherent flaw in the numerical ratings system and it shows in the reviews. The camera is broken, the controls are terrible, the graphics show numerous errors during cutscenes and there are some absolutely stupefying general and level design decisions (no co-op in-between missions?). Yet the game is fun. Why? Because the writing is clever, irreverent and different from what we normally see in games. And that is enough to push you forward. So do you rate a game for its execution of technical aspects or do you rate the game for how enjoyable it is? It’s fairly obvious that game reveiwers don’t know the answer so they aim somewhere in the middle and assign a random “average” number.

The Simpsons Game is worth playing, even to just borrow off a friend. To compare it to other games with a similar rating and assume that it provides a similar amount of fun on the little circle of plastic is folly. The linked game is junk and the Simpsons game has redeeming qualities.

EDIT: A related story via Joystiq.