Steam Cleaning: Orcs Must Die

Posted December 27th, 2011. Filed under ,

Steam Cleaning n. 1. The futile attempt to play all the games you’ve bought on Steam during sales, bundles and promotions.

I don’t like Tower Defense games. Like everyone else, I played Desktop Tower Defense a few years back until I got bored and then I called it a genre. My main problem with it is the passivity of the actual game-time. The bulk of the important decisions are made before the action and then during action, it is just triage. Tower Defense reminds me a lot of a less interesting version of The Incredible Machine games, where one sets-up and then hits play and watches him or herself win or lose. The difference being with the Machine games that there were multiple dimensions to deal with: gravity, flammability, wind, etc whereas many Tower Defense games deal with just Put Damage Here.

Orcs Must Die is different. It has the pre-game component of Tower Defense, but the action is done in third-person shooter style and is largely dependent on your skill in that regard. Interesting decisions happen in the pre-game AND during game action. While it is still in the realm of Put Damage Here like most Tower Defense, the added constraint of having to ferry your warmage around to deal with situations adds a level of complexity that is sorely needed. Additionally, the art/animation/sound is slick and really adds to the experience. I’m starting to tire a bit of games using Captain Hammer-esque protagonists, but in this case it works.

The gold standard of my enjoyment of a game is if I will go back and replay levels and I did this in spades. I have only the final (*^&%$*&^ impossible!) level to complete, so I’m going back and trying to ace the previous levels. Ignore any pseudo-intellectual normative “should I like this?” internal dialogue and use this as the metric and see what results you get.

Making of Prince of Persia

Posted December 20th, 2011. Filed under

I’ve been reading Jordan Mechner’s The Making of Prince of Persia which is selections from his journal in the period from 1985-1993. It’s fascinating in a way that I don’t think it would be if the method of delivery was a retrospective or biography. His entries are deeply personal as fits the journal method. He names names of people he feels are incompetent or standing in his way. He has a task to do; he wants to make the greatest game of all time and he gets frustrated when people aren’t on the same page as him.

But what really stood out to me in the journals is his single-mindedness that this was just a step to becoming a filmmaker.  What Jordan will always be known for is Prince of Persia, yet so many of the entries are about wanted to be done with it so he can move onto films. Perhaps it is because he grew up in a time before video games were something you could be respected for, yet for most of the time that the journal covers he cannot see that he is on the top of the world with true creative freedom and control and mastery over an area of creative expression! The grass is always greener. I was literally frustrated when I was reading the period just after POP released and Jordan became a gopher for a student film and was nothing but excited about it. He went from the very top of one industry to the very bottom of another. I can’t criticize him for following his dreams, but I also cannot help but be sad for what was left on the table. I guess it is part of a great dramatic arc that you want to yell and scream at the main character.

There’s tons of fascinating stuff in here, especially if you’ve been a professional game designer. It’s amazing in this day and age of the willy-nilly aspect of just throwing things into a game without documentation or process or just taking six months off because you feel like it. Of course, it is also unreasonable in this day and age to actually expect to own anything you make AND get paid for it.

It is inspiring in a number of different ways. One, it makes me wish I’d kept a true personal journal during my EA and Gameloft days. Two, it reminds me that even the names in the industry face the same insecurities and setbacks.

Boo

Posted July 2nd, 2011. Filed under

I haven’t written a review in a while, so I thought maybe I’d give my impressions of F.3.A.R or Fathirar or what henceforth I will call Fear 3.

For a game with an aesthetic response right there in the title, it does little to evoke fear. Day 1 Studios tries hard and I want to gently pat them on the head and say “Good effort” but there seems to be a clear delineation between “scary parts” and “shooty parts”. The “scary parts” are marked by a lack of enemies and overall creepier music. But once you realize there is no danger in the “scary parts”, then it becomes like a tame theme park haunted house. You walk around and admire the workmanship and cleverness of the designers.

But good survival horror (if that’s even the genre they look to nudge into) doesn’t give you a chance to breathe and enjoy the scenery. Or if they do, it’s only to lower your guard for when they choose to shock you in a “safe” area. About three quarters of the way through the game, they seem to start to realize this and they start throwing enemies at you in a way where you can’t camp behind cover and methodically advance. I was excited by this, but the rails came off when I realized the AI of the enemies was a bit too stupid to provide for any interesting encounters–the monsters bite at your ankles mostly so you just unload shotgun round after round at them until they go away or you die. Playtesting must have revealed that they had no clue how to balance this thing as there is a difficulty slider on the respawn screen so you can nudge it to suit your own level of flow.

I probably wouldn’t have pushed myself through the entire campaign but for periodic surfacing of some truly great tactical set pieces. About once per mission there appears an encounter where you truly have to use the environment and the weapons at your disposal cleverly to progress rather than either Ramboing or playing cover tag.

If these moments happened more often, my blood would have been pumping. Regretfully, it seems like a rogues gallery of early 00s bad design and technical decisions. Enemies will pop in from nowhere. Doors lock behind you constantly to load further parts of the level (I just blew up a helicopter with this surface-to-air missile, yet I can’t open this door that just automatically closed behind me?). Invisible walls block progress where you aren’t “allowed” to go yet. Enemies clip through closed doors. Scripted events trigger too early meaning you don’t actually get to see the helicopter crash or the monster come through. Even enemies that are invincible because they are part of scripted events and can’t be killed until you walk past the line that triggers the event.

Inexplicably, these bugs and mistakes are paired next to excellent looking levels with masterful indirect control. You almost always know which way to go and it is usually because of a well-placed light or other non-obvious marker. Of course, a lot of the cool-looking things were in Half-Life 2, seven years ago but games can’t all be Half-Life 2.

You’ll get sick of the same monsters appearing over and over again by game’s end. One of the best enemies is some sort of Dr. Manhattan-esque blue guy who can create portals and walk through walls. These guys can set up some pretty good moments, but they don’t go far enough. In fights with them, you should always be vulnerable next to walls as they can just teleport behind you and grab you. This would make being out in the open the safest place, a direct reversal from the dynamics set up in the rest of the game.

The story is pretty nonsensical, but I’ll admit I didn’t play the first two iterations. For some reason, they stick with the silent protagonist (nee Gordon Freeman) but they place him in cutscenes where it would be natural for him to offer some sort of response. Even a nod or a grunt. Instead, he looks stone faced at whoever is talking to him. I guess I shouldn’t ask for much when the character doesn’t even have a real name. The game hints on a theme of mistakes and favorite sons but really doesn’t develop on either. One mechanic at the end of the game takes it into consideration as which brother you played throughout the game, but since they don’t really tell you that, you will probably have the Point Man ending.

There’s an exploitative points system that gets you to do stupid things like hiding in cover when no one is around to gain points. When you complete levels you unlock the ability to play through the game as the evil brother Fettel who can possess enemies and make them fight each other. This is much more interesting than silent commando protagonist! But since it is just an unlock option, few will play that way. Why not have made Fettel levels and Point Man levels where you can set up interesting pieces with your possession abilities? I almost wrote something about Fettel’s voice acting being almost as bad as Psycho Mantis from Metal Gear Solid, but looking at his biography it turns out he was Vulcan Raven in that series, so I understand perfectly.

The multiplayer shows signs of being compelling, eschewing the normal deathmatch/ctf types for some objectives that are a little more interesting. I didn’t dive too deep into it, but there were some mechanics I really liked in there. One mode has you possessing NPC enemy players and battling NPCs possessed by other real players. That’s clever. One mode has you running from an ever encroaching wall of badness, which strangely reminded me of a minigame from Fuzion Frenzy. Something tells me co-op would be a blast, but I’m so tired of the game after going through the single player. If the game was primarily about Fettel or provided a separate co-op campaign, you’d see it jump a few points in my book.

Overall though, it is a game about guns and little else. If you are tired of gun games like I have been lately, then this won’t do anything to change your view of the hollowness of gun games. If it was released in the crowded Christmas season, it would have been instantly forgotten. Luckily WB Games is smarter than that. There are plenty of things to like, but they are surrounded by frustrating same-y filler. Unless you are willing to forgive a lot of sins, you will be more distracted by FEAR 3 than drawn into its world.

Is this from Uncharted 2 or Fear 3 or Call of Duty 6?

Oh! I almost forgot! There is a level that takes place completely within a near future Costco!

Bully Theft Redemption Noire First Impressions

Posted May 18th, 2011. Filed under ,

I have some serious heavy-duty gripes about LA Noire but it does a bunch of things right.

My favorite feature of all is that you can hold down Y (or Triangle) near your car to get your partner to instantly drive you to the next location instead of lumbering around town like a drunk teenager wrecking into every stop light in a ten block radius. If any dialogue was to happen during the drive, it happens before the fade-to-black. It fixes the primary problem of many open world games: that getting from point A to point B is really not all that fun. And when point-A-to-point-B is the majority of the time spent in the game, that discourages players from completing the bits that you spent millions of dollars on: the missions and set-pieces. Less than eight percent of players finished Red Dead Redemption. In movies or TV when your protagonist needs to go somewhere, we don’t see him or her get into a car, navigate the freeways, signal legally and pull into a valid parking spot. Because it is boring and unnecessary. We spend all of this time investing in raising the emotional stakes of our characters and then let that tension slack so that we can navigate a “real world”. A game that I found incredibly interesting and innovative, Far Cry 2, I never finished because I was tired of driving through jungles and savannas getting randomly assaulted.

The primary frustration I have with the game is the linearity of conversation. (This may seem ironic to some, since I just advocated what some may call linearizing travel, but I would argue that it is already linear since there are no meaningful changes that happen between point A and B – it is false freedom.) While melodramatic and a bit silly, the Ace Attorney games provided pretty interesting mechanics for searching crime scenes and interacting with witnesses/suspects. Often the dialogue would take the shape of a hub. You can take a line of questioning and if things go sour, you can loop back to where you started and take another line of questioning. Sometimes this would lead to repeating dialogue, but there was a sense from a metagame perspective that if you could suss out orders and prerequisites, that you could complete the designed interaction.

LA Noire takes a wholly linear approach to questioning. You get one shot at each prompt to answer Truth-Doubt-Lie. Only one of the pieces of evidence works for each lie even though evidence may lead to similar trains of thought. And when you “doubt”, you can not later go back and accuse the witness of lying. It makes little sense. You get one opportunity and that’s that. If you have suspicions, you better use the right evidence or forever hold your peace. Is it meant to be replayed? Is that the point?

 

Dialogue Shape: Ace Attorney vs. LA Noire

I’m also fully convinced that whatever genre Rockstar tries in the future, they will still use the same minimap.

 

You win

Posted April 16th, 2011. Filed under , ,

So, have you seen Space Funeral? Probably not. It’s an indie RPG beatable in about an hour. At first it looks like a kind of punk random-for-the-sake-of-offending-the-senses aesthetic, but there is some really smart/funny bits in there and a fun ending with great music throughout. I’d rather not spoil anything, so I’ll leave it at that. Better than many/most of the $30 DS JRPGs I’ve played.

 

Notes

Posted July 6th, 2010. Filed under ,

I’ll be typing up part three of my board games post sometime later this week when I have time. I had friends come up over the holiday and we went to Central Park, MoMa, the waffle truck, played DominionPuerto Rico and Le Havre,  played at Dave & Busters, went shopping for Chinese junk on Canal Street, saw Avenue Q, saw the 4th of July Fireworks on the Hudson, went to Liberty Island (I took a great photo of the Statue with my phone that I am using as my wallpaper now. I’ll upload it later) and had delicious food in a number of places. It was a busy weekend!

This short post is to tell you about a gem of a game I played through on Thursday. It is Telltale’s pilot of Nelson Tethers: Puzzle Agent. If you like the Professor Layton games, then Puzzle Agent is familiar. It is a point-and-click adventure game sans inventory management, where the challenges come from brain teasers, logic puzzles and riddles that are interspersed with the story.

The pilot was great, but leaves on a bit of a To Be Continued note, so I’d be very sad if folks didn’t scoop it up in enough quantity to merit a whole season. I felt that the puzzles were more fair than in the latest Layton game (in that, some puzzles could be interpreted in multiple ways leading to incorrect correct answers). But the real draw here is the ridiculous writing and voice acting. I’ve found the voice acting in the Sam and Max games (of what I have played, at least) to be a bit monotonous. Plus there is a wonderful surprise that breaks the veil of puzzle and story that I will leave for you to discover.

Awake

Posted June 11th, 2010. Filed under ,

Many games are justifiably criticized for having a “thrown-in” story. You’ve played these before – games where the story is so full of holes, or presented so poorly that it seemed like an afterthought. These games start with the play mechanics and once a fun experience is wrought, a story is shoehorned in to add context. These can still be good games, yet the converse is rarely held highly by gamers and reviewers.

Some very successful games are like this – putting the gameplay cart before the story horse. Do you think that Rockstar started with the idea of the plight of an eastern European immigrant learning to adapt with a foreign culture? Or did they start with mechanics: a living city, carjacking, police chases, helicopter rides, etc. and add the story later? It isn’t pejorative to say a game’s development starts with mechanics – it is simply a different development strategy.

In Alan Wake the story is front and center – so much that the game’s “episodes” add punctuation points to gameplay setting up “cliffhangers” at key story points. This is interesting. Cliffhangers make sense in television. The story in television dramas has to fit in a predefined time block and it cannot be guaranteed that the viewer will return for the next episode. So they leave with a question that must be answered in the hopes that the viewer will come back. Games like Alan Wake don’t have that limitation. The consumer has already bought the disc. There is no predefined episode length. They can play right through.

But the cliffhangers serve an important psychological goal – or at least they did in my case. Despite it being a device used specifically to draw player attention, it is where I stopped playing. Was this a mental cue that I picked up from years of watching television? Perhaps. But these episode breaks served as a cue to portion out the experience evenly. Many reviews that complain about the “sameness” of the gameplay may have rushed through and ignored these natural stopping points. Throughout the day after playing it, I’d wonder about the cliffhangers and come back with a renewed interest and drive to continue.

Back to the issue of story preceding gameplay. The gameplay is repetitive. But this serves the story in the same way the repetitive gameplay serves the story in Half-Life 2. Alan has a particular problem he is facing and for him to swap genres or wildly increase the breadth of mechanics in order to increase the breadth of gameplay (as happens in GTA, RPGs, etc.) would be putting gameplay before story.

You play as the plumber Mario and your goal is to save the beautiful Princess from the evil Koopa menace. Only Alan Wake isn’t as sacchrine. Mario is a New York writer. The Princess is your nyctophobic prize. The Taken are just as ill-defined as the Koopa Troopas. But it is a maturation on the same beats.

Some have complained that the game doesn’t follow the same horror tropes and is thus less scary. But these tropes apply in different ways to games that are story then gameplay versus games (like Resident Evil) that are heavily gameplay then story.

Additionally, the game is self-described as “thriller” not “horror”. Horror is meant to scare, first and foremost where thriller is meant to cause anxiety. So the string cues that let the player know that Taken are coming actually help the cause. They aren’t meant to be scary surprises – they are meant to make the player say “Oh shit, what now?” Alan Wake succeeds in spades.

Many words have been spent comparing Alan Wake to Heavy Rain and the comparisons are apt. Both are story-first, gameplay second. Both are console-exclusives that spent a considerable time in gestation in European development studios. While I enjoyed both a great deal, I believe that Alan Wake provides a better game experience.

When you play a game you make mental models to explain a number of highly strange things. For instance, let’s say I am playing Team Fortress 2. I need to explain that making a certain movement with my finger will cause my character to shoot a grenade. I need to explain what my target is by seeing it on screen and making a judgment that it is a “bad guy”. I need to explain that my “avatar” needs to move to the “control point” to win. I need to explain that a movement with my thumb translates to movement of my avatar. I need to explain that these things together will help me achieve my goal, which is standing on the control point.

The point I am trying to illustrate is that we have a lot of abstraction in something that we consider very familiar. Heavy Rain changes those abstractions. In order to open up a drawer, I have to make an odd swirly motion with my thumb. Why am I opening it? Uh, well, I’m not sure, but there is an icon on the screen telling me so. Where Heavy Rain fumbles is that the abstractions aren’t congruent with what we’ve expected. That is fine in of itself – every innovative game has, by definition, messed with our models of how things work. But when your entire presentation scraps the conventions, you have a lot of explaining to do – not literally, of course – but to the models we create internally. I have no problem moving a stick to walk my character to a car in Grand Theft Auto IV, pressing Triangle to carjack and then pressing R2 to accelerate away. It melds with our models and isn’t that strange. To do the same thing in Heavy Rain requires moving your character in a unique way, interacting with the door handle in a unique way, and driving automatically without input from the player. Our models are all frazzled!

Alan Wake, however, sprinkles its innovations amongst things that confirm our mental models. To say “it controls like an action game” is to say that it conforms to our models of the mechanics and dynamics of an action game. But does it really play as an action game? Not really. I’ll leave it to the reader to list all of the ways action games are vastly different than Alan Wake.

Let me thwart the straw man response that would assume that I am saying that breaking mental models is bad. Indeed, it is the only thing that provides us any growth. But look back at Alone in the Dark (the old one) for example. Games before that generally looked at player characters from the side or from above or from a subjective viewpoint. This game changed the mental model by making the camera a third-person observer. But we can answer the question ‘why’. The designers did this because it could create generally creepy moments. The payoff for breaking this model was a new presentation of emotion (fear) that helped further the game’s themes. There are numerous examples of changes that are just for the sake of change that do not further the games themes and these are less compelling and thus harder sells.

So here are two games that choose to eschew the common gameplay-then-story development process. Both are essentially “on rails”. Both are excellent games. But one breaks down nearly all of the common mental models for players. The other keeps you on edge by mixing the comfortable with the new. The new here is integrated with a way that dovetails with the game’s themes. Neither is essentially “right”, but I think this explanation is, for me, why one was more enjoyable than the other. I’m interested in hearing others’ opinions.

Better Red Than Dead

Posted June 1st, 2010. Filed under , ,
  • Looping back to the previous post on feedback loops, I am playing EA/Playfish’s FIFA Superstars Facebook game. It’s got some neat stuff in it, but I am at a point where I am absolutely suffering from the positive feedback loop I’ve seen in most every EA Sports game.I’ve lost my free coach (you only get him for a limited time), so my team’s power/rank/whatever has dropped twenty points. Yet I am forced into a league where I have to play people who still have the coach and are thus at my same level yet at the same time completely outclassing me.

    Now here’s the exacerbating problem: when you lose, you lose training power and you get significantly less money and significantly less experience – thus you are put in a position to do worse in future games and have no mechanism to escape (sans paying real money). Not only is this reinforcing, but it is through no fault of your own.

    It is easy to fall into this design when working on sports games because sports are very much based on power law distributions. There are a bunch of shlubs and a few superstars. The superstars get all the money and fame and endorsements. The problem with modeling that in games is that nobody wants to be the bench player. They all want to be LeBron James or Tom Brady or Sidney Crosby. This works fine if you have early successes (flip “heads” the first few times and gain the advantage), but for most players (the schlubs), it just won’t be very fun through no fault of their own. So my advice is to stay away from the positive loops that model real world success onto players and instead let the players themselves be the embodiment of the powers law while implementing negative reinforcement that allows the schlubs to catch up to those superstars. Does it model reality? No, but it shouldn’t have to.

    Meier commented on the fact during the last GDC that when units have stats that if it is the player’s units that they should always win when they have the higher number and that the game should roll the dice when they are the underdog. But in multiplayer games (like this one), you are more or less guaranteed to have an underdog and a champion that share this bias. If you use the stat-based method, it is very easy to fall into the power-law situation where there are a bunch of schlubs and a few superstars and the player has little control over which they will be.

  • I completed Alan Wake over the weekend and I am surprised that everyone isn’t finding it as wholly compelling as I did. It has a clever battle mechanic, fantastic presentation and gripping story, not to mention fantastic score and soundtrack.I then dug into Red Dead Redemption. Now, it is my own damn fault because I generally avoid previews but I didn’t realize that when people said it was “Grand Theft Auto” in the west that they were being literal. These are the same mechanics that you played in Grand Theft Auto 3, Bully, Grand Theft Auto 4, and so on and so on. Literally, there was a mission that had me steal a horse and then watch my minimap as deputies raced after me. I had to be outside their zone of awareness while a meter ticked down and then they forgot about me. Sigh. I was looking for my horse’s radio controls but couldn’t find them.

    Now, I am being biased because I hate the controls, hate the reticule, hate the World’s Slowest Poker Game, hate the bugs, hate that you can’t often tell who is firing at you or where they are, hate the stupid same missions I was playing five years ago, hate the “hold A to experience mission” gameplay and so on. But since the frustrations are raw and in my face, it is hard to acknowledge that there are a lot of great things in the game. There are!

    Hold on. A comment on that last item. I have a great deal of skepticism towards open world games for one reason: much of the gameplay time by percentage tends to be taken up by traveling from gameplay event to gameplay event. In Wind Waker, you spent a lot of time sailing from point to point. In GTA, driving. In Far Cry 2, more driving. In most open world RPGs, walking. In Red Dead, you spend a lot of time simply holding down the A button to follow an NPC that will talk to you on the way to some mission. These mechanics are not substitutes for compelling gameplay.

    These are tasks that we do in order to fulfill a larger purpose. Some games get this right: Sly Cooper 2 (condensed world full of interesting decisions), Oblivion (density of discoverable points in travel along with very easy quick-travel), Silent Hill 1 (Very directed open world for the most part), Burnout Paradise (they made great pains to make the actual travel to events fun).  Red Dead puts band-aids on the wound: coach taxis, campsites, etc, but they do not really fix the problem. Had Alan Wake been “open world” (it could have been very easily!) it would have suffered from the same remarkable sameness of gameplay, paced poorly and frustratingly extended.

    Back to what works. The formula for Grand Theft Auto is to make a world and then fill it with stuff rather than to first design stuff and put it in a world that fits said stuff. To this degree, they do a great job. You can do everything from pistols at dawn to liar’s dice to cattle ropin’ and hell, you can even pick flowers. They sure get quantity right. The fact is that there are many types of players (Bartle provides one definition, but it is far more branching). It is hard to create experiences that satisfy everyone. So if you cast a wide net, you can hope that everyone can find something that they enjoy. I, for instance, find the Treasure Hunting quest line very interesting and fun. It comes at the expense of making sure that all these mechanics are usable. Some mechanics give you no chance to learn them (poker cheating) and others simply feel like they were checked off a list as “done” and forgotten (horseshoes).

    So maybe that is where the 95 Metacrtic comes from in a game full of nervous-twitch inducing issues. The production was clearly difficult, as evidenced by the EA-spouse-esque leaks. So that a game that could come out to such rapturous reviews is emblematic of a team that put their hearts, souls and bodies into creating something that people enjoy. Kudos to that. The San Diego team has my utmost respect.