Saturday, January 17, 2009

Thoughts on Failure

There are two excellent blog posts out there regarding the failed MMO 'Tabula Rasa'. The posts, by a designer on another project at the same studio, and a programmer pretty high up in another internal studio in Europe.

Frankly, both blogs - after reading them both, and reading them again - are pretty scary. You see, much of what they talk about, in terms of management and morale on the Tabula Rasa team I have experienced first hand.

Now, I know that the last project I worked on is (more than likely), going to ship. It is oddly comforting and disturbing that other studios suffer the same sort of internal issues I experienced.

I'm going to take some time and digest it before I post more. I really suggest that you read those posts if you are a developer, are curious about game development, and more to the point, have been on the business end of some bad project and project development

I Love My Job

I didn't think that this would be the case, but I'm enjoying working at a much smaller company than I did at the larger companies I've worked at so far.

I'm enjoying it for one reason: everyone in management, top to bottom, has been around long enough and have worked at enough other studios that they know what works and what doesn't work.

They are open and expect collaboration. Sitting in silence is frowned upon. When your idea is used, you are praised. When you idea isn't used, you're praised for at least suggesting something. Everyone understands that morale is more than free goodies, it is about open communication and ensuring everyone is working toward a common goal without regret.

I'm sure that this has something to do with the fact that the team is so much smaller than any other team I've worked on, and certainly much more professional.

In the end, they are all great people, and not a day goes by that I don't count myself lucky that my last job's door closed when it did, because I wouldn't have been so open to this opportunity had I still been gainfully employed.

I promise, my next entry will be something a little more relevant in terms of game design and development.

Wednesday, January 14, 2009

No Man Is Just a Number

The creative mind and lead actor behind one of the most subversive, brilliant and layered bit of television died today. Patrick McGoohan was the first to really push the boundaries of Television as an artistic medium, and not merely as an entertainment artifice.

His seminal series, to which twisted, layered episodic TV such as Lost and Battlestar Galactica owes much to, was called The Prisoner. The series, ostensibly about a secret agent who is kidnapped because of his mysterious resignation, is one of the most complex stories ever written for television. The symbolism present, the subtle anti-conformist, anti-establisment and anti-government themes, and the fact that it is all timeless in its presentation is where the brilliance of the series really shines through.

The hero of the series, Number 6, was one of England's top spies. Out of the blue, he storms into his superiors office and in a thundering display, resigns his position and leaves the spy business forever. Followed as he returns home, he is gassed and falls unconscious, waking up in an anonymous little town called 'The Village'. Over the next 17 episodes, Number 6 defiantly stands up against his nemesis, Number 2, as he or she attempts to find out why Number 6 resigned.

The Prisoner is ultimately one man's fight for identity, principal and individuality in a society that seeks conformity to social norms, that a loner is dangerous, and that principals are a myth.

AMC is showing the entire series online right now, for free, and I highly recommend you check it out, it will change your life - it did mine.

You see, my father introduced me to The Prisoner. The irony in that is that my father is about as hardcore right wing conservative as they come, and here he is, introducing me to a TV Series that is absolutely brilliant, and is also absolutely some of the most libertarian and anarchistic
entertainment that has ever been aired on any major broadcast network.

It was this sinister yet sweet world of "The Village", with its terrifying (at least, to an 8 year old) Rover, and its defiantly independent hero who will go to great lengths to ensure that the principles that he so lustily defended are never compromised, that he is never broken, and that the individual is paramount in a world of sameness and conformity, that really began to shape my identity and political philosophy.

More importantly, it has become a guidepost for me in terms of writing and enjoying fiction. Some talk about how the includion of Ayn Rand's objectivist philosophy into Bioshock was such a ground breaking piece of entertainment, but The Prisoner adheres so incredibly close to Objectivism that it took over 30 years for another work of art to even come close.

For those gamers that loved Bioshock, watch The Prisoner.
For those science fiction fans that love Lost, watch The Prisoner.

Enjoy and, be seeing you.

Monday, December 29, 2008

The Definitive Gameplay Theory

I touched on this one one of my previous posts, and decided it was worth expanding into a whole thread dedicated to the subject: what makes a good game? This seems to be the gold nuggets that every developer and publisher strives to achieve, and few actually reach. Numerous, more experienced developers have written loads on this subject, and since the notion of gameplay and game design is clearly very close to my heart, I'm taking on the mantle of taking these lofty notions of theme, gameplay, and story and boiling it down to its most distilled essence.

Pure, unadulterated game design theory for the masses.

So, with that said, the first, and arguably most important, aspect of game development is gameplay. Good or even great gameplay will allow developers to slip in other areas (art, sound, story, etc.), because gamers won't really care about anything else. If the game is fun to play, then the game will sell.

Which leads me to my first theory of game design, The Definitive Gameplay Theory, which states: If the play experience provided by the game is clear, specific and refined, the gameplay is definitive and therefore desired.

The definitive theory is observable in numerous games of all stripes. Since games as entertainment have existed since antiquity, it has been the games that fullfilled the three criteria of the Definitive Gameplay Theory (Chess, Go, Backgammon) that we still play and enjoy today.

But with the speed of development, use and discard of games these days, the Definitive Gameplay Theory illustrates how the best games on a year to year basis achieve immortality. So, to illustrate: let's look at three great games to come out in the last five years and see if the Theory can be put to the test:

Tetris: the epitome of the theory. It doesn't get more clear, concise and refined as using random geometric shapes to balance between building and eliminating an ever growing base of fallen pieces. The game is simple, elegant, and definitive.

Grand Theft Auto Series: while the GTA series has always been linked to its gangster storylines, the gameplay has always been built around a huge open world as the primary focus. Since the days of the P200 GTA that shipped on 3.5" Floppys as shareware, the GTA series has always pushed the envelope when it came to content, whether it be controversial dialog or technological with it's massive cityscapes.

Final Fantasy Series: Classic Final Fantasy has always centered around turn-based combat. The RPG elements are there to lend depth and control to the player, but in the end, it's turn-based gameplay writ large. By following a stream of menus, the players perform the functions needed to play the game. Based on the original Ultima series (which, in turn, was based on Dungeons and Dragons), Final Fantasy core gameplay is easy to use and get into, thus, making it accessible to play.

So, how does this translate into making a good game? It means the best developers pick one (at most, two) core gameplay features and ensure that they permeate the entire game experience, polishing them to a high sheen and ensures that they are essential to the entire game. These features are typically genre defining conventions, and often are technologically driven to differentiate the new game from previous, current or future competitors. Limiting innovations to one or two features ensures that these gameplay crucial features recieve the time and attention needed to polish them to a high sheen.

Too often, as been my experience, developers and publishers alike push for more and more features, expecting that the shotgun effect - throw in as many features as possible and hope something sticks (something I call the 'Network TV Casting Effect'). The games that sell the best aren't a shotgun but a laser beam.

Tuesday, December 23, 2008

Civilization: Colonization

I'm an absolute whore for the Civilization series, and whenever a new expansion back comes out, I'm usually the first to go pick it up and play it.

I loved the original boardgame, but the series didn't really sink it's hooks into me until Civ II. I missed the first because, well, I didn't own a PC - I had a sexy Apple IIe (with 2, count em, 2 5 1/4 floppy disk drives). But, in college, two games caused me to loose a lot of sleep: Frontpage Sports Football and Civilization II.

So, when Civ III came out, and by that time, I had graduated school and gotten married, I jumped in with two hands and head firmly ready for some rewriting of history. What I got with CivIII was a overly complex mess. Too many resources muddled down exploration and forced civilizations to place more cities in play to gather critical resources. Example: saltpeter is required for making gunpowder in the real world, but its inclusion in the game made it one of the most useful early resource in the game, without it, no gunpowder, no musketry, and domination by an opposing civilization.

Anyway, I digress, Civ III left a bad taste in my mouth, but when I heard more and more about Civ IV, I sighed in relief. Not only did they simplify the game after the twisted mess of Civ III, they made the game far more maliable and moddable. After Civ IV, and it's outstanding mod, Rhyes and Fall of Civilization, I was hooked again. So, when they released Civ: Colonization, I knew I had to get it because there was finally a game that combined two of my obsessions: The Era of Exploration and Video Games.

So, the game, its outstanding. Of course, it requires some micromanagement (it wouldn't be a Civ game without it) and the game is sufficently challenging, even on the easier difficulty levels. If you enjoy the Civilization series, you can't go wrong with Colonization. That being said, the game is ugly. Civilization has never been a gorgeous game, but Colonizations UI palette is horrible - a real step backwards.

So, if you need me, I'll be attempting to break the subjegation from my Imperious ruler.

Sunday, December 21, 2008

Everyone is working for the weekend

Well, my working has encompassed the following:

- Getting my Aunt's stereo hooked up: She's got her house wired for sound, but is a complete neophyte when it comes to technology, so I spent the morning getting all of the various channels hooked up. Small price to pay since she is letting me stay with her, rent free, until Gina and I can find a house up here in Tulsa. Long story short, the stereo is hooked up, sounds great, and over Christmas, Christmas tunes can be blared throughout the house. Ho Ho Ho.

- Laundry: Not much to say about that; its laundry, if you're interested in how I do my chores, well, you need to get away from the computer a bit, constant reader.

- Ace Combat 6: I know this is from the "About frakin' time" pile, but I wanted a new game to kill time over the weekends for my 360 and didn't want to drop a hundred bucks on the new Guitar Hero World Tour Guitar-only kit. The game is gorgeous. The dialog is unbelievably funny. Not just a little funny with wonky translations, its as if someone just took the Japanese dialog and literally translated it into English. Why don't these Japanese companies hire English writers to clean up (or, rather, nuance up) their literal translations into a more fluid text.

Right now, I tune out of the in-game dialog and skip the cut scenes. The narration and dialog irritates me as a writer.

So, to summarize: the game is fun to play, gorgeous to look at, but skip the cut scenes, you'll thank me later.

I'm heading home for Christmas on the 23rd. I'll try to post from home, and maybe get a picture or two from the family posted as well.

If I don't post before then: Merry Christmas and Happy Holidays!

Friday, December 19, 2008

Left 4 Dead

I was absolutely not surprised when Left 4 Dead released and it wound up being an absolute gorgeous marriage of technology and design.

For those that say games aren't art, I would gladly offer up Left 4 Dead to refute those claims, particularly if playing online with a group of friends. The claustrophobia of some of the levels, with their sparse lighting and narrow confines makes the sound of the shuffling undead and the dreaded super zombies that much more terrifying. The game provides emotional moments, both funny and terrifying, so if that doesn't qualify as art, then I don't know what does.

Which leads me to a little commentary: I've worked at three studios thus far. Two of them thought very highly of themselves, trying to make something greater than themselves. One succeeded on their first attempt, and has never been able to recapture their former glory. One has consistently put out product on time, under budget, creating one of the bigger sex symbols of the PS2/Xbox generation of games.

After admiring L4D, I now understand why both companies have never reached those heights again: neither of them had the strength of design (or testicular fortitude) to pick one or two really solid game concepts, polish them to a diamond sheen and base the entirety of the game around it. But take the concept of zombie horror movies as a central theme, and in terms of game design, build the entire game around required multiplayer support (both cooperative and adversarial) and a dynamically scaling AI that you have this game. No fancy physics mechanics. No flashy quick-press sequences (looking at you God Of War) . Combat is surprisingly simple, but incredibly addictive; nothing beats blasting brainless zombie hordes and dealing with crafty super zombies.

This has really been the year of creative games - and unfortunately, sales have just not been that strong (perhaps, due to the economy). Some excellent new IPs came out this year: Dead Space, GRID, Bloom Blox, Sins of a Solar Empire. And what I've noticed between the really good games (new IP or no) and the medicore games is that the medicore games either try to do too much (too many good ideas, not enough time to polish them all).

Hardcore players appreciate a polished experience and are willing to forgive depth if the game is fun. L4D is definitely NOT deep, but it is a lot of fun.