Jeff-Vogel

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Showing posts with label both artsy AND fartsy. Show all posts
Showing posts with label both artsy AND fartsy. Show all posts

Tuesday, 19 November 2013

Why We Need Video Game Critics, Even If the Whole Topic Is Boring

Posted on 12:17 by Unknown
Video games need more of this ...
We've reached the point where video games have a huge place in our culture, and yet most of them are ... well, I want to say "terrible," but that's not true. Look at the top of the sales charts, and you'll see a lot of Product. Competently made, bland Product with good production values and a lack of thoughtfulness or creativity or interest in exploring what these odd electronic contraptions can do.

Video games have gotten big faster than they've gotten good. We have fantastic tools at our disposal, but, apart from a few remarkable works (The Last of Us, for example), they aren't being used at anywhere near their potential. I think this is why video games need more and better critics.

Not reviewers. Reviewers are necessary, but we don't need more people to say, "Yeah, Grand Theft Auto V is deeply flawed, but it has lots of polygons and it doesn't crap itself and I don't want to get death threats. 9/10." We have plenty of that.

I was recently in a discussion with some indies where someone commented that too much discussion of the game business was about business, not about the craft of making better games. I agree with this totally. If you want to write games, anything that helps you to make a better game is better for your business.

We need people who take the time to think about these games, break them down, understand what works, what doesn't, and why. They then bring their opinions back to the masses, and we can agree or disagree and have a conversation about it and then, if we're lucky, we might get better games.

... and less of this ...
Who Criticism Is For

Grand Theft Auto V is a huge, ambitious, high-profile title, and it deserves to have a lot written about it. (And, for what it's worth, I plan to.) But who would that writing be for?

Well, first off, it wouldn't be for Rockstar. Sure, they wrote the game, but that really is the end of their part of the conversation. They made a thing. They made a ton of money. They'll make another one. Maybe they'll read what people write about it. Maybe it'll even make a difference, though I doubt it. It doesn't matter.

They wrote the game, but the discussion about it isn't for them. The discussion is for two sorts of people.

First, us developers. People who make games. We should always be playing and picking apart new work, mercilessly deciding what works and what doesn't. This is how we get better.

Second, criticism is for gamers. In particular, it's for gamers who want to enjoy games in a more thoughtful, engaged way. You don't need to understand how editing and cinematography work to enjoy a movie. However, better understanding of the craft can help you to enjoy movies on more than one level, and thus to enjoy them more.

It is possible to play a game and have a part of it really engage and excite you (or disappoint and frustrate you), and not really understand why. Good criticism can help you see exactly why the game worked (or let you down).

I know, some people don't care. They don't want more understanding of what they watch/read/play. I really don't understand this, but it's there. If you don't care, I can't make you care. But if you do care, these discussions are how you learn.

... but I would settle for this.
So ...

I have a lot to say about Grand Theft Auto V and the new Tomb Raider reboot, both hugely ambitious, partially successful titles. Discussion about what they do right and wrong are merited.

I don't know if anyone will care. But writing is what I do, so let's go.

In the Meantime

There is some thoughtful game criticism out there. For starters, take a look at the YouTube channel Errant Signal. In particular, the videos on Bioshock: Infinite and The Last of Us.

I think the Bioshock: Infinite video is a terrific analysis of a game that, despite its good qualities, was embraced with an excessive and insufficiently considered enthusiasm. And I think their The Last of Us video is poorly considered. It's blind to the real appeal to the game and holds it to an unfair standard not applied to other titles.

But that's the great thing about criticism. It's not about agreement. It's about conversation and, yes, argument. That's where the fun is.

If you care about movies and storytelling, Film Crit Hulk can't be recommended highly enough.

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Posted in boring, both artsy AND fartsy, criticism, grand theft auto, review | No comments

Wednesday, 23 October 2013

Every Action is a Choice, Every Choice Makes a Difference.

Posted on 22:59 by Unknown
I hope that this GIF of a panda sneezing livens up an otherwise dry discussion of game design stuff.
Last week, I wrote about The Last of Us, a linear, stealth-based zombie shooter that provides one of the most moving, emotional experiences I've ever seen in a video game. It's pretty terrific. It even has giraffes.

Now I want to talk about art, video games, and how emotional effect is generated in an artsy, boring way.

But Back To the Question

It's a great story, but why did The Last of Us need to be a game? Why not a movie? I mean, this thing could have been an insanely cool A&E miniseries.

(Note, for this discussion. I’m focusing on first/third person real-time games. Turn-based more tactical games, like the ones I write, have their own powerful, distinct appeal.)

This perplexed me for a while, because I've long felt that one of the great powers of video games as art is the ability to give the player choices. Last of Us doesn't have any choices of import. My insistence on choices (which, in the end, are usually of a simple Choose Your Own Adventure level of depth) is kind of a dead end for figuring out why Last Of Us is best as a video game.

Except for one key thing:

Every time you touch the controller, you are making choices.

It IS a Movie, and You Are Directing It.

The first thing you learn about making movies is that there are many factors that affect its emotional effect on the viewer:

Pacing - How fast or slow the movie moves.

Editing - What you look at, from what angle, for how long.

Composition - The arrangement of visual elements on the screen.

Framing - Techniques used to focus your attention on one element or another.

These elements dramatically affect your perception of a scene, and thus its emotional effect on you. When you are playing the game (outside of the cutscenes), YOU determine all of them.

In addition, in almost any shooter, there are many ways to approach it. Do you charge in shooting? Or do you approach slowly and snipe? Do you rely on the crafting system if there is one (in Last of Us all your best weapons are crafted), or are you a Gun Guy?

These choices, combined with the way you move your view and the speed you move around, reflect the way your brain perceives things, your chosen way to interact with this fantasy world. They in turn change the qualities of what you are perceiving, changing the way they affect you emotionally. Which, in turn, affects how you play, which affects how you perceive the game, and so on.

This feedback loop, as you make your own movie based on your own perceptions and personality, occurs in every shooter, no matter how linear. Every twitch of the controller is a choice, and those choices change how the game effects you. Everyone who plays Last of Us gets an experience tailor-made to themselves by themselves.

For Example

I went through Last Of Us in a very slow, methodical, exploratory, stealth-based way. My Joel was a cautious guy. He liked to make things and set traps. He hated the slightest risk. He was ever eager to run away. This is character development!

My Ellie really liked stabbing guys in the neck.

Your Joel experienced the exact same story as mine, but he went through it in a different (perhaps very very different) way.

But Anyway

I don't have too much more to say about it than that. I think it's an interesting idea. Storytelling is important. Choices are important. However, the many tiny, elemental choices we make when playing a video game, especially one with as complex a presentation as Last of Us, have a huge effect on the experience. An effect that is unique to video games, which is really cool.

I hope soon to write about Saints Row IV, which is basically a Grand Theft Auto V that doesn't make me want to take 50 Xanax.
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Posted in both artsy AND fartsy, design, dry boring stuff, i act like i am smart | No comments

Friday, 11 October 2013

State Of Art In Vidya Games. Exhibit 2. The Last of Us.

Posted on 03:56 by Unknown
It's not easy to explain why a game is really neat to people who'll probably never play it,  but I'll take a crack at it.
I wanted to write about The Last of Us. It's an instant classic, and an amazing testimonial to how excellent writing and voice acting can turn an already very solid video game into something truly moving and extraordinary.

However, I think it maps an excellent path to answering the tricky question about what makes video games a unique art form:

In a game that is purely linear and tells most of its story through cutscenes, why not just tell the story as a movie? What unique element makes video games a distinctive art form?

I'll write more about this bit next week, because I think there are some very interesting things to say. Today, because most of the people reading this won't ever play it (Playstation 3 exclusive) I wanted to describe its story and some of the interesting things about it, accompanied by YouTube videos so you can see what I'm going on about.

More of a game design geek sort of post today.

So About The Last Of Us

The Last of Us is a first person shooter with a heavy stealth element set in the zombie apocalypse. Yeah, like 500 other games. It tells the story of a bitter, violent, barely sane, middle-aged survivor named Joel and the teenaged girl who ends up in his care named Ellie.

(Standard Spoiler Warning: There will be spoilers. So what? We're trying to have Real Talk about art here, which means looking at the whole thing. So put on your grown-up pants, come along, and don't freak out.)

Quick plot summary. In the prologue, the zombie apocalypse breaks out. Joel tries to get out of town with his daughter. Some idiot soldier, just following orders, kills Joel's daughter. Joel pretty much loses him mind.

(The prologue is pretty fantastic. One thing I need to point out about it: It's not some easy-peasy spoon-fed tutorial nonsense. If you don't take the zombies seriously and run and run FAST, they will kill you. Last of Us is a game that demands you take it seriously from the get-go. Don't mess around during the apocalypse.)

Skip a couple decades forward. Joel is now sort of a thuggish criminal smuggler in a hellish future city full of mushroom zombies, completely closed off and cynical. He goes with his partner Tess to get a job.

(Tess is another sharply drawn, bitter female character, who’s competent, angry, not a love interest, and totally not there just for eye candy. It is taking the game industry a while to realize that the percentage of female gamers is edging real close to 50%, but Naughty Dog gets it.)

Joel meets Ellie. Joel learns Ellie is, for some unknown reason, immune to the zombie fungus, and Joel needs to escort Ellie to future scientists who can use her to figure out how to cure zombieism.

(Now, at this point, you can probably make a pretty accurate guess how this is all going to end. I anticipated it instantly. This is NOT a flaw in the game. Human behavior is usually extremely predictable. This makes it no less interesting. Sometimes good storytelling means having the courage to make the ending go where it needs to go.)

Joel crosses country with Ellie. At first, he can't bring himself to like Ellie. Little by little, both people learn to open themselves up to caring for another human again.

(Side note. Ellie is a fourteen year old girl. The way the game industry is right now, many were terrified that the game would sexualize her and make the whole thing insanely creepy. Instead, they simultaneously avoided any creepiness at all and made Ellie a completely believable teenager. I bet a lot of thought went into it.)

Then, in my favorite section of the game, Joel is heavily wounded, and you switch protagonists. Ellie has to hunt for food and then protect him from bandits. You play as Ellie for a huge chunk of the game, and she gets an excellent and suspenseful boss fight all to herself.

(This whole section completely caught me by surprise and blew me away. Ellie plays close enough to Joel that your skills still matter, but differently enough that you have to adapt. Obviously, a teenage girl is going to have to rely much more on stealth and trickery. Also, the first part of this section is simply Ellie stalking a deer through the snow and hunting it with a bow. It's quiet and lovely.)

But if you can't shoot it, why is it even there?
In one city, in one of many exploration sections that are free of violence ...

(Last of Us understands pacing, and that quiet sections make the fast, scary sections more effective. Smart designers know that sometimes simple, quiet exploration is a lot of fun.)

... you see a tower of giraffes, descendants of specimens that escaped from a zoo.

(Yes, a group of giraffes is called a "tower." This is a great scene. Apart from being really very pretty, the game takes the time to let you know that, if humanity dies out, it's not the end of everything. There is still a world that will carry on just fine without us.)

Finally, Joel delivers Ellie to the scientists. Surprise! They might be able to save humanity, but they will need to kill Ellie to properly analyze her. Joel goes on a rampage, saving the unconscious Ellie, and carrying her away.

(Some people still think that Grand Theft Auto is in some way shocking, instead of just dour, obvious, and tired. These people need to play the last section of Last of Us to see how a horror game can really bring the horror. No zombies required.)

Now, note. It's a linear game. Almost no choices to be made. A lot of players were really angry about being forced to control Joel as he, potentially, damns the human race to destruction. And yet, there is no way that character could do anything but what he did. He had a faceless bureaucrat kill his daughter once, and it basically destroyed him. There is no way he could ever endure it again.

Games For Grown-Ups Should Be Their Own Genre ...

... with their own section in the store.

Everything about Last of Us is for grown-ups. The real characters, acting in believably human ways. The lack of pandering and gratuitous sex eye candy. The occasional difficult sections, showing an awareness that to give a feeling of accomplishment requires a chance of failure. The game length, which is a smidge long but still doable for someone with a busy, adult schedule.

It's easy, sometimes, to look at video games and despair. It's this sort of rare AAA game, that aims for a target above the most simple and base, that gives me hope.

There's some shotgun ammo hidden inside the podium.
It's Not the Citizen Kane of Video Games

And stop looking for one. That anyone thinks we need a Citizen Kane of video games shows a lack of understanding of why Citizen Kane is as revered as it is. Citizen Kane was unusual in having a huge density of innovation in film-making techniques for one film, but there is no reason to expect that one game needs to come along and remake everything. It's just as likely that video games will advance in an incremental way, with lots of new techniques spread out over a bunch of games.

Really good movie, though.

Also, The Last of Us is not, for the most part, an innovative title. (The switch to playing Ellie is ingenious, and I hope more games play with the POV character like that.) This game mainly does stuff many games have done before. It just does it perfectly.

And There's No Choices

It's a purely linear story. It's their story, and you're experiencing it.

Why did this need to be a game? Why not a movie? I mean, this thing could be an insanely cool A&E miniseries, like Walking Dead but with actual characters and interesting events.

But, even in the most linear shooter, video games bring their own unique features to the art table. Still working that one out, but I should have a post on it ready next week.

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Posted in both artsy AND fartsy, design, i act like i am smart, nerdjoy, review, stories are for losers and squares | No comments

Thursday, 3 October 2013

Never Write a Wacky Surprise Ending Again.

Posted on 16:22 by Unknown
I am Jack's incredibly tired writing trick.
One of the sad things about the video game industry is that it has very little institutional memory. People go into it young, get burned out on infinite crunch hours for minimal pay, realize they want to raise a family/live their lives, leave, and never go back.

As a result, you don't get enough skilled crafters who put in the decades it takes to get really good at it. (Not to mention the obvious effects of having an entire art form almost exclusively written and designed by young people, still mostly men.) This is especially clear when it comes to the storytelling.

Good storytelling requires a very fine understanding of humanity. How it acts. How it develops. How people react to success and failure. And, sorry, this sort of fine awareness is only helped by living, experiencing things, and thoroughly absorbing what others have learned and experienced.

(ProTip: If you want to write game stories or anything else, you should be a voracious reader and watcher of things. Cast a broad net. If you take any sort of visual storytelling seriously and haven't seen, say, The Godfather, or Casablanca, or just about anything by Orson Welles, you're doing it wrong. Money on the street, and you're just walking by.)

The surprise ending, it turns out, is that Bruce Willis is actually an Uruk-hai.
So, in the absence of a lot of writing experience, young writers tend to grab what they know. What's cool and shiny. What did they grow up watching? The wild, unexpected twist ending. The Sixth Sense, Fight Club, Saw, every Shyamalan movie and every other film that, while they might have been good, should perhaps not be taken as a template for all storytelling forever.

(And yes, a lot of these movies are good. One of my favorite films is The Crying Game, and everyone got so overheated about its crazy twist that they often failed to notice it's a fantastic film about how complex and unpredictable love can be.)

Surprise wacky twists were good for a while. Now they're in half the games I play, and we need to take a break. They are the enemy of good storytelling.

Yeah, You Read That Right.

Good storytelling is, in the end, about humanity. About the choices they make, the results they have, and how those results affect us.

You know something? Those results are almost never surprising. That's the point. It's part of being human: The things we bring upon ourselves, good or bad, are often entirely predictable. You saw them coming a mile away (or you were deliberately not paying attention).

The patterns in the lives of others are frequently obvious, but the patterns in our own lives are often almost impossible to see. We can only recognize them when they are shown to us, so we can go: Oh. Yeah. That's me. Or that's not me, and I know why.

That is how great storytelling works. THAT IS WHY WE HAVE ART.

(Which is why it's so horribly depressing that our schools have been systematically purged of arts education in lieu of eternal test prep. A cynical person might think that we're removing anything that creates fully rounded humans and citizens of a Republic so that we can instead mass-manufacturer mindless work drones ranked and measured according to meaningless test scores. Happily, nobody has ever accused me of being cynical.)

Pictured: Art.
A Caveat

I am not trying to eliminate all surprises in drama. You can have big reveals. What I am specifically calling out are wacky twists, defined as those that require withholding key information from the viewer, out and out lying to the viewer, or using other storytelling tricks to obscure a key fact that would otherwise be instantly obvious.

Why Surprise Twist Endings Are Stupid

Here are some reasons.

1. They lie to the reader/viewer, or they withdraw key information. When you're telling a story and trying to make an emotional connection, you're doing something difficult. Don't waste your time. Focus on creating your characters. That's a tough enough job! Say the most relevant, interesting things about them. If you do your job right and make them compelling, you don’t need secrets in the first place.

2. They degrade the viewer's trust in future works of art. When I played Spec Ops: The Line, I was constantly distracted from immersion in the story by the suspicion that I was being lied to and some crazy twist was coming at the end. Of course, it was.

3. You're risking all for an uncertain payoff. The movie The Sixth Sense worked because the insane twist at the end was pretty cool. It's also a very fragile thing. If your ending isn't really that clever, or if someone spoils it, your movie better be able to stand on its own. Which is usually can't. And if your movie could stand on its own, why did you need the twist in the first place?

4. There's just a better way. There is nothing in the world, not spaceships blowing up, not a guy turning into a big green guy, nothing more interesting than human beings, the dumb ways they act, and why. Real stories, stories that LAST, are always about this. (And if you aren't trying to do this, why aren't you? Life is short.) If your wacky twist doesn't make your story be more about real people, you're just wanking. Throw it away.

And, finally, one key point specific to video games.

5. Most people don't finish video games, even short ones. If you put the crazy detail that makes your story make sense at the end of your game? Then, for most people who play your game, the story will never make sense at all! It's a big waste.

You may want to find out how the game ends before you get too comfortable ogling those.
A Real Life Example

I enjoyed Bioshock: Infinite a fair amount, but I really didn't get into it the way most people seemed to. It seemed to feel obligated to have the trademark, crazy "Bioshock twist," which resulted in a story with far less punch than it could have had.

(Spoilers ahead for Bioshock: Infinite, of course. Stay calm.)

So here's the story. You play this guy named Booker who is hired to rescue a woman named Elizabeth from this floating racist city in the sky. When you find her, she's missing the tip of one of her fingers. As you run around and shoot racists, you explore the mystery of where she came from and why you are there.

You learn, at the end, that Booker is Elizabeth's father. He sold her to pay off a gambling debt, and, when he tried to get her back, the tip of her finger was cut off.

Holy crap!

What a fantastic set-up for a story. A tormented father, guilty of a horrible crime, given a chance to redeem himself. A confused young woman who learns who her rescuer is and has to come to terms with what he did to her and the violent creature he has become. (Because it's a video game, so he's still spending a lot of time decapitating racists with his robot hand.) There's potential for a lot of cool, meaty drama and dialogue here.

Of course, none of that happens. Because Booker's relationship with his daughter (and that she is his daughter) has to stay secret until the very end of the game, for no reason.

It means that the whole, long game is spent with none of the characters ever talking about what they should be talking about. Elizabeth constantly goes on about her Disney princess "Oh, I wonder what life is like on the land?" issues, and expressing ambivalence about Booker's psychotic violence that doesn't come to anything, and constantly bugging you about the five dollars she found, instead of getting into any of the cool stuff that the story should have been about in the first place.

(If you want to see the superior drama that comes from letting a violent old guy and his young female ward talk about what they should be talking about, I plan to write about The Last of Us soon.)

And, again, a huge number of people don't finish games, unless they read the Wikipedia page. On Steam, as of this writing, only 58.2% of people who got the game achieved the Tin Soldier achievement, which means finishing the game at all. That's actually a really big percentage.

It still means over 40% of the people who bought Bioshock: Infinite on Steam never learned one thing about Booker and Elizabeth and the finger and what was going on. I honestly feel that if all the crazy bananas stuff was openly presented in the beginning, it would make people more engaged in what was going on then just another generic Mystery Box.

Like I said, fun game. I did enjoy it, and there were a lot of good things about that story. And yet, I am allowed to be bothered by wasted potential.

That's right. I said something critical about Bioshock: Infinite. Now's your chance to jump ahead to the Comments and fix me.
But Jeff, I've Played Your Games. Your Stories Suck!

That's right, kid. Get it out of your system. Nothing easier than a big, categorical cheap shot. Still the Internet, after all.

The writing in my early games was, frankly, lousy. It's a side effect of having to spend the 10000 hours it takes to gain proficiency in public.

I have tried, over the last two decades, to write games with good stories. My resources are limited, and I have to write a game at the same time as the plot and dialogue. This is not to excuse my many failures, but to explain them.

I do believe I've written some cool stories, and I think they're getting better. I have some story ideas for a new game series, which I might be able to write someday, that I think are fantastic.

But if you think my stories suck, hey, cool man. Some people like them. De gustibus non est disputandum. 

It's Just a Fad

I'm not really worried about it. Wacky twist storytelling is a cul de sac. There's really only so much you can do with it, compared with the infinite potential variety of simple stories about actual people doing actual things. As video games evolve as an art form, there will be a lot of dead ends.

And look at the bright side, if a writer is taking the time and effort to construct a twist, it at least means they care. They're trying! That is such a step up from game storytelling in the past.

The fact that this conversation could happen at all means we've come a long, long way.



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Posted in 10000 hours, both artsy AND fartsy, everyone will hate this, flamebait, i act like i am smart, nerdrage, stories are for losers and squares | No comments

Wednesday, 25 September 2013

State Of Art In Vidya Games. Exhibit 1. Spec Ops: The Line

Posted on 13:20 by Unknown
This looks like a nice person!

One of the most painful things about stepping away from blogging was the really cool games that came out in my absence that I never got the chance to pick apart.

I mean, the Are Video Games Art? argument is stupid, right? Of course they're art. Just usually crappy art. Art is helped by careful criticism. So I want to go over a bunch of games and pick them apart.

(Standard Spoiler Warning: There will be spoilers. So what? We're trying to have Real Talk about art here, which means looking at the whole thing. So put on your grown-up pants, come along, and don't freak out.)

The first game I wanted to talk about was Spec Ops: The Line, a game that looked like a totally bog-standard Call Of Duty clone, suffered for it sales-wise, and became a cult classic by being something infinitely more cool and weird.

How On Earth Did This Thing Get Green-Lit?

Spec Ops: The Line is an enjoyable, competently made Call of Duty type shooter, with most of the focus being on the single-player campaign. (Reviews of the multiplayer part would be difficult, as it would require more than one person to have ever played it.)

This is really important to remember when reading what follows ... It's a fun game. Good shooting sections, clever design, some really nice vehicle bits. It's not artsy-fartsy. It plays.

Its greatness comes from the fact (and this is where I'll start to lose people) that it's not just a game but commentary on both the state of video game storytelling and the way people play games without really thinking about what they're supposedly doing.

In any contemporary shooter, you're generally given a long hallway, a vaguely designed mission, a half-assed story, and a bunch of people to shoot. And you do. You trudge forward, center little images of human beings in your crosshairs, and blow them away. Then you get more half-assed story, shoot more simulated people, and it soon becomes hypnotic and repetitive. Soon, it's just a reflex. People. Shoot. People. Shoot.

I am in no way part of the Fox News hysteria about how this process manufactures spree killers, but isn't it just a little bit weird?

This trend is still continuing. We are still trying to find the limit to the horrors gamers will enact if that's what it takes to get to the next mission.

Spec Ops: The Line takes this process and completely turns it on its head, telling the story of a group of soldiers who start to reflexively kill people, and the nightmare that results.

Call Of Duty On Shrooms

You start out as ordinary soldiers, on an ordinary mission. Then, as the game progresses, it gets more violent, the missions more questionable and vague. At the same time, everything about the framing of the game gets more bizarre and hallucinatory (the best touch, in my opinion, being the increasingly hilarious and disturbing loading screen tips).

The most commonly cited example: At one point, there is an artillery section highly reminiscent of the Death From Above bombing mission in Call of Duty 4: Modern Warfare.  It's flashy and fun. Then, immediately after, you wander the land you shelled and see the results. And it's ... not OK.

(By the way, you get several chances to choose whether or not to commit atrocities. I always chose to. You don't play a game like Spec Ops: The Line to NOT commit atrocities.)

It's become an industry joke that every new Call of Duty game has to have some bit that's allegedly surprising and shocking. You can take every 'shocking' bit in every Call of Duty game, wrap them up in a ball, and it's still playschool recess next to Spec Ops: The Line. That is because war, and we should occasionally pay at least lip service to this fact, is actually quite horrible.

The game has a real, visceral emotional punch, which is understandable, considering its source material.

The horror. The horror.

We All Stand On the Shoulders of Giants

Spec Ops: The Line is one of many, many interesting retellings of Joseph Conrad's classic novel, Heart of Darkness. I believe that if you put an infinite number of monkeys with an infinite number of typewriters in a room, they will come up with a retelling of Heart of Darkness in about 2 seconds.

(Even I tried my own Heart of Darkness homage, and it turned out quite well, though it strayed so far from its inspiration as to be unrecognizable.)

The basic Heart of Darkness template is a simple one: Agent A of Law/Order goes off into some sort of wilderness and is seduced by Chaos/Power. Agent B of Law/Order is sent after Agent A to try to control him/her/it. There is a harrowing journey through the wilderness, and Agent B (Law/Order proxy) finally confronts Agent A (Power/Chaos proxy). Awesome drama happens.

It's a terrific story model, and there's a lot of meat on it. The final showdown between these two models of civilization always has a ton of punch, which is why my one problem with Spec Ops: The Line is a big one.

And it turned out he was a robot the entire time. Storytelling!

I Hate Wacky Surprise Endings

As I played Spec Ops, I thought, again and again and again, "I know you're building up to a wacky surprise ending. PLEASE don't have a wacky surprise ending."

It had a wacky surprise ending.

These things are a curse. They lie to the player. They obscure character development. I'll write more about this in another post, but I'll get to the meat of it here. The real problem with it, in this game, is that it's such a less interesting choice.

Turns out, much of what happened was a hallucination of the main character. (YAWN! Things that didn't happen are always less interesting than things that did happen.) The rogue Colonel Konrad you've been hunting, who has been effectively taunting you this whole game? He's dead.

So I'm spending this whole game at the edge of my seat, waiting for this epic confrontation between your character and this awesome rogue soldier. Instead, the game ends with one crazy asshole in a room talking to himself.

Two engaging characters in conflict of any sort (even if they're only arguing about whether cake is better than pie), will always be more interesting than one crazy asshole talking to himself.

But Let's Not Go Overboard

It's a terrific game. It's fun, it's full of awesome little touches, and it brings something unique to the most tired of genres. It feels truly fresh, and I think it's required playing for people who take this design wonk stuff seriously.

Next game, to be written about someday: The Last of Us. You don't think I can go without talking about that one, do you?


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Posted in both artsy AND fartsy, entertaining atrocities, review | No comments

Tuesday, 30 August 2011

Snarky Review: L.A. Noire

Posted on 11:28 by Unknown
(This review contains a few L.A. Noire spoilers and slightly more adult humor than normal. If you are below the age of forty, do not read it. Instead, go to a more family-friendly web site.)


I played a lot of L.A. Noire recently. I got about twenty hours in, had a decent amount of fun, and realized that my parental, old-person life doesn't really encourage playing long games any more. Which is worrying, as that is the sort of game I write. Whenever I look at my work and go, "I have no interest in playing games like this," I get to worry. But that's another story.

L.A. Noire is a fairly fun and reasonably innovative game, published by Rockstar Games and developed by Team Bondi, a bunch of Australians. It's a combination of investigation and interrogation mechanics that have appeared in adventure games in the past, combined with the gigantic open world setting of Rockstar games like Grand Theft Auto and Red Dead: Redemption. It's seemed like Rock Star has been trying to see in recent years how much you can stretch this format and still make a good game (e.g. Bully, Red Dead: Redemption). L.A. Noire may be on the outside edge of how far you can push this.

There was a bunch of things I liked and a bunch of places that were rough. I always feel bad mocking those who tried to push the envelope, but hey, they're huge and sell millions of copies, so they can survive my little blog.

You play a detective in late forties Los Angeles, who, if I recall correctly, has a name. Something virile, like Blake Manfulness. His voice and motion capture were done by Ken Cosgrove, Accounts.

You are told to investigate crimes. You go places and search for clues. Then you interrogate subjects and persons of interest. You have to pay very close attention to what these people say, how they say it, and what facial expressions they show (the facial animation software being the big breakout feature of this game), and, when they lie or hedge the truth, confront them. Then, when the case is solved and someone is arrested, you get a star rating to determine how well you did. So that's the game.

I'm a natural target for this sort of thing. I am a huge sucker for a police procedural. Homicide: A Year On the Killing Streets is one of my all-time favorite books, and, in the manner of all fans of The Wire, I am really annoying when talking about The Wire.

So, for me, the clue-hunting and interrogation were very much the fun of the game. When I was interrogating people, I found I was really concentrating and thinking. When I put a few clues together and caught some rat bastard in a lie, I really felt that my brain power enabled me to do something cool, and that's something that I rarely experience in games these days. So that part of the game was awesome. I didn't even really mind the fact that you can't ever actually lose a mission or let the suspect get away.

But, alas, there are also lots of driving, chasing, shooting, and sneaking sequences straight out of Grand Theft Auto. They are, you know, fine. But very rote and familiar, not the sort of thing I want to spent tens of hours doing anymore. Also, while their enormous rendition of Los Angeles is lavish and awesome, there are very few things you can actually do in it. When playing Red Dead: Redemption, I was constantly being distracted by cool stuff to do. But here, apart from a fixed set of side quests, L.A. seemed a little dry. And if you can't let off steam by going on a rampaging, horrifying kill spree before being gunned down in the street by tanks like the rabid dog you are, what's the point of playing a Rockstar game?

And, double alas, the farther you get into the game, the less important the questioning becomes. The game ends not with an awesome Prime Suspect-style battle of wits between detective and suspect, but just another gunfight. In a sewer. I've been a gamer for a long time. I'm tired of gunfights in sewers.

So there is ambivalence here. I admire Rockstar greatly for spending a ton of money to make a big game that's not a sequel and actually tries to do new things. That is hugely to their credit, and there's plenty of good stuff here. I just wish they'd taken the cool stuff that works and concentrated it into a much shorter game.

A few other thoughts ...

This game is really for adults. Even by Rockstar standards. After working on the murder cases, all I wanted was for one of the dead women to have some clothes on, for God's sake. Though their pubic hair rendering engine is first rate.

Along these lines, L.A. Noire contains more checking for semen than any video game I have ever played. This is entirely to their credit. Also, the game played much faster once I went into settings and mapped Check For Semen to the right trigger.

We should take a moment to remember the lost. After L.A. Noire came out, there were allegations that Team Bondi pushed its employees to long stretches of hundred-hour weeks to make this game. Based on the standards of the industry and the obvious amount of work in this game, I entirely believe it. This sort of crap is why I am determined to stay an indie developer as long as possible. I have children. I'd like to, you know, see them.

L.A. Noire is guilty of my current least-favorite writing flaw: Having one mission completely nullify all of the story elements of the several missions before it. You see, int he part of the game where you are a homicide detective, you have six cases. In the first five, you investigate murdered women and arrest a perpetrator. In the sixth case, following a series of tedious puzzle-solving and climbing sequences, you learn that the previous five men you arrested are all innocent and the murders were committed by some crazy guy that you shoot in a tunnel or something.

If there is any flaw that really bugs me about this game, it's that it says, "You can be a badass detective and investigate crimes and outwit criminals." And then it makes you spend a huge swath of the middle game arresting the wrong guys for crime after crime. What a waste. It shows a lack of respect for the player and the premise.

But still. It's something different. It's ambitious. It's had decent sales. Everyone involved deserves applause for making this thing, and I'm really glad it didn't tank. At this point, we gamers have to take all the innovation we can get.
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Posted in both artsy AND fartsy, i act like i am smart, pubic hair and semen, review | No comments

Thursday, 5 August 2010

Avadon Developer Diary #2 - What Sort Of Game Will This Be?

Posted on 16:53 by Unknown






Here is another long overdue developer diary for our next game, Avadon: The Black Fortress. These articles are about the ongoing process of developing our new series of games. The first installment was about the source of the idea and the basic framework of the plot, which came together fairly quickly.

We recently gave a long interview about Avadon, with a lot of information about the storyline and game system. If you haven't seen it already and want some hard information about what the new game will be like, it's a good place to start.

So I Had the Basic Idea

Now I needed to decide what sort of game I was going to write. So the next step was to decide on the theme, the mood, and the choices. This process took weeks of thought and is worth attention. It might be a little bit technical and vague though, so if you aren't interested in the artsy parts of game design, you should probably wait until the next part, when I get into the game system and the cool number-based hacky-choppy stuff.

Once I had the skeleton of a plot and setting, I think about how the game will "feel". What will the player be doing? How will I get the player emotionally involved? What gripping choices will the player make? You see, I make small budget games. Fancy graphics and sounds aren't going to happen. My main weapon is the ability to tell a good story, so I focus on that. For Avadon to succeed, I have to make it interesting. How do I do that?

The Theme - You Have Power. How Do You Use It?

So first, I need a Theme. This is a set of vague questions and ideas that determine the choices and quests the player will face. When I am designing a new area or town or set of characters, these are the questions I go back to for ideas and inspiration.

So you are a citizen of the Pact, five nations that have banded together to keep the barbarians and monsters at bay. And you work for Avadon, a secretive and powerful force that hunts down and destroys those who would disrupt the safety and stability of the Pact. Avadon's word is law.

Role-playing games work best when they are, at some level, power fantasies. You are a hero (or villain). You have power, and you get to choose how to use it. This has appeal to a lot of gamers, myself included. So the first step is to place the player in a position of power and responsibility. You need to protect your people, and you are given a lot of leeway for how to do it.

But there are also hints that your power is too great. Your word is law, and that isn't necessarily a good thing. Well, it's great for you, but not so hot for everyone else.

Maybe you want to play a thug or a bully. Or maybe you want to resist the temptation to misuse your power, which is satisfying in a different way. And the story of Avadon is about all of the same sorts of choices. Avadon can do what it wants. Will you guide it to do the right thing? And, for that matter, should a group with so much power exist?

That is the theme. Power. The option to misuse it. What will you do?

This is a theme I go back to a lot. I think it leads to interesting games, and a good theme makes coming up with ideas and writing dialogue a lot easier.

The Mood - How Does the Game Feel? Light or Dark?

The next thing to decide is how the game will "feel"? Will it be dark and grim? Bright and cheery? Will there be humor? Will there be detailed descriptions of horror and chaos? How many nice people die?

Based on the theme, Avadon could go very dark. Mass Effect 2 dark, easily. But I decided early on that I don't want that. I like writing humor, and I think games that are too unrelentingly grim aren't very fun.

I decided that Avadon will have a lot of humor and some areas that are fairly cheery. Some of the characters will actually be happy. Sometimes, you will be able to squish evil and make choices you actually feel good about. There will be more confused, cynical moments, of course, but a little of that goes a long way.

A lot of this will show up in Redbeard, the all-powerful master of Avadon. He has much responsibility and power, but I am making him a cheery character, with a lust for life, a macabre sense of humor, and someone who takes true delight in his reach and authority. This character will be the spine of the series, so I want him to be fun to write. And he is.

Of course, these are big games. That makes it easy to have some areas that are light and some areas that are grim. And I will. But, when you are laying down the whole plot, knowing what mood you want at the start helps you get the balance of Neat! and Yuck! right.

The Choices - How Does the Player Change the World?

Finally, choices. I think the most important quality of my games, the thing that adds interest and keeps me interested in writing them, is the ability to make choices that affect the ending. Of course, I'm not the only developer that does this. Bioware is better at it than I am. But it is still something very important to me.

Happily, now that I have the setting and theme, the choice comes naturally. Avadon has almost limitless power, and it can use that power however it wants. Sometimes it uses it for the good of the land, but sometimes corruption sinks in. Avadon has many enemies. The player's choice will be whether to serve Avadon or reject it. Whether to work for Redbeard, master of Avadon, or fight him. Or even plot to replace him.

Choices like this make writing a game much easier. Whenever I design an area and the conversations in it, it provides me a North Star to sail toward. I always skew the choices and conversations toward that final choice, the final destination.

And Then I Have To Write a Game

All of this is a little vague and metaphysical, I know. It is supposed to be. This is all stuff that has to get settled before I write a single line of code. It takes months of thought. But when I'm lost in the wilds, when I have a thousand bug reports and fifty dungeons to design and I'm going crazy, that is too late to figure out what I want the game to be like. I need to put firm clear principles in place so that, when I am exhausted and distracted and just trying to wrap the game up, I have as many questions already answered as I can.

The next diary will be about the next step, the game system, the actual nuts and bolts mechanics of what the game will be like.
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Posted in avadon, both artsy AND fartsy, design, developer diary, spiderweb software | No comments
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