Showing posts with label creativity. Show all posts
Showing posts with label creativity. Show all posts

Sunday, April 29, 2012

Dog name theory

Sunday, April 29, 2012
When talking about independent game development, the question of names comes up a lot. Names for projects, names for companies, names for engine tech and so on. Since nobody asked me, here's how I feel about the question: it doesn't matter.

That's not true; in fact, "it doesn't matter" nearly always pains me as an answer to a question as it's a thoughtless response. It matters, but I will argue it matters far less than people think it does. 

Maybe not the best dog name


I liken naming a game to naming a dog. As with a dog, you can name your game just about anything, with a few common sense provisos. A dog's name should be short, have a good consonant sound in there, and probably not be vulgar or obscene. Bonus points if the name seems to decently fit the personality of the dog in question, the more so the better of course, but a standard dog name is nothing to worry about.
So long as it isn't actively problematic, most any dog name will work. At the end of the day, the name means nothing, insofar as it is a vessel into which we pour all of our emotional connections, memories and associations of that beloved pet. The stronger the attachment to the pet, and it's unique personality and quirks, the stronger the name will seem.

Counter-Strike. 

Nobody familiar with CS can see those two words adjacent without a strong association--imagery, memories of particular matches, exultation or frustration. It's an above-average name choice that at least connotes some amount of shooteriness (and fittingly, some degree of sportiness), but to any player of the game, it doesn't feel generic at all. Not because it's a great name, but because of the rightful, arguably inextricable association of the game's character with the name.

Which is why it made me laugh to discover that Minh Le (of Counter-Strike fame) would name his new project Tactical Intervention, an only slightly more specific game title exactly in the vein of Counter-Strike. 
I laugh because it seems goofy and generic now, like a friend naming a dog a completely boring, standard dog name, but I know that with time the players' associations with the game will make that name seem like anything but. Games named in this fashion--the Unreals of the world in response to the Quakes--still tend to rise or fall purely on the strength of the game, rather than because of a particularly apt title or it's clear association with another game. 
Nobody really thinks of the three letters of MOH in the same way as COD, even though the latter title came later, as a clearly analogous naming choice.

Maybe this is all obvious, but I keep seeing independent developers agonize over this kind of decision. Build the game, and the game will fill the name with all the meaningful freight. 
So long as it isn't too cutesy, overlong, or embarrassing to speak aloud in mixed (or multigenerational) company, your game and company name are just fine.

Ask yourself: "does the name I am considering sound like a Dejoban title?" So long as the answer is a firm negative, you've chosen well.





Wednesday, November 30, 2011

Design Primer: Askhat's minotaur

Wednesday, November 30, 2011
On Christmas Eve, 2006 I was in Akita, a sleepy town in northern Japan, and posting on the internet.

I know this because yesterday a friend from polycount emailed to thank me for the advice I'd given him over the years, and he highlighted one thread in particular, which bears that date. While I'd like to think that him re-reading old posts of mine to his threads has to do with the endless wisdom one can glean from my writing, the truth is more prosaic. Askhat Mizambekov, aka conte, is an fellow game artist and polycounter (I particularly like his concept art) for whom English is a second language.
 He emailed me thanking me for advice I had given him five years ago that was a little outside his grasp of the language then, and so wanted to thank me after the fact. Other than this being quite a thoughtful gesture, it was also an interesting little window into my own artistic/design thought processes from five years ago.

Other than removing a number of exclamation marks ("An exclamation point is like laughing at your own joke" wrote Fitzgerald) and elaborating on a point or two, I present my same post from five years ago as a short primer on logically refining a character design, relevant for artists and game designers both.

Pictured: my illustration for this article about Askhat's minotaur,
not actually his (or my) concept of a minotaur. Wouldn't be very useful as a concept,
 now would it? Where's the rest of him? Is that the star brush from Photoshop?

Sorry Askhat, I am currently in northern Japan and have no access to a scanner or Wacom tablet. Luckily for you, Eric looks to have been on a rather inspired painting streak and has provided some good input on designing the armor and some coloration ideas. Nice paintover, Eric!
I'll do what I can, though: One of the best (and easiest) ways to refine a concept is to think it through logically. Ask what this Minotaur is all about. Where did it come from? Is it a dumb beast, or intelligent in its own right? Does it have a master? If you give yourself an answer to a few of these questions, you can make your concept a whole lot more interesting. Form follows function, right?
Let's take an idea and then just run with it, see where it takes us.
Let's assume that this minotaur is a spin on the ancient Greek myth about the Minotaur, placed in the Labyrinth. Now, without getting into the particulars of the mythology and turning this into a Greek style monster, we'll assume this: there's a Labyrinth where victims/"the hero" are trapped and the Minotaur kills them/tries to kill them.
A Minotaur in a Labyrinth killing stuff is cool, but it still doesn't give us anything interesting to go on. So we introduce a design constraint (often the best way to generate new ideas): in order to really make it difficult for whomever's trapped in the Labyrinth to win, let's say the entire Labyrinth is completely dark. Pitch black.
But the Minotaur has great hearing and sense of smell, so it still manages to catch people in the darkness.
We could also suppose, just for fun, that the Minotaur's hairs covering his body are very sensitive to heat--so if the  hero or victim that's trapped in the Labyrinth is foolhardy enough to carry a torch, the Minotaur will be able to find him even easier. Maybe this is just silly and we'll discard it later, but it's worthwhile to entertain different possibilities, especially in the beginning of this process.
So let's look at what we've got now:

1.) Labyrinth where Minotaur hunts down "the hero"

2.) Labyrinth is completely dark.

3.) Minotaur has very good hearing, smell, and heat sense.


Okay, that should give us more than enough to design the minotaur in an interesting way.
One approach given the lightless environment would be to pull a "Gollum", and make the Minotaur like a slimey, albino cave creature with very little pigment. But that suggests a long time spent evolving in that environment, and frankly  runs contrary to the strong suits and essential character of the Minotaur. Still an option, though.
But let's just assume that while the Minotaur hunts people in the dark of the Labyrinth, it does get some exposure to light intermittently. (Or maybe they turn out the lights during the hunt, because it was getting too easy for the Minotaur to kill people.)
So the Minotaur isn't a cave dweller by nature. The next natural choice would be for it to have a blindfold of some sort, or better yet, some blinders, like a horse. If you go with that, you can create a visually interesting sort of  blinding-helmet, which functions to blind but also protect the Minotaur's eyes and skull. So that's an idea.
Going along with that, the armor should protect him well in this dark environment. He's got a great sense of hearing,  but he can't echolocate like a bat (or Daredevil), so let's say he navigates the Labyrinth because he's memorized the entire layout, from years of hunting people in it before they turned the lights out. But even though he knows the whole  layout, he still needs armor not only to protect him from whoever he's fighting, but also to keep him from injuring  himself too much if he would happen to charge into a wall or otherwise run into an obstacle. Does he keep track of his steps on some kind of counter, like a string of Tibetan prayer beads?
Now you've got a helmet and an interesting possibility for armor/equipment. How about a weapon?
If he's trying to kill something in the dark, he's probably not going to use a particularly precise weapon, either. This suggests maybe a nice big club or warhammer, something really big, blunt, and suitable for a monster in a maze to  use. Something big and capable of withstanding an accidental striking against stone, like the floor or a wall. And it's left in the dark of the Labyrinth, without cleaning or maintenance, so it's probably pretty nasty.
Or maybe it's ritualistically cleaned by cult retainers devoted to the care of the Minotaur, since a dirty weapon would interfere too much with the Minotaur's highly developed sense of smell. Do the retainers/cult members have a supporting role suggestive of gameplay?
Does the minotaur consume the heroes he bests in the Labyrinth after killing them, or simply retire to his lair. And if he doesn't eat the corpses, who does? Is the Labyrinth covered over in beds of fungus in the dark that sprout among the corpses? Some kind of parasitic/carrion feeder food-chain that subsists on the victims of the Labyrinth?
Finally, just to spool out an idea related to the heat-sensitive business, you could give him a really long pelt on his back or around his neck or something, specialized sorts of hair tufts that react to heat. Like cat whiskers or something. That's a pretty bizarre idea so you may or may not be able to do anything with it visually, but it's still a potential feature.
There you go: starting with just a few basic "how about" sort of scenarios, we've been able to come up with a  potentially novel approach to a minotaur design. This methodology (one of many possible) is also nice because it suggests a  whole scene, complete with the Labyrinth and the hero character, and possibly even a game mechanic. Maybe the hero has a torch, but has to throw it around in order to mislead the Minotaur? Maybe the hero uses the Minotaur's memorized knowledge of the Labyrinth against him, and uses something to trip him up unexpectedly?
Blinkered creatures aren't particularly new in games (those wolverine guys in RE4 come to mind, for instance), but it could still make for something that gets beyond just another well-made, but fundamentally uninteresting, obvious Minotaur character.
I apologize for the lengthy posts, but it'll do in the place of my inability to give you a paintover. Maybe even better, since you're able to draw just fine yourself it looks like :) I hope this idea-generation technique proves useful for helping you flesh out this character and future ones.

Radiator Yang's Interview with yours truly

There have been mild suggestions that I update this blog. Such efforts have resumed.



In the meantime, Please enjoy this interview piece by Robert Yang wherein we discuss a whole host of designerly things, if you didn't catch it on Rock Paper Shotgun.

http://www.rockpapershotgun.com/2011/11/01/level-with-me-jack-monahan/

Saturday, February 12, 2011

Missing what might have been: a thought about meta-spoilers

Saturday, February 12, 2011
An 8 year old sketch. A pretty decent
Geoff Darrow bite if I say so myself.
The neologism "meta-spoilers" is intended to get after that peculiar issue common to both game developers themselves and hardcore game fans: nostalgia for the path not taken. For game developers it is a constant companion, sometimes threatening to grind game production into endless series of retrenchment, feature creep, muddled design, etc.

But because I am pursuing a policy of open development, modeling after the pioneering work of Mount & Blade's development and current peers like Wolfire, this also applies to fans. I think open development is absolutely the best policy for small developers, and might actually do some big developers quite a lot of good as well, if they could only wrest their freedom to speak to fans back from their marketing departments. But there are some downsides as compared to the traditional model.

Meta-spoilers don't even require knowledge of the game development while in progress. I know a lot of people who appreciate Half-Life 2 very much, but have effectively meta-spoiled themselves by perusing that Raising the Bar book once too often... a game that triumphantly exists is overshadowed by the knowledge of what might have been. And quite honestly I have exploited this very dynamic explicitly with my Design Reboots.

Open development means sharing the heartbreak. In the coming months my posts will not be lying to you--if I discuss ideas here, or post concepts, or respond to a suggestion with "hey that's a really good idea" I am not blowing smoke if it doesn't end up in the game.

Rather, it's just a part of how games happen, or get caught in an endless loop like Duke Nukem Forever's original development cycles. There's no way out from that trap. At some point the game must collapse down from the more attractive, purely hypothetical realm of possibilities into a finite game that actually is.

I am really looking forward to people getting to know what's been inside my head for a year or more, but I thought this should be said first.

Also, with some mulling it over, I will be posting devblog updates to this site, rather than spinning off into yet another page to maintain (and sooner than later stop updating as a result). All posts will be tagged, so a simple filtering will allow you to view exclusively the development updates.

Discuss this post in the forums



Sunday, October 11, 2009

Design Reboot: Invasive Species (Part II)

Sunday, October 11, 2009

Homelife - Scrivener's Waltz



Part II on Invasive Species is an overview of the major players and variables in the world:

The first major variable is the roughly eight or so escaped convicts: they're unpredictable, amoral bastards (just like an FPS player). Each has a certain profile, habits and goals, though most want to escape the planet as well. Every playthrough a couple of them die at random in the crash and their starting order (time at which they escape from prison ship wreckage) also randomizes, which increases replayability.

This is partly inspired by the uncompleted Black Isle Fallout 3 design (Van Buren). Chris Avellone posited that the most dangerous force in the world as other player characters and their parties. The player is always the prime mover in games--what if NPC characters were given the same volition?

The second variable is the deathgrass: the crash will scatter the spores somewhere different for each playthrough, which may hurt or hinder its chances of growing, and alter the local geopolitics considerably when it does. While the crashed ship is always in the same location, the deathgrass is not. As the playthrough progresses, the deathgrass is more and more a factor, moreso if it's not dealt with early on.
Deathgrass, contrary to it's name, is not strictly lethal. But it hurts and will impede movement. To a healthy player it's scarcely an issue, but to find oneself in a firefight deep within a field of deathgrass is asking for trouble.

Third variable is the local population. Unlike in Unreal the Nali are not a stock alien slave race/noble savage stand-in. They can and do fight the Skaarj regularly.
The Skaarj on the other hand are feral, bestial race of hunter gathers who rule the majority of the considerable jungle/forest areas in the game. They are far more difficult to gain trust/alliance for the player, but it is possible.
An alliance with the Skaarj will net basically no new technology or supplies other than basic food, but will allow safe travel through considerable portions of Skaarj back country as well as some helpful friends for certain fights.
Depending on your character's diplomacy and/or xenolinguistics, you may ingratiate yourself with either side, or be the bane of both by raiding food and supplies. Other convicts coming into contact with either side before you do first will also change things.

The final variables are the other crashed spaceships on planet aside from your prison ship, including the pursuit ship. Skiptracers are out for what they think is easy money when their ship crashes; other ships crashed and have been marooned for centuries. In them might be dormant aliens or powerful weapons, but like other factors in the game their location and presence are not reliable.

If it sounds like a too-busy free for all, good. Nothing worse than a neat game environment with nothing to do in it, or replayability reduced to nil because of strict linearity.

If you think it vaguely resembles S.T.A.L.K.E.R. if you cock your head at an angle and purge enough radiation from your system with GSC vodka, you're right. That game reaffirmed my believe that you don't sweat player choice if it's not really that tough to let them have it, all else being equal. And you can let them have a lot more choice than most, if you plan from the start to allow for it.

Invasive Species becomes about what the player wants it to be: the stated goal is to escape, but there are no forced failures if they decide to stick around. Myriad 360/Steam achievements are wired in to recognize various player-set goals: capture all other convicts to bargain for your own release, kill all other convicts, King of the Nali, King of the Skaarj, I Survived 200 Game-Days of Deathgrass spreading And All I Got Was This Achievement, and so on.


On release, Invasive Species receives a Metacritic rating of 83/100. It is roundly praised for the extensive replay value and the variability of one person's playthrough as compared to another. Gaming forums have multi-page discussion threads where players recount specific playthroughs and their attendant unexpected gameplay moments. Other players dive into their own new playthroughs in an attempt to reproduce such scenarios.
And so by request a patch is produced that allows players, upon a single successful playthrough, to start a "New Game +" that exposes a number of otherwise hidden variables for seeding the gameworld.

Design Reboot: Invasive Species (Part I)

Unreal (1998) was Epic Games' first FPS. Compared to their blockbuster Gears of War franchise now, Unreal was rough, unfocused, and ponderously long; but it was also immersive, fun, inventive and visually stunning. A proud moment for a company that has come a very long way in the eleven (!) years since.

The famous waterfall (give 1998 a break, OK)
Players will likely remember a key handful of scenes: the prison ship introductory level that opened up into an impressive waterfall reveal, the first Skaarj fight as the lights turn off, the four-armed Nali and their healing fruit, the "Big Man," and the Sunspire (if they got that far).

Start with the same premise and extrapolate from what you remember best and fondest, not what was. Stir in exploration elements and some Metroidvania while you're at it. Put it all together with the rigor of modern design methodologies--but stay with the neophytic verve that informed the original.

Invasive Species starts again with you as a prisoner on a prison ship. Expand the vestigial kernel presented at the beginning of Unreal (a choice of male or female character model/sound set) into a full blow character selection. Multiple options for character appearance, and more critically, a selection between archetypal backgrounds which dictate starting abilities and conversation options.
(It's time to stop with the silent protagonists already.)

Discovering the deathgrass
The prisoner emerges from the prison ship wreckage to find a breathtaking alien world: exotic and fecund, though the flora seems close to a Earth-tropics analog. The player's objective is simple: escape the planet and evade re-capture, should anyone come looking.

Complicating factors reveal themselves in a sort of spiraling cascade:

1.) Someone does come looking

2.) That someone also finds out the hard way that the planet has an atmosphere/magnetic field etc. that likes to crash spaceships, a sort of planetary Bermuda's Triangle

3.) Yours is not the first ship to fall to the surface

4.) The other convicts from your ship are loose and have a headstart on you

5.) The indigenous Nali are locked in a decades long war with the Skaarj, both may very well be hugely xenophobic

6.) The crash of your ship has introduced an invasive species of hivemind fungiform deathgrass, which is going to wreck the planet's proverbial shit

What the player gets is a planet-wide Battle Royal, with all manner of jockeying for position and shifting alliances, and a running day/night system by which new developments are doled out--say between day 7 and 10, the pursuit vessel crashes. Around day 15 the deathgrass spreads enough to become self-aware, and so on.

Check back tomorrow for the Metacritic score, more illustrations, and a breakdown of the various factions/wildcards of the game world and plot outline.
In the meantime, anyone have a better (and hopefully pun-less) title for this one?

Edit:
name changed from "Lost In Space Marine" to "Invasive Species" courtesy of Design Reboot regular Johnnyburn.
Additional reading:
Screenshots of classic scenes
Interesting tech demo/beta Unreal screenshots and gameplay footage

Friday, August 7, 2009

Restate Assumption: Out of Ammo

Friday, August 7, 2009
Restate assumption:
The player should never/sometimes/often run out of ammo.



Which statement makes sense? Continuing on the nostalgia trip of my examination of Doom's E1M1, I think of how those early games turned me into an ammunition miser. (Was it the game? Was it, as my brothers and I now wonder at now, peer reinforcement about Dad's fiscal conservativism?)

I remember finishing the first episode of Doom with 95% of the rockets I picked up through the levels, taking down the Barons with excessive zeal. Finally, I could spend those rockets because there's no way to keep them after the last level. I hoarded ammo because I might need it, and unlike many modern shooters, actually running out of ammo was a real possibility.

Maybe it put a crimp in my fun--that BFG-9000 unfired until the Cyberdemon showed--but maybe ammunition conservation is it's own kind of fun, it's own mechanic and reward system.

It's a game sub-system that modern shooters with infinite pistol ammo largely forgo, which is a shame. When gamers are continually re/over-supplied to their hearts' content, the strategic long-term questions about rationing or expenditure recede entirely as does challenge.
I would argue that it undercuts the modest yet crucial roleplay that comes with a shooter: I'm a space marine, I'm a Rainbow 6 operative, I'm whoever Call of Duty calls me to inhabit, and to a man every one of them should be mindful of their ammunition.

I think of every time I've needed the Hammer of Dawn in Gears of War, well low and behold, here one is conveniently dropped and I feel like a chump for keeping a weapon around that is guaranteed to be given to the player again if he ever needs to use it.

More simulative shooters give the player realistic ammunition loads but also restrict information about exactly how many rounds are left: SWAT 4, Red Orchestra come to mind.
Killzone 2 has the option to reduce or eliminate the HUD entirely, something I enjoy tremendously. I'm only about halfway through that game, but I have never once truly needed to know how much ammo I have left. (Though proprioceptive/body awareness cues advanced creatively would be appreciated, like being able to look down at a chest harness and see remaining full magazines.)

Not to say there aren't modern games that consider and tweak the modern conception. Mirror's Edge is a wonderful example of more or less bypassing weapons and ammunition entirely; they are of limited use to Faith. If the player chooses to use them, Faith stops at stooping to reload the things, giving them a temporary power-up like quality. But that is dispensing with weapons, not really reconsidering ammunition useage.

A better example would be more traditional survival horror games, such as old Resident Evil titles, which severely restricted available ammunition. Adherents to this first games generally crabbed at the relative surplus of ammunition available to Leon in RE4 and then later to Redfield and Sheva in RE5, though it's still scrounging by the standards of many games.

As with so many modern shooter paradigms, I think it's Far Cry 2 that has come out with a fascinating balance to this question. Using your own weapons usually means you can stay well stocked, though sometimes with supply runs to the weapons depot; the far more interesting risk/reward mechanic is picking up rusty weapons off your fallen foe. There is a kind of economy of bad-assedness which dictates that your super killer mercenary character should be able to pick up any guns he comes across and kill with it, increased weapon jams and all. And taking his malaria pills in time.

But I can't help but think there might be some more interesting spaces to be explored with very limited ammunition loads, or artificially scarce ammunition, like the aforementioned Detective game concept. Or maybe a game that would play like a sort of no-tech Crysis--instead of playing the super soldier Predator-ing around an island with armed thugs looking for him, it's more of a Manhunt scenario where the player can--and should--use every dirty trick in the book to take down his target. Six bullets, six targets?
Playing a game version of Cormac McCarthy's The Road, where only one round left is an even grimmer proposition than usual?

Thursday, July 16, 2009

Free Radical, Stalkerbot, and Other Table Scraps

Thursday, July 16, 2009
It was 2005, and like a lot of people I was obsessed with Half-Life 2.

I was still fairly fresh out of college and possessed of just enough ability, and time, and leftover invincibility that I believed if I worked hard enough, I could put together a targeted concept art portfolio that could get me a job at Valve. (Spoiler alert: it didn't.)

It was an invaluable lesson; the time spent playing in and around someone else's universe was an education in itself. Possibly more valuable was the understanding that a targeted portfolio can beg unfavorable comparisons to artists like the peerless Viktor Antonov, which is unwise.


I wrapped the images up in a special section of a larger but no less carefully curated portfolio, fiddled with the resume, and then sent the email off to Valve. Riding high, I posted the images on a few artboards including the conceptart.org forums.

On CA.org I was roundly excoriated by one poster in particular armed with a short, blunt list of my stylistic and technical shortcomings. Incensed, I clicked to the poster's profile--who were they to criticize, exactly?
It happened to be somebody with an email address that ended @valvesoftware.com (no, I didn't recognize the name). I considered it my official unofficial reply from Valve, as none ever arrived in my inbox, and that was that.

Dreams settled back down to the earth and between then and now I traveled extensively and worked on various projects.
Years later, I feel rather fond about these illustrations overall, and consider their posting here a kind of exorcism of that old feeling of defeat--I've learned since to consider the work itself the reward, and the things that come or don't as a result entirely secondary. Life as an artist is a lot happier in this frame of mind.

But before I get to the "Valve Portfolio," I was referring to, here are a couple of mod/expansion type ideas I thought about in those days. Like everyone else--who wasn't thinking about Half-Life 2 then?



Free Radical would be the one and only clever name (in the vein of Blue Shift, Opposing Force) for a HL universe project that I ever came up with; the idea itself wasn't so great. Something about a rogue Combine soldier type's journey to the other side; maybe early levels would involve fighting against the Resistance but coming round to following Freeman eventually.

It was conceived to be graceful under the constraints of a one man mod project and so is naturally consigned to triviality by that nature... I still like the image, though.








Michelle is the leader of a small enclave far outside the realm of Combine control--she wears a trophy Combine Elite uniform as a dress. Largely intended as a anchor character for a group that the player encounters and possibly embroiled in petty politics. Gameplay scenario is the "drifter comes to town" where the player becomes familiar with a small, mostly closed defensive layout and then Combine stage a vicious assault. Player must defend and then help with the emergency withdrawal.



Stalkerbot (working title--I suppose Free Radical would have worked here too?) was more ambitious, though still basically a smallish mod project. It was intended as a day in the life experience of someone who slid hopelessly underneath Combine rule.

It opens on a HL2-style limited POV cinematic; periodic time-lapse montage from a vantage point inside an apartment whose walls peel as times go sour. You are a man who watches his wife wither and grow desperate and the (tastefully implied) death of a child from malnutrition. With no other option, you volunteer to become a Metrocop. One of them.
Actually building this thing would have dictated the resolution of the story here (how much Metrocop training/indoctrination?), but I liked the idea of showing how by degrees, even decent people (even you, player) can get roped into evil things.
Before long there's the sequence where the player is an active participant in the brutal suppression of a food riot, probably staged at the very train station from the opening of HL2. You thump on those helpless civilians and it's probably fun, in that Stalinist regime sort of way. You fall a little further down but at the critical moment there's an awakening, a forced ultimatum by a superior say, and it pulls you back to your basic humanity.


And for that, you're hauled away and turned into one of those ghoulish "stalkers" that haunt the corridors of the Citadel.
You end up being further dehumanized by random incorporation into an experimental man-machine weapon rig of the Combine (pictured right), and then fight war-crime worthy mission against the Resistance.
It'd be like fighting in a small-sized mech, HUD and all... at which point there again you reclaim one last stake in your humanity and I don't know, take the Citadel of City ## with you in an enormous explosion. These things always end in explosions. I'm sure it would have been really touching/ass-kicking.








A very early sketch from 2005 of Breen being confronted by three Advisors. I abandoned this fairly quickly when I remembered the implications of the ending of Half-Life 2--Breen would never had this sort of confrontation for the defeat at the hands of Gordon Freeman, because at that point, in order to escape the Citadel Breen had to abandon his body. Oops.

Looking back now, my trouble with the all of the above is that they are generally more story-centered than anything that is concretely related to gameplay, which I think is a classic beginner's mistake.
We are taught to think in stories, perceive the world and recount it to others in stories; it's very difficult to make the transistion to being a designer who focuses on the gameplay experience of the player and the "story" experience as an outgrowth of that, not as the primary concern.

And I must also point out as a fairly slavish devotee to the House that Valve built that however much I like the cold moderism of the Combine "stalkerbot" look, I believe it at odds with the established fiction. The Combine generally developer bio-weapon/quasi-organic solutions for this kind of thing, as evidenced by the Strider and the deleted supersoldier character seen in the (excellent) HL2: Raising the Bar book, not cybernetic.

And finally here are the "Valve portfolio" pieces themselves.

I still like the Civil Protection Carrier & riot shield designs very much despite their derivative nature; I was a little let down by Episode 1's lack of depiction of civil unrest in the face of the Citadel's destruction (alluded to in the first image).
I also thought that Metrocops with riot shields were a gimmee for gravity-gun play--say you still couldn't grab the cops, but you could grab the shields and then launch them at the other cops, or hold one up in front of you to block shots. Great fun.
(This first image is the only one I really noodled with in a fit of George Lucasing before posting. Feel free to examine the original version to the left from November of 2005 and tell me Han shot first or whatever.)





The City 16 material is middling, mod fodder at best; though the citadel on Xen is still a strong visual to me and agreeable callback to the first game. The aerial shot was the very first of its kind I had ever attempted.

The Mobile Barrier is an almost complete failure since not only is it nonsensically redundant--functionally the same as the citadel's creeping outer walls but not as pure, not as abstractly menacing--I failed to communicate the key aspect of the design, which was that the upper boom-arm would in conjunction with the other barriers project a forcefield wall, a key visual I neglected to actually depict.

I've always admired artists that leave out early evidence that they were once mortal men--I'm still terribly mortal, as an artist or a designer, but here's hoping a generosity of spirit gets me somewhere later on.

Monday, May 11, 2009

Thoughts on Game Recycling

Monday, May 11, 2009
I spent about two years of my life working on an FPS called Darkest of Days.
While the release date is not yet known and the game's popular and critical reception remains unfigured, the experience taught me just what an arduous experience a production cycle can be.
As rewarding as the whole experience was personally, in retrospect something seemed extraordinarily wasteful about the whole enterprise, even at the fairly "indie" part of the spectrum. Is this how it's supposed to be?


There were so many assets created, tools furnished, lines of code completed and yet there are significant portions of the finished game we weren't happy with.

Or at least I wasn't happy with it; it wasn't the game I thought I ought to be making. However close we were to a better game is immaterial--games have to be finished, even if it felt as though we had only just laid in the foundations for a better experience.

It would be far less work to pick up where I left off and re-use assets and design concepts I am already familiar with to make a better game. Yet the way the industry works means I am assured to have to try my luck working on a completely new game, or possibly end up working on an expansion or sequel.

But the trouble with an expansion or sequel is that you are largely constrained by the scope and feel of the original game. If the original game wasn't quite what you had in mind, chances are slim to "complete" it in an expansion.

I reflected on just what a universal phenomenon this seemed to be--glimpse the game industry as journeymen laborers crafting near-exquisite works and then abandoning them. Rare is the chance any developer gets to go back and "make it right" (much of why I am keen to play the updated edition of Butcher Bay included with the new Riddick game Dark Athena); far more common is the endless parade of almost good games, a sea of reasonably good.
At best I play games that feel 90% or even 95% of what I want, yet that last 5% feels unfinished or somehow otherwise mismanaged.

It's as though a beautiful two story house is constructed, with only half the furniture is moved in and no paint on the walls, but the prospective homeowner stops there and elects to simply build another house instead. That's how modern production cycles seem to function.

And so a thought returns, a kernel of an idea.


Keel from Quake 3, done in Painter IX.


The thought occured years ago while I was enraptured by Quake 3, and the nagging thought returns now as I contemplate Unreal Tournament 3, two games removed significantly in time but not in concept or execution.
Quake 3 is a clean machine, a very "pure" game in ways that other id titles have not been, but at the time it was the first id game to eschew a proper single player portion.
(Which was difficult for a lot of FPS devotees at the time you'll remember. Most have returned to providing some token singleplayer game in addition to emphasized multiplayer, but this shift now seems paradigmatic for shooters as a whole.)

The thin scrim of fiction for Quake 3--a line or two in a vestigial manual to needlessly justify a multiplayer-only DM/arena game--was an obvious afterthought, yet it hinted at a far more interesting game made from the same constituent parts.
What if you did make a game about great warriors doomed forever to combat in strangely abstract arenas, a sort of self-commentary on the deathmatch genre?

Or what if you built a game out of an existing game, that was neither a sequel nor a mod? Something that re-used all the interesting world building, assets, characters etc, but went somewhere else with them? Why start all over again?

The thought recurs with Unreal Tournament 3 and its ilk.
My primary complaint with the game is much as it was with UT2k3 and 2k4--namely that game's visual fidelity far outstrip the interest that its traditional multiplayer mechanics give me.


An environment from Unreal Tournament 3.

It took me a good 45 minutes for a cursory glance around the levels that ship with UT3. It's a beautiful game with a surfeit of visual ideas and settings; deeply generous in a way that most games aren't, delivering and endless array of the kind of stunning visuals that Epic has become expert at creating. Yet the gameplay itself provokes no similar reaction.
This is not a complaint that UT3 was made into the game it was, I enjoy it for exactly what it is. (As a friend once pointed out, many gamers' criticisms can be likened to criticising basketball chiefly on the grounds that it is not football. This is not my intent here.)

But the thought persisted--if a game is a nearly-finished house, why couldn't someone move in and, with comparatively minor effort compared to what it took to raise the house in the first place, make it their home? Move some furniture, paint the walls?

Perhaps I'm not making any sense here, but it's a thought largely unarticulated until now so you'll forgive my lack of concision.

But there would seem to me a middle path, something between the land of fierce indie development (relegated to artistic sidescrollers) and the impressive world-building (but conservative linearity) of AAA big budget development.

Some might consider this the purview of mod development but that's not the shape of what I have in mind. There are too many amateur connotations to that word, and not enough fundamental change to the identity of the game in a "mod", despite the look remaining much the same.


Kana, from Unreal Tournament 3.

I'm thinking about what it would be to make a "new" game with mostly old parts. The unexplored connotations of what that great big spacestation level in UT3 could mean, the wide-open rolling plains with already excellent vehicle handling. Imbue all this great art and set dressing with some meaning, rather than completely interchangeable visual glosses. Build a new world from the old one.
And by "meaning" I mean gameplay mechanics, not Story.
(I think most misguided design impulses come from that tourist hag Story, but that's a discussion for another time.)

So picture a single player quasi-free roamer, or even a co-op shooter, re-using as much of all the phenomenal work already there as is applicable, but in a very different play style... the actual design sketch here I'm afraid will have to wait for another update.

Players say that what they really want is deep and engrossing gameplay, not just another empty graphical funhouse ride. But how would they really feel if they had "seen it all before" with the production art, but were really given a brand new game to play?
Could you build something more than just a "mod" that successfully alters the meaning and gameplay content with mostly the same assets?



The above was written and then left in a draft about three weeks ago; some of these comments seem oddly prescient to me in the wake of 3DRealms' demise. However misguided, there was a team dedicated to getting a game finished just so.
A cautionary tale?

Also, my friend Steve Gaynor recently wrote on the subject of what he calls "Single-A" game development, a far more coherent thought on a similar track. Please have a look.

Monday, April 6, 2009

The Sap and the Heater: a Design Sketch

Monday, April 6, 2009
If you had a game with a wider range than basic military combat scenarios, you could create simple but interesting mechanics out who gets the drop on whom.

For example, you're playing your Chandler-styled 30's detective game and snooping an upscale hotel room crime scene before the police show up.
Unfortunately for you, the goons of your shadowy nemesis had the same idea and have just arrived outside the door.
Hearing the door creak, you could pull your .45 before they get around the door, maybe even shooting one of them through the door.
Here, the alert player is rewarded with scenario played his way, not according to a canned "thugs enter the room" cutscene. Or the goon steps into the room without seeing you, and so is still at your mercy if you get your gun trained on him first. He can try to draw but you'll always be able to react faster with a pistol already in hand. You are free to shoot him or try pumping him for some information before pistol whipping him/shooting him.

Say you didn't hear or see him, so he draws his gun on you and then tell you to put your hands up or disarm, if you were in the process of drawing. He drew first, now he has the upper hand.
Then you try a verbal feint ("look over there!") or persuasive argument, or a grappling move if you're close enough. Anything to get him to break eye contact or allow you to dive for cover--anything to break the "holdup" phase.
Disarming his weapon puts you back in charge; mutual disarmament might prompt a close-quarters fisticuffs. Only after these possible paths does the encounter becomes a more traditional pitched firefight.
Or yet again in place of a firefight, maybe you attempt a feint and are unsuccessful, meaning the goons disarm and sap you with a blackjack, leaving you to wake up as the police arrive (losing the potential clues at this location). This is a setback, but not a full stop/fail-retry game over.

The point of this design sketch is that every encounter need not instantly ramp up to a full firefight, allowing even a game mostly about shooting to have much more varied basic fighting. The game can still be nominally about shooting, but there is a lot of rich potential gameplay missed out on in most games in favor of always "cutting to the chase."

For reference, consider a clip from the original Miami Vice show. An actual expert shooter was used to act out an assassination, using a more realistic version of the sorts of balance of power-play just described:


Tuesday, March 24, 2009

On Influences

Tuesday, March 24, 2009

A brief personal note about influences and creative synthesis: I take great inspiration from the work of television producer David Simon, creator of The Wire and producer for Generation Kill. Both of these shows are about the most tired subject matter imaginable--cops and marines respectively--yet they're better than almost anything on the same subject because of Simon's emphasis on journalistic verisimilitude.
Not surprisingly he was a journalist before moving to television, and it is that attention to detail, a feel for the real that informs the spirit of his work. The people in his shows, either fictional or based on real people, are human to us.
Without exactly turning this whole entry into a paean to David Simon, the point is this: marines, even their space-based brethren, are not boring. We have made them boring.
They are boring because they are tired copies of copies, faded nth generation reproductions of recycled popular culture. We might not have some of our classic videogame franchises without the all-pervasive influence of Cameron's Aliens, but we might have a lot more interesting games.

I believe the onus of expertise is on content creators, not on the audience, and it is therefore up to us to research and craft characters and gameplay and situation that hews as closely to the unimaginable variety and wonder of actual events as possible.
And so regardless of our aims as to "realism" or simulation in our games, a journalistic desire for truth, or the artistic "lie that tells the truth" (to paraphrase Picasso) should inform our work at all times.
This is fairly major current in my design philosophy these days, so it seems pertinent to mention early on.
 
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