Thursday, April 5, 2012

Book Club, level design edition

Here are some books I've been reading, most of them about halfway through. I haven't bought any of these; they're all from my university library. (Pro-Tip: If you're a student, take full advantage of your library.) I'll probably give them more detailed write-ups later...

Myst and Riven, by Mark J. Wolf. (2011). I only picked this up because I saw it on the shelf next to Ian Bogost's "How To Do Things With Videogames." I'm not going to say it's bad -- if you've never played Myst or Riven, this'll give you a decent idea of what that's like, and the various idiosyncrasies involved -- but from my perspective, Wolf seems like a huge fanboy who overestimates the series' significance and place in history. I argue against his account in an upcoming feature on FPS games in May's PC Gamer UK; Myst sold a lot and seemed poised to start a revolution, then it didn't. Instead, Myst (along with Second Life) is "significant" more in the minds of humanities professors. Where are the scholarly monographs on Doom and Quake? (Actually, I think Dan Pinchbeck's in the middle of writing it?)

Sunday, April 1, 2012

Against Puzzles?


(I was going to do a "Radiator 1-3 is done" post for April Fools, but it hurt too much...)

We had a public playtest of me and my teammates' VVVVVV-FPS thesis project, "Souvenir," with a bunch of New York City junior high / high school students -- and I don't know if you've ever been to a New York City public school, but these kids generally speak their mind (to put it mildly) and they're ideal playtesters. I also had a few interesting conversations with them. One of them asked what the goal of the game was, so I started trolling / engaging them:

Well, when you go out for a walk, do you have a goal? No, you just walk because you like walking.

"Yeah," she said, "but if all you do is walk around, it gets boring after a while. I'll stop playing." Well, that's fine, then stop playing.

"Plus," her friend says, "I'd just play it once. And then it would gather dust on my hard drive." That's fine. Play it once and delete the game then.

"But like, if I wanted to walk around, I'd just go outside." That's fine. Then go outside!

They're so young, and already they're perpetuating the same messaging from massive industry interests: that the "realism of games" competes with the realism of reality, addictive games are better games, clear goal structures are best -- and retention, retention, retention. That's just one way of thinking about games, and they've already locked themselves in that mindset. They've been indoctrinated.

Monday, March 26, 2012

Mass Effect 3, minutiae



Spoiler free. Here's stuff I thought while playing the latest and hottest "guns and conversation" game:

THE GUNS
  • I had 300,000 credits and didn't know what to do with it. Upgrading guns seemed pointless (the bars barely budge in the stats readouts) and clicking on stuff in a menu with little visual change or feedback was unsatisfying. Seems like the gun upgrades were a last minute feature that could've used another GUI design pass.
  • Functionally, all squadmates seem pretty much the same (1 crowd-control ability, 1 buff, 1 debuff) except Liara who has significantly less health. It doesn't really matter who you bring, which I somewhat liked, because that meant squad choice was based on narrative and characterization instead.
  • My Shepard had a "biotic charge" ability that lets her fly across rooms through cover, tackle enemies, and completely recharge her shields; combined with other bonuses, the cooldown period becomes negligible even early on. I didn't feel particularly smart when I figured out how overpowered this ability was -- I felt like the balance was broken. 
  • Well, I don't think anyone plays Mass Effect for the gunplay anyway. It serves an aesthetic purpose: to make you feel like you're fighting in battles. What baffles me is spending time developing a multiplayer game that capitalizes on the weakest, least interesting part of the series?

THE CONVERSATION
  • Again, I chose a LadyShep who decided to romance her secretary. From watching the YouTubes though, the GayMaleShep stuff seems pretty well done and even a little cute. (see above) I wish I had had the faith to stick it out with a MaleShep through the entire trilogy, but the male voice actor is just so much worse.
  • Given the heavy proceduralizing of conversations, BioWare does a really smart thing during cutscenes: it cuts to different cameras frequently so that your brain better processes the discontinuities. The dialog doesn't sound as disjointed if there's a visual cut in time. (see above)
  • Some weird player to player-character dissonance when my Shepard always confesses how much she misses Ashley, when I'm wondering, "Ashley who?"
  • They kept all the core design from Mass Effect 2 and instead pooled all their resources into art, which I think was a smart move: there's a lot of variety to the levels, and the abundance of scripted animations turned stale conversations in a hallway into "getting dinner" or "going out to the bar" -- functionally, nothing is really different, but the new narrative context does wonders.
  • When the characters aren't blathering on about the price of war to the point of parody, there's some genuinely good writing and characterization going on -- well, Garrus and Liara mostly. The "military stud squadmate" NPCs (Kaidan, Jacob, and the new unexplained mildly hispanic guy) are still awfully boring characters with amazing normal maps on their pecs. I guess Alistair really was the anomaly in a milquetoast lineage of Carths.
  • I like how RPGs always have the "endgame" moment; a character literally tells you that the endgame is beginning, all side quests will be disabled, and you must confirm whether you're ready. It kind of breaks the fourth wall (assuming you really care about that) but at the same time you appreciate the game signaling itself to you. It's such a uniquely game-y thing to be able to read and understand what the game is actually saying beneath the thin narrative skin.

Thursday, March 22, 2012

What games can learn from Sleep No More (part 2): specific and spoilery design observations

SPOILER WARNING: this will definitely ruin the novelty of the show for you. Read further only if you have no intention of ever going to see this. Ever. Yes, it's worth it. If you live in New York City or nearby and can afford it, you should go, otherwise you're an idiot. Non-spoilery Part 1 offers a general overview.

Sleep No More starts like this: You wait in line for a while. It's probably a bit cold.

You walk down a long, dark hallway. You wait in line to check your coat.

Then you walk up to a contemporary-looking reception desk and give your name / reservation.

Monday, March 19, 2012

MirrorMoon, by Team Focaccia / Santa Ragione

Run, don't walk, to your nearest electro-computer-device and play MirrorMoon. It was a Global Game Jam 2012 project / recent contestant at this last GDC's Experimental Gameplay Workshop, and stupid ol' me had never heard of it before then.

The FPS controls are somewhat non-standard, but it's for an important reason, and the deviation is handled pretty gracefully. Otherwise, the sounds, the colors, the scope of the level design -- everything is perfect. So so so perfect; part of the GGJ team included the man behind first person runner Fotonica, and it shows in the bold visual design. It's a really solid first person experience that'll improve your day.

Friday, March 16, 2012

What games can learn from Sleep No More (part 1): the death of environmental storytelling.


Part 1 contains VAGUE SPOILERS, as if your friend had gone to Sleep No More and told you about it, or as if you had read a news article about it.

Although there have been many past theater productions that have done generally what it does, Sleep No More is what's going to be most prominent in history. It's basically a 5 floor tall, 100 room haunted house with dancers wordlessly performing a loose adaptation of Macbeth throughout the maze -- and you and everyone else are wearing masks, staring and shuffling silently through the halls. It transforms contemporary theater and dance into something relevant for people who'd otherwise see little value in it.

I value it mostly for its interaction model and the ways it uses architecture in specific ways; it is what happens when outsiders use level design concepts better than video games ever have. First I'd like to debunk what I consider to be the "conventional reading" of it and its relevance to video games, as argued by game critics.

Thursday, March 15, 2012

Anna Anthropy: book release + lecture @ NYU Game Center, March 29th @ 7 PM

Anna Anthropy's new book "Rise of the Videogame Zinesters," sums up a lot of contemporary indie scene thinking and contextualizes it in history / current practice. I'm impressed in the ways that it never talks down to the reader, but still worry that only "gamers" will deeply understand Anna's account of aesthetics when it gets down to the details of video games and meaning-making. But if I were ever to teach a liberal arts course on video games, this would definitely be on the reading list: I think it's a really great primer / manifesto for the growing "game design as pastime" school of indie thought.

If you live in or near New York City, make sure you RSVP for the book release / talk at the NYU Game Center. The food is awesome, the environment is swanky, and I'm sure Frank Lantz will have some lovely questions for her.

(DISCLAIMER: I'm in this book.)

Monday, March 12, 2012

We apologize for the break in programming and are working tirelessly to restore service. Regularly scheduled blog posts will return within a few days, once I've finally scrubbed all the GDC off of me.