Dreamfall: Supersize

By Shamus Posted Sunday Oct 8, 2006

Filed under: Game Reviews 0 comments

Dreamfall
Dreamfall
Dreamfall
Dreamfall

A while back I mentioned the escalating cost of content creation in video games. Everything I said about the expense of developing content for first-person games goes double for adventure games. In contrast to action games, where the world passes by in a constant blur, adventure game scenery is usually sitting still and the object of much scrutiny. Objects in the game world aren’t just there to provide atmosphere – they are part of the game, and the player is going to look it over very closely in his or her search for clues about how to proceed. They will spend a lot more time looking at any given set, and so a lot of thought needs to go into what they will see, and the art needs to look very polished. In an adventure game, the reward for progress is the ability to move on to the next location. In an action game, the environment is where the rewards happen. In an adventure game, the environments are the reward.

So the main struggle in adventure games has been to fill the world with compelling scenery. To keep the player from cruising through and beating the game in an hour, the designer puts up challenges for them to overcome. Make the puzzles and challenges harder, and the game gets longer. Game design is usually a balancing act between game length and player frustration. The only way to have the best of both worlds (low frustration but a long and rewarding game) is to just add tons of content and scenery. That tends to get expensive.

But this is exactly what they did with Dreamfall. They dialed the puzzles down from “perplexing” to “amusements” and then just added endless miles of scenery and story. The gameworld is immense and richly detailed. How Ragnar Tornquist got the budget together to make an adventure game of this size is beyond me.

Dreamfall
Dreamfall
Dreamfall
Dreamfall

A side effect of this generosity of size and pace is that I brought a lot of my old adventure-gaming habits with me, and they are working against me. The old approach is to plow forward until you hit a roadblock. There is no need to examine a location in detail because you’ll be backtracking many times, and by the time you overcome the current challenge you will have seen everything and sundry. You’ll be sick of the place long before you can move on, so there is no point in digging deep on your first pass.

In Dreamfall, those roadblocks often do not exist. There are locations – huge, wonderfully detailed locations – which have not one puzzle. They are there for the sake of the story, and all you need to do to move on is have a conversation. I found myself rushing in and triggering that conversation before I’d looked around. I ended up being pulled through an area before I’d really had a chance to appreciate it. There are NPC’s I never spoke to – not because I didn’t want to, but because I expected I’d be obliged to at some point, so I ran past them. That never happened, and so they got overlooked.

This may be the first adventure game that has ever warranted an immediate replay from me. I must say this open style of gameplay is a welcome change, I just need to slow down and adjust to it. The story feels rushed right now, but I’m the one doing the rushing!

The world of video games is often likened to movies. Dreamfall is nothing like a movie. Instead, it comes very close to the experience of reading a book. An excellent book.

 


 

Arrogant Software

By Shamus Posted Saturday Oct 7, 2006

Filed under: Links 11 comments

Rabid Paladin has a rant on Arrogant Software. He mentions Adobe Acrobat, which I have picked on in the past. He also singles out Realplayer and iTunes as a couple of particularly onerous offenders.

It’s been almost a decade since I let Realplayer set foot on my computer. Occasionally I’m compelled to help a friend fix their screwy computer and I’ll see the Realplayer icon in the system tray. I still recoil at the sight of the thing, as if it was a flaming pentagram icon or Carrot Top.

My own experience with iTunes:

A while back Pepsi had a promotion where about half of their 12oz drinks had a “free song from iTunes”. This is what actually prompted me to download iTunes in the first place. I snagged a couple of songs. I liked the way you could browse, preview, and download songs. I redeemed a couple of these free songs before I noticed the catch: The songs come in iTunes-only format. Then I remembered a bunch of ranting on Slashdot about DRM when the iTunes service first opened and I realized this is what I was looking at. I didn’t care so much about the copy protection, but I didn’t like the fact that in order to play my songs I had to use their player. (Yeah, I know, that’s how it works, blah blah. I could care less.) Nobody could ever get away with selling cassette tapes that would only play on a Sony tape player, but iTunes is doing exactly that with digital music. Yech.

I wasn’t about to give up my beloved mp3 player of choice to use the bloated and slow-loading iTunes. The shopping interface was perfect, but the player interface was about as useful as a twenty-pound salad fork. I also wasn’t a fan of how iTunes tried to abstract my MP3’s into “collections” or whatever. I already have them carefully organized and labeled – the last thing I need is a program that tries to impose some other organizational system on top of that.

I suppose in some abstract way I still “own” the songs I downloaded, but I have no way of playing them. If I sold someone a television and then told them it would stay at my house and they could come over and watch their television anytime they wanted, I don’t think they would feel like they owned the TV. I don’t feel like I own these songs.

So yeah: iTunes is a jerk of a program, although unlike the other two it is partly so by design.

Hat Tip: The Rampant Coyote

 


 

GROW Tribute

By Shamus Posted Saturday Oct 7, 2006

Filed under: Game Reviews 2 comments

GROW CUBE
GROW: A game where careful experimentation and observation will allow you to create highly ordered nonsense.
Remember GROW? It was a strange little flash puzzle game that made the rounds a while back. I think I first found the link via Steven. The person who made that game is still at it, and has a bunch more games along those lines at his site, EYEMAZE.

These games are interesting for the way they blend intuition and logic. Using pure logic, it will take you many attempts to learn about what all of those mysterious doodads do and how they interact before you learn enough to take a shot at finding the ideal solution. However, with a little intuition you can reduce the number of attempts by discarding certain moves. Let’s see. I can add water or people to my cube-shaped world. People need water, so I should put water first. People make fire so fire should maybe come after people. The intuition isn’t usually as clear cut as in that example, (which I’m not even sure is correct, puzzle-wise) but it’s there and it’s a real part of the game. I don’t know how else to describe it. It’s like a logic puzzle for people who are more intuitive than logical.

Thinking back to my post on right brain vs. left brain – I wonder which type of person would fare better? No matter how you apprach the puzzle you will need a good memory.

Here is another worthy attempt, “Tribute to GROW“:

GROW GAME

Tribute isn’t as brain-tickling as the stuff at EYEMAZE, and the artwork isn’t as polished or as compelling, but this is still an interesting game.

 


 

Dreamfall: First Impressions

By Shamus Posted Friday Oct 6, 2006

Filed under: Game Reviews 11 comments

I’m currently playing Dreamfall, which is a decendant of the old-school adventure games like King’s Quest and Gabriel Knight. Talk to characters, find items, then use the knowledge and inventory to overcome challenges. This used to be a mainstay of PC gaming, but the genre fizzled out and died (or, if you prefer, self destructed) years ago, and adventure games are now few and very far between. I always had the feeling that adventure games weren’t living up to their potential. For the most part they were dull, tedious, and the puzzles employed demented logic designed to sell hint guides instead of tickle your brain. I always loved adventure games for what they could be.

The people behind Dreamfall evidently heard about how dissatisfied I was, because they managed to pull together a game that is everything I’ve always wanted. This is what an adventure game is supposed to be like. It’s epic. It’s witty. It has a rich palette of interesting characters. It has a complicated protagonist. It has technology, magic, fantasy worlds, and lots of mystery. The puzzles make sense and fit within the context of the game world.

There are so many wonderful images from the game it was hard to trim this selection of screencaps down to something reasonable. Just be aware that the following images barely scratch the surface of what the game has to show you.

Dreamfall

Dreamfall



Dreamfall
Dreamfall



Dreamfall

Dreamfall



Dreamfall
Dreamfall



Dreamfall
Dreamfall



Dreamfall
Dreamfall



One final note is that designer Ragnar Tornquist has his own blog, which keeps a very personal and down-to-earth tone. It makes for good reading.

 


 

DM of the Rings XIV:
Boring Distractions

By Shamus Posted Friday Oct 6, 2006

Filed under: DM of the Rings 34 comments

PHP 5.0, Upgrade, Cahadras, Peril, Snowstorm

D&D is a sort of simulation. A simulation of living in a fantasy world where fearless heroes and dreadful monsters clash daily in spectacular battles. A world where you are a great champion, and the creator of the universe is frequently disorganized, highly distractable, and alarmingly vague on the rules of the universe he’s trying to run.

 


 

Silent Hill: Cinematic Subplot

By Shamus Posted Friday Oct 6, 2006

Filed under: Movies 2 comments

Yesterday I talked about how useless the subplot was in the Silent Hill movie. Actually, even though the scenes that take place in the “real world” have little value for the purposes of the plot, those scenes had a great deal of cinematic value.

The trick with the town of Silent Hill is how it shifts or changes, sometimes becoming spooky, sometimes becoming hellish. The main character is caught in “spooky” Silent Hill. It is decayed and foggy, and ash falls from the sky like snow. This is really unnerving at first, but eventually we get used to it. Then the view switches back to the real world and suddenly we can see sunlight and color again. A weight lifts and you can almost taste the fresh air. These cuts back to the real world help the spooky Silent Hill to hold its potency.

Having said that, it’s obviously decadent to burn up 40 minutes of screen time in order to provide a nice visual contrast. If it were up to me, I would keep the footage from where Christopher is exploring the town, and toss the rest of that story from the point where he leaves Silent Hill and goes digging for clues elsewhere. Having watched this movie a couple of times at home, this is what I ended up doing. It was very nice of them to set up the chapter break on the DVD to make it easy to jump to the Silent Hill stuff without needing to search.

Silent Hill – The Movie

At one point the nature of the town is clearly shown to the viewer. (Much more clearly than was ever possible in the game, I might add.) Rose is running around in the school, which is now a hellish nightmare of caged horrors. Despite this, the place retains the layout of the normal school. There are still rooms and hallways and lockers. At the same moment, her husband Christopher is in the real world, in the same school, standing in the same hallway. The movie does a cut from one to the other without moving. It just shifts from one version of the scene to the other, which lets the audience (particularly people who never played the game) understand what is going on.

Silent Hill – The Movie

I find this fascinating. This isn’t the same room with a new paint job. This looks like the same place, only constructed out of different materials. The check out the metal plate floor.

Just for fun, I made a composite image of the two:

Silent Hill – The Movie

The contrast does make the evil Silent Hill more awful. It works really well, it it’s something that isn’t possible in a single-viewpoint game.

 


 

Highly Critical

By Shamus Posted Thursday Oct 5, 2006

Filed under: Links 13 comments

I really enjoy good movie reviews. I’m picky, though. Up until recently the only reviewer I could get into was Ebert, but he is sadly in the hospital right now and thus not writing any reviews.

99% of the reviewers out there get on my nerves. Newspaper movie critics, I swear, have some sort of “Mad Libs” style review generator:

[Name of movie] is a [adjective] film that never [verb]. It seems like [person involved with movie] was [screwing the movie up in some way] on this one.

So all the movie blurbs sound like this:

Talladega Nights is a slow-moving film that never gets out of second gear. It seems like director Adam McKay was asleep at the wheel on this one.

The Illusionist is a less-than-magical film that never materializes. Edward Norton was never able to pull the rabbit out of his hat on this one.

Titanic is a shipwreck of a film that never holds water. James Cameron was in over his head on this one.

And so reviews are filled with clumsy puns, statements of the blindingly obvious, and painful forced metaphors. Do these people really get paid for this stuff? These boilerplate reviews drone on, and it is clear the critic has no idea what movie reviews are for. The reader isn’t wading through this prose because they want to know what the critic thought of the movie. They can see that for themselves by looking at the thumbs up/down, number of stars, percentage rating, or whatever other system is used to distill complex subjective opinions into hard numbers. No, the reader is there to be entertained.

A writer who thinks that saying that “the movie Click! is a real turn-off!” is entertainment is someone who’s particular skill set might be more suited to other parts of the newspaper. I suggest they be given the job of writing wedding announcements, obituaries, and – when they are feeling particularly vivacious – maybe a few want ads.

Movie critics should not be erudite stiffs who would rather analyze a movie than enjoy it. They certainly shouldn’t be pompus elitists. They should be witty and interesting, even when the movie they are talking about isn’t. Especially then. People like Dave Barry or James Lileks would be perfect movie critics. It doesn’t matter one bit that they might not like the movies I do, or that they do not posses encyclopedic knowledge of every work ever put to celluloid. The important thing is that they can find new and clever ways of saying the same things over and over, because that is 90% of the job. The job has nothing to do with picking winners, predicting popular movies, or educating the great unwashed masses of dolts who watch Adam Sandler movies instead of attending Sundance. It has everything to do with making people want to read and maybe even talk about the reviews themselves.

While I’m waiting for Roger Ebert to recover, I’m really enjoying the reviews Alex is putting up over at his new site. Unless this site is a web of lies and deception, then Alex is a mere 21 years old, which is pretty depressing for me. At 21 I would not have been capable of putting together a paragraph that would be worth anyone’s time, much less turning out interesting movie reviews.

Back in 1998-ish I used to read movie review site titled “Girls on Film”. The site was pink and (I guess) aimed at female readers, but their reviews were witty and interesting and I never really felt left out by the by-women-for-women intent of the site. Eventually the dot-com thing got underway and the site expanded. The staff grew, features were added (I can’t remember what the other stuff was now, since I ignored everything that wasn’t a movie review) the navigation became more convoluted, the site got less responsive, it was bathed in ads, newer (less interesting) critics came on board, and the whole thing went to crap. Googling around today, it looks like the thing is gone for good.

Good review sites are hard to come by. I tend to apply the same criteria to them as I do when looking for enjoyable blogs: I like clean, fast-loading sites with a personal voice, which is about as different from newspaper critics as you can get.

I just wrote, what? Eight or so paragraphs outlining how thousands of movie critics are doing their jobs wrong and how they sould change to better suit my tastes? That is hubris, right there.

I love the internet.