Experienced Points: Long Live 2D

By Shamus Posted Friday Sep 4, 2009

Filed under: Column 27 comments

This one is on my longing to see more elegant 2D games.

Below is some blather that didn’t fit in the article:

Velvet Assassin is the perfect example of the “hard to learn, easy to master”. Well, it’s not really hard to learn, but there are a lot of gameplay elements. You’re a swiss army knife, but there’s usually only one proper tool for the job. Gameplay consists of choosing that tool and using it. This is very different from (say) Mario, where you have one verb (jump) that can be used to accomplish many different things. It’s also different from a game like Thief, where the game presents you with a single obstacle but gives you a half dozen tools for the job:

A guard, standing in the open on a tile floor in a lit room:

1) Make a sound to lure him away and then sneak by.
2) Use a regular arrow to kill him.
3) Find another route.
4) Use water arrow to put out a light, and when he goes to investigate or re-light it, sneak by
5) Use a moss arrow to soften the floor, then sneak behind him and bop on head
6) If you’re an idiot, swordfight him.

Super Mario has one tool used in a half dozen ways. Thief gives you a half dozen tools and lets you weigh the trade-offs in using each of them. Velvet Assassin gives you six different things to do, and then makes you choose (or sometimes guess) the one and only tool that works on the given obstacle. Velvet Assassin is a three-dimensional game with one dimensional gameplay.

 


 

Stolen Pixels #122: Right Behind You

By Shamus Posted Friday Sep 4, 2009

Filed under: Column 21 comments

I wonder how many people will read the title of this comic and immediately assume it’s about Team Fortress 2. I would.

It’s amazing. Those shorts featuring the TF2 characters aren’t even part of the game proper. You never see them while playing. Yet their effects permeate the game. In particular the Spy movie is quoted at near “the cake is a lie” levels.

Oh. The comic. Right, right. It’s about a completely different game with spies in it. Velvet Assassin has guards with behavior that should look familiar to anyone who just got done playing a ten year old stealth game.

 


 

Need a Job?

By Shamus Posted Thursday Sep 3, 2009

Filed under: Video Games 77 comments

The following job listing was forwarded to me by a friend. It’s… amazing:

Skills Required:

Game Designer, PC, Xbox, PS3, Wii, game levels, game play, AI,
Job Description:

Game Designer, Game Producer, Game Developer,

If you are a Game Design who has shipped titles, please read on!

What you need for this position:

– Bachelor degree in computer game design, computer science or a related field is preferred
– 3+ years of related professional experience required
– 3+ years experience with games/design preferred
– Strong sense of game product structure.
– Able to develop relationships at all levels of production and management.
– Well organized and proactive in gathering information and applying information to specific issues.
– Proven ability to work in an extremely fast-paced environment.
– Ability to write schedules and manage teams to schedules.
– Must be able to convey product and task vision to team members to implement.

What you’ll be doing:

– Develop concepts and treatments for specific game modes and features, and help implement the design features and game worlds.
– Design game flow from high concept to implementation
– Benchmarking and competitive research to influence continual product improvement
– Determine game level layout and design
– Create and produce game play content
– Evolve and tune game mechanics into fun, intuitive features that are player centric.
– Communicate designs visually and verbally to other team members, by possibly creating 2D maps of game levels, 3D roughs of game objects and level, documenting of gameplay functionality and design plans, document expected behavior(s) and functionality of entities
– Create detailed specs describing concept, content, assets, rules and behavior(s), constraints, etc
– Implement designed elements or oversee implementation of designed elements.
– Test gameplay and use results to tune gameplay, to make the game more enjoyable
– Examine problem sets and determine optimal solutions
– Develop product requirements and write specification documents for development team
– Develop workflow schematics
– Write product documentation for game users
– Correct errors found in product after live deployment
– Effectively receive and give constructive criticism
– Collaborating with the internal production, & marketing teams to define problem sets and determine tasks
– Develop systems and tools to improve team workflow and product efficiency
– Coordinate work of development team to complete tasks and projects
– Prepare cost and labor estimates
– Develop schedules and manage teams to them to ensure product goals are met

So, if you are a Game Designer with shipped title experience, please apply today!

The ending should read “If you are a dozen people, please apply today!” Imagine if someone put up a job listing for a “bricklayer” that required designing homes, electrical wiring, plumbing, HVAC, carpentry, operation of earth-moving equipment, insulation, overseeing personnel, and experience as a realtor. Now, I’ve worked in some very small-company situations, and I’m all for hiring people who can wear a lot of hats. I’m certainly one of those people. But this is preposterous. This is basically “everything”. I imagine the guy who gets hired will be put in a room with a computer and told, “Make a game and get it published. Let me know when you’re done and I’ll have another assignment for you.”

The only people with these abilities are one and two person studios like 2D Boy. And finding someone who can do all of that, for all platforms? And multiple shipped titles?

I love “develop workflow schematics”. Yeah. You don’t need to document the workflow process if you’re the only one involved it it. A bachelor doesn’t write down the menu each day before he makes himself breakfast.

Also good is “Effectively receive and give constructive criticism”. At the same time! To yourself!

“Develop schedules and manage teams to them to ensure product goals are met” – Teams which will be run by and comprised entirely of… you!

“PC, Xbox, PS3, Wii” – Has there ever been a single title that shipped on all of these platforms? I can’t think of any. [EDIT: According to the comments below, yes there are! I just haven’t played any of them yet. While not common, this does happen. Of course, we’re talking about games from immense development houses, who we assume wouldn’t go around trying to hire the one-man-band of game development.]

Whew. Crazy.

 


 

A Philosophical Question About Hyperlinks

By Shamus Posted Thursday Sep 3, 2009

Filed under: Random 120 comments

Screw that “one hand clapping” business, here is the question I want answered:

When you get to the bottom of the page on a blog and they have links to go to earlier entries in the archives, the link usually has an arrow pointing either to the right or left. Which is correct? And should this link be called “prev” or “next”?

Blog entries are posted in reverse-chronological order. This seems to confuse people. Do we reverse EVERYTHING, then? If we think of each group of posts in the archive as pages in a book, then which way is it read? Are new pages added to the beginning of the book, or the end?

Destructoid has a link at the bottom which points left and says “Next”. It links to earlier entries.

The same link on my site points to the right and says “Prev”.

I’ve seen blogs that use other combinations, such as a rightward “next” or a leftward “prev”.

Without worrying about the “correct” or “standard” way of doing things or what the “default” behavior is, just picture it in your mind. Which makes the most sense to you and feels intuitive?

 


 

Art Games

By Shamus Posted Wednesday Sep 2, 2009

Filed under: Video Games 127 comments

In reading the review of The Path over at Playing with Pat, the author talks about the search for “artistic” games. If you’re trying to defend the notion of games as art (always a surefire flamewar in a can) then you should be able to point at a game and say, “This one”. I know we’ve been over the subject before on this site, but this is a topic that bears revisiting.

I’d actually take the position that just about all games are art, it’s just that 99% of them are “low” art. Nothing wrong with that. So what if the medium has churned out a lot of Walt Disney without producing many Mona Lisas? It’s given us a lot of Lethal Weapons without Citizen Kane. A lot of Three’s Company and not much MASH. The fact that something sucks does not disqualify it as art. Otherwise, it would be impossible to make bad art.

But a couple of “artistic” or “evocative” games can help bolster your argument if you’re in the mood to debate a “games aren’t art” type of person. So, which games would you show to someone to make the case that games are art? My own list would be made up of games that did more than just entertain. They told stories that interested me and continued to provoke thought and curiosity long after I’d stopped playing.

In no particular order:

1) Silent Hill 2 – Just read the linked article. It’s a very interesting study of a man who has been broken very badly in some very subtle ways.
2) Jade Empire – Surprising, beautiful, witty, and well-characterized.
3) Morrowind – This one is a bit odd because most of the game is just an endless series of variations on the “kill ten rats” idea, but the main quest and the villain are pretty interesting.
4) Planescape Torment – I guess this is the gold standard of RPG stoies for a lot of people. I’m not quite in the “PST is the best story game, ever” camp, and the game didn’t completely blow my mind the way it did for some. But the significance of the title is undeniable. It’s deep, rich, diverse, and full of interesting ideas. I’d play this through ten times before I even thought of looking at Neverwinter Nights 2 again. It also makes a pretty good case for hand-painted backgrounds over polygons. Alas that we won’t see another one like this anytime soon.

I wouldn’t suggest the Path, because while the Path is clearly art, its status as a game is kind of debatable. Enough so that I wouldn’t use it as an example when trying to explain the importance of mainstream games to the skeptical. No matter how you classify it, it’s fringe and experimental.

So, what games would you show to someone to make the case for games as art?

 


 

BitTorrent-er?

By Shamus Posted Tuesday Sep 1, 2009

Filed under: Random 109 comments

Pardon me, but can I abuse the privilege of having a large audience and just ask you guys a question rather than digging around and doing research?

Garry’s Mod is back. (Whew! Thank you, Garry.) I found a bunch of really cool models that could lead to some great comics, but they’re only available on torrents. Now, I realize that to you young hipsters this is like admitting to being a 40 Year Old Virgin, but I don’t know anything about using torrents.

I’m a bit curious as to what client to use. I’m worried about malware, and about getting a program that’s going to jump up and down in my system tray like a yappy dog. I know how easy it is to get into trouble when you don’t know what you’re doing, and so I thought I’d solicit some advice.

 


 

The Path: Ginger

By Shamus Posted Tuesday Sep 1, 2009

Filed under: Game Reviews 86 comments

Ginger’s profile:

The forest is a great place for adventures! And a much more fun way to get to grandmother’s house. Ginger isn’t one for sticking to paths. Running around in the fields, climbing gnarly old trees, playing wild games with abandoned toys, collecting pebbles and hitting things with sticks. The idea of growing up doesn’t hold much appeal. Who’d want to give up their childhood? But Ginger is 13. The end is near.
She’s a fresh flower of the field in her own way. Very independent -a loner, actually- and completely absorbed in the game she thinks of as life. Will she bloom before she wilts? Will she ever learn? Should she?

thepath_ginger3.jpg
Unlike the other girls, I wasn’t able to connect with Ginger. Her story didn’t speak to me at all, and I didn’t understand her meeting with the wolf, which takes place in a field of flowers while beautiful music plays. There’s a scarecrow, but he’s not the ominous death-crow you’d expect. He’s a shaggy Mr. Pumpkin Head with nothing menacing about him. If anything, her rendezvous with the wolf is more enjoyable than the trip through the woods. Her supposed wolf-meeting is idyllic and serene.

Continue reading ⟩⟩ “The Path: Ginger”