Saturday, November 29, 2008

Wall of text crits you for 10k

Well, the year is almost up and I am quite sure that I won't play any new games before the year's end. The exception might be the possibility of playing Little Big Planet, but honestly that can wait. Although I may give Guitar Hero: World Tour a go, it really isn't anything new in terms of gameplay and therefore not worth discussing at this point.

So, what's the point of this? Basically this year and especially in the last semester I have been rather occupied with uni work. As the purpose of this blog has changed and because of the various real-life distractions, I have not had the opportunity to document some of the better gaming experiences I have had in the last 11 months. That is of course until now. As the holidays are coming and because I leave for NZ in a few weeks, I find myself with more free time than I ever have had in the last four years. Because I plan on working in the gaming industry in the future, it is probably a wise idea that I at least critique the (new) games I have played completely (or enough to form a decent opinion on) this year. These shall be done in order from best to worse gaming experiences.

Left 4 Dead
By the far the most enjoyable game of the bunch, Left 4 Dead has united (at least) my housemates, both old and new, to form a squad of elite 'infected' killers. I say 'infected' as your targets are not classified as zombies, per se. Some shit about an airborne pathogenic virus similar in effect to an aggressive form of rabies. Whatever. The point is you shoot shit that runs at you with a group of people. You REALLY need to work together if you want to stay alive, which is where the fun factor gets interesting. It's not about killing the most infected or doing the most damage (although the stats do exist), but more about simply surviving the onslaught and reaching/achieving game objectives. You cannot do it alone. Versus mode online makes things even more interesting, playing as the infected. Perhaps even more cooperation is needed in this case. Honestly though, nothing beats spawning as a Boomer (big fat infected), spewing on a group of survivors from a balcony and watching the remaining horde literally rip them to pieces.

A problem with L4D however (and really not a problem at all) is that it is not very 'noob' friendly. By this I mean people who are still struggling with the basics of FPS games, such as circle strafing and snap-aiming. As my housemates and I play on Advanced/Expert difficulties, it gets rather difficult when beginners join our matches (games can be hosted publically). Carrying your weight in the 'squad' is critical to success and not doing simple things such as covering a reloading team mate or dispatching attacking infected quickly (without causing friendly fire) can be very detrimental over the course of a game. The lower difficulties do make this significantly easier and much less of a problem, but honestly the challenge aspect (i.e. surviving) is completely removed when you dumb it down. You want to play this game on hard-mode, with semi-competent friends who enjoy the challenge of surviving and helping each other out.

Below: Left 4 Dead - Flying Hunter Exposed


Crysis: Warhead
Purchased for me as a late b'day gift by a good uni friend Mr Hayes, Warhead was quite enjoyable. Although short, it was action packed and as beautiful as I remember it being in Crysis, over a year ago from now. What I love most about the Crysis games is that even today, nothing beats them visually in the gaming market. A beast of a computer will be crippled by this game on max settings which in my opinion is a positive thing. After all, it is games like Crysis which are pushing graphics technologies further.

Single-player in this game is pretty much the same deal as the original. You are a nano-suit equipped super soldier who is capable of turning invisible, jumping really high, moving very quickly and taking lots of punishment (though not all at the same time). You kill a percentage of the Korean army, then you kill some alien invaders (?) and then you kill both at the same time. The story is straightfoward and compelling enough, often revealing the darker side of the main protagonist Psycho, one of Nomad's fellow squad members from the original. Multi-player is a different ball game however. Now, I usually classify myself as an average FPS gamer, but seeing the online community that has developed around Crysis was quite astonishing. The average skill and creativeness of the players was far greater then I expected. Never had I been so pleased to be owned as much as I did in my first few online sessions. Though this could be related to the average age of the Crysis player being higher then that of most FPS games (it's an expensive-to-get-working game after all) it is good to see that at least some games today are not stagnating with immature incompetent fools. Yes I am looking at you Halo.

Below: Warhead GPU comparison (little difference)


Far Cry 2
Perhaps slightly less visually appealing than Warhead, but offering much more freedom gameplay wise, Far Cry 2 is the 'biggest' FPS game I have ever played. Covering nearly 50 square kilometres of African wilderness, FC2 puts you in the eyes of a mercenary hired to assassinate 'The Jackal', a foreign arms dealing warlord creating unrest amongst the various armed factions.

Anyways, to put it quite simply, FC2 was rather enjoyable to not only explore the various locales of the game world but also to greet the many denizens with hot lead, explosives and/or flames. The destructible environments (usually foliage and small wooden huts) are a benchmark in gaming, as never before have I seen fire modeled as realistically as it is in FC2. Affected by the revolutionary weather system (also a benchmark), fire sometimes becomes your greatest ally and most dangerous foe. Overall, FC2 was a relatively enjoyable shooter offering exactly what I had been looking foward to: open ended chaos in a fresh and beautiful environment.

There are some annoyances with the game though, particularly the case where EVERYONE wants to kill you. This can get irritating if you need to get somewhere quickly, or have gotten tired of culling the human population for awhile (which does happen). They chase you, on foot or in vehicle until you are dead. Your only option is to kill them. This gets repetitive and frustrating at times.

Another problem in my opinion is the re-playability. Having finished the game and been satisfied, I wasn't looking forward to going through once more on a harder difficulty and having to unlock everything again. Considering you only accessed some of the better equipment in the later stages of the game (big sniper rifle ftw), having to play the game with inferior weapons once more would be unbearable.

Below: Far Cry 2 - Meet the Pyro


WoW: Wrath of the Lich King
Perhaps the biggest game of the year, WotLK continues where Warcraft 3 left off in terms of story and lore. Having experienced the fruitless time-sink that was Burning Crusade, I was keen to get back into parts of the game that mattered and were familiar. Arthas, the Lich King, kicking his heels back in Northrend for the past few years has finally decided that he needs to take a crap. On his way to the much less glorious frozen throne of the toilet, he decides to stir even more shit up and declares war on the rest of the world. In a counter-attack measure (it's a trap you fools!!!) the armies of the Horde and Alliance decide to invade Northren instead, so you end up on a new frozen continent culling wildlife and stealing their clothes once more. You also get bigger, by 10 levels in fact, and get to slap some Deathknights in the face (as well as the other way around).

Now I am currently playing WotLK on and off as I type this so my experiences at end game are yet to be revealed. However, after three years, I do believe the WoW curse (if you could call it that) may finally be wearing off. As much as I enjoy both the PvE and PvP aspects of the game, I don't really think I am interested enough to take the game seriously anymore. Serious raiding has always been a big 'sif' to me as relying on other people to perform in that game is quite unbearable (some serious noobs play WoW). It also takes far too much time, scheduled time which I am not willing to commit to. Also sif. Casual raiding has always been a 'maybe', but considering the amount I did in BC (almost none) I don't see myself doing much of it at 80.

Below: WotLK - Laizar and Jerziah (Jeremy)


Arena is something I am sick of, not only for its trivialness but also for its still ongoing imbalance between classes. You hear the phrase "Wow is not balanced around 1v1" constantly as well as "WoW PvP is balanced in large groups", so I find it hard to understand why people are rewarded so tremendously for organised dueling in small groups in a box all day. As for battlegrounds, well I will just have to come to terms that the glorius days of BGs are over. They have become merely an honor farm fest for sub-par mediocre gear that no one takes seriously. Therefore a large number of people playing them are completely clueless with absolutely no idea of the strategies, tactics and teamwork that made them awesome of yesteryear. Personally, I blame the bloodelves.

Below: WotLK - Flying Mount and Arthas


What was I talking about? Oh yeah, WotLK. My experience with this expansion is still ongoing, but so far it has been alright. Although people have left, some have stayed. Mr Hayes has achieved DK status and is slowly leveling one, as well as another uni friend hitting 80 last week on her druid. A UQ friend will also be coming along soonish, possibly on a hunter..... so I'm not alone. Yet.... :(

Grid
Satisfying my need for speed, Grid fit the role perfectly. Not since NFS:U2 have I played a racing game that was original but also provides the adrenaline rush experience of frantic racing challenges. A significant shock from this game was the damage system. No longer could I use other vehicles as bumpers around corners, or shrug off vehicle damage without a hitch. Because your vehicle takes almost realistic damage to all components (steering, wheels, engine etc..) learning to drive properly but also pushing it to the limit is not only essential to playing the game, but also where the challenge factor lies. Success in the game means you get to know the brake very well and using it incorrectly will cost you dearly in the Grid campaign (reputation/money).

Below: GT5 Vs Grid Comparison


Speaking of the Campaign, this game is not bogged down with unrealistic and poorly implemented car 'upgrades' that you magically slap on to increase performance. No, instead you buy a vehicle that has its own set of characteristics that are required to be eligible for the races you are entering. Taking a souped up Ferrari to a Sunday cup is impossible, which is a good thing. The game does not focus on your ability to tweak your vehicle to pefection, but more focused on your ability to drive and drive properly. This is perhaps demonstrated better online when you see both the noobs and pros at this game either crashing into walls (and each other) or powersliding to victory.

Crashing is also insanely amusing!

Dead Space
Now I havn't finshed Dead Space, but I have played enough of it (and seen a housemate play it) to form a well versed opinion. It should be noted that when I do eventually get around to finishing it, this game will probably climb the rungs of this list (slightly). In any case, the sum of the story of the game is that you are an engineer investigating a mining ship that has lost communication (very similar to Alien/s and Event Horizon). On board this ship is a horde of alien-humanoid monsters, setting a very dark and scary setting for your simple engineering protagonist.

What's different about this sort of game is that you are not a hulking space marine decked in enough weapons to blow up a planet. Instead you are just your average joe blow trying to figure out what the hell is going on and how to get the hell off the ship. This said, Dead Space (so far) has not been as frightening as some of the other games in this genre I have played (F.E.A.R and Doom 3), but is definetly as creepy in a rather foreboding sort of way. Because you are not confident you can take down anything that you encounter, you seriously dread every corner and audio spike in this game as you know it could mean your death.

According to my housemate the game is relatively short, hence my reasoning to drag out my play time. Visually and audibly it is excellent, but I have noticed some of the texture samples seem a bit low. This could be due to the fact it was created alongside the console versions of the game and therefore suffered graphically because of the compensation for inferior video processing power/memory. Only a small quip, but sometimes it does detract from the immersion of the game when that rust scar looks like spilt tomato juice.

Below: Dead Space - Obviously its a screenshot of Deadspace


Probably the most impressive aspect of Dead Space is, funnily enough, dying. Having watched a development video about creating 'dread' in the game, it is quite true that "If you are gonna die (and die you will) then we might as well make it as damn enjoyable as possible". That said, getting your head ripped off and entrails dragged from your kicking corpse is quite shocking but at the same time rather awesome.

Also the lack of a HUD is unique and helps immerse the player quite well.

Gears of War 2
Unfortunately the console games that I have played this year just didn't cut it as well as the PC games. This has nothing to do with consoles as a medium, but more so the sort of games that I enjoy or want to play on them. Being over the childish platform games of yesteryear (pulled off incredibly well on consoles), my tastes in gaming have moved onto more serious and gritty genres. Gears of War is an example of such a game. By now you have either played the original or not, but what most people realise is that Gears of War is pretty much your standard space marine shooter. Yes, it does lack a decent story and well characterised protagonists, but if you are honestly playing this game for those reasons then you need to get your brain checked. This game is all about the combat, pretty much a Call of Duty game set in the future from a 3rd person perspective. Throw in lots of blood, a dash of guts, a few explosions and mix it with some frantic tactical shooting and chainsaw sculpting and you pretty much have Gears of War.

Mindless fun. That's it. You cannot really call Gears of War an equivalent shooting game to something like UT or Quake as it is far simpler and does not require even 1/2 the strategy. You run, you shoot, duck for cover, help your team mates and survive. That was the formula of the original and it hasn't changed a bit since, which is a good thing.

Below: Gears of War 2 - Chainsaws are excellent for solving arguments


Although I have not finished the game yet or played it on Xbox live (preparing to get dominated) I can say that it is a fun game. Perhaps not genre redefining, but it offers the experience I expected and is quite the blast with a friend in coop. Definetly not the thinking man's shooter, but that's not what you play this game for anyway.

One annoyance with this game, besides the inaccuracy of aiming with a controller, is your tendency to die instantly. This is usually caused from a rocket or large projectile travelling towards your arsehole which is unexpected due to the fact that you cannot turn around quickly.

Metal Gear Solid 4: Guns of the Patriots
Now MGS4:GotP is a great game .... narratively. The amount I played of it was enjoyable enough ... story wise. But that's really as far as I can praise it. Being a fan of the original on PSX and the sequels on PS2, I pretty much knew what to expect and what the game universe was set around (big machines that launch nukes). However the major problem with this game (despite being primarily narrtive driven) is unfortunately the revolutionized control scheme. In a way, this is not really the game's fault but more that of the average console controller.

I have said this countless times before, but you cannot (and should not) play these sort of games on console. Any game that requires you to aim quickly and with precision should by default be played on a PC with a keyboard and mouse (or alternatively on Wii). The exceptions of course would be GoW and Halo, possibly because they are pulled off better (read: simpler games). Holding down 4 buttons to aim and shoot a moving target from a distance using analog sticks is almost sickening. It isn't that difficult, per se, but it requires so much more unneccessary bull crap to pull off it is almost not worth it. The accuracy levels are more than halved and even though you can get good at it (I did) it just simply does not beat the simplicity and precision of keyboard and mouse.

Getting back on track, MGS4 suffers from this aiming aspect rather heavily. I usually know my way around a controller quite well (extensive past console gaming background), but the frustration of fighting the game instead of playing it was too much. I ended up trading this in to help pay for GoW2, such was the extent of my enjoyment. The game is a great looking game with well established characters, excellent audio and (as mentioned) a very in depth and compelling plot, but all of this is meaningless if the game is unplayable as it was for me. I don't know, maybe it's because I have gotten too use to the superiority of aiming with a mouse but I cannot transition back into the dark ages with any sense of comfort.

Below: Metal Gear Solid 4 - Aiming = chore


Well, there you have it. Probably the longest post I have done being a summary of the gaming experiences I have encountered this year, as well as my opinion of them. There have been others (Spore, World of Goo, Fallout 3, Red Alert 3 etc...) but I havn't experienced enough of them to form an accurate opinion on.

We shall have to wait for next year when Starcraft 2, Diablo 3 and Mirror's Edge (for PC) come out. At the moment however, there is simply nothing exciting.

Wednesday, November 12, 2008

Yeah that

Yes, well, I'll keep this short. The last half of the last semester of the final year of my undergraduate studies at uni has been an absolute bitch. During this time I had to learn how to program DirectX shaders (lol) as well as make two games, one in Blender with Python script, and the other in Torque using C#. All up I have probably wrote almost 6000 lines of code. Oh the horror!!! I still see code in my dreams....

Anyway, I won't talk much about these games as I actually think they are pretty crap (by my standards anyway). I am a little annoyed at myself about certain aspects of them (code efficiency), but also annoyed at my team mates who I think didn't quite pull their weight in making them. It sort of wasn't really their faults, at least for 017 and especially early on when I was led to believe that Blender did not allow people to all work on the same file at once. This turned out to be false however, as I could easily import content from other .blend files when I tested it (not sounds/textures though). This made the delaying of content even more frustrating, considering it could and should have been done weeks before. Torque game wasn't much better, with team mates only really getting into gear towards the end (and it not really working out too well).

Anyways, enough brooding (terribly unhealthy for your mind and soul). Here are some screenshots of the two games I have been working on. I would upload videos of them on to youtube, but I don't think they deserve to be. I will let the pictures speak for themselves (cbf discussing them).

Below: Booyah - Forklift resource game


Below: Metal Fury - Network multiplayer tank shooter


Also at some point this semester I apparently made this video. Seems so long ago. Warrior... bladestorm etc...

Below: Deaded Mage - Bladestorm.



The new Left 4 Dead demo has also been a blast. Housemates and I have been waging war on the zombies of the apocalypse with much enthusiasm (although we could use a fourth player). The action based survival horror is quite the contrast to Killing Floor's much slower and foreboding doom like qualities (which is still fun in its own right). I believe I shall be buying this game as it is the sort of game that I have been busting to play for pretty much the last four years (or whenever Serious Sam lost its appeal). The number of humorous and downright awesome scenarios that take place are limitless. Well... there probably is a limit.

Below: Left 4 Dead- Lolwut?


Below: Left 4 Dead - Zoey is purty...


I would ideally like to talk more about the games I made this semester, as well as the others I have played recently (Far Cry 2, Dead Space) from both critical games design and technical perspectives, but I am still rather burnt out from uni and basically don't even want to think about it. Maybe next time...

Also, I have apparently finished my undergraduate studies. Whether I do honors next year or not still remains a possibility.

Sunday, September 14, 2008

It's Over 9000!!!

I've always had a strange relationship with the game World of Warcraft. For the most part, I enjoy the game. It provides a gaming experience unlike that of any other games or game genre that I currently play. It's fun, the combat is mobile, it runs smoothly on nearly any modern (ie. last 3 years) computer. The ability to perform fun activities with friends and accomplish stuff together is engaging and rewarding. Having had a slight addiction to it in the past, I do (when my account for it is active) currently classify myself as a casual WoW player. To hardcore, no-life players of the game, the term 'casual' would coincide with the term 'scrub', and it is for this reason that I hold my mild interest and enjoyment with the game with a certain pride and satisfaction.

However, sometimes I absolutely hate it. The PvP system is broken with trivial organised duels (arena) being the epitome and highlight of PvP achievement where two factions engrossing an entire world should be killing each other on epic battlefields. It doesn't have the emphasis on 'war' that I expected between the Horde and Alliance (unlike a recently released MMO) and in general, certain classes are significantly better in PvE and PvP than others. Sometimes I believe Blizzard have entirely lost scope on what they plan to do with the game and it is frustrating to see them make changes that are either illogical or make efforts or past accomplishments redundant (well not really the latter).

So the 3.0 PTR pre-WoTLK patch came out the day before my account became frozen, which means I have unlimited access to it until it goes live. Fortunately that means that I can't actually play on live servers as I should be doing uni work anyway. I did a few things, dps tests as destruction, affliction, fury, titan's grip fury, bladestorm, bladestorm titan's grib (lol!) and prot and was generally satisfied with the outcomes. PvP (ie. dueling) was a different story and rather laughable, people popping their new I-win buttons (including me) and seeing imbalance displayed in all its glory and numbers. While some of these are generally bugs, others, such as ret paladin burst dps (6 crits in a row with 483 resilience?) are apparently balanced and are quite possibly staying for live. Giving toddler's ferraris to drive is always entertaining, however.

Below: PTR warrior 41k+ autoattack bug


Below: Laizar and Razial's new looks in WotLK (maybe...)


But despite all this, the minor WoW activity I have engaged in after a few weeks break from it has got me thinking: how long will I be playing this game for? Already I have two friends who have both put foward their disinterest in the upcoming expansion, with another uni friend who, while keen, is generally not too concerned. I even find myself generally not overly excited, visiting forums less and less and generally not caring about whether locks/warriors are getting X and/or Y. Playing WoW just doesn't seem like something to be engrossed in anymore, or even something to consider a worthwhile time waster.

I don't think it's because I'm growing out of games. I think it's because my interests in the medium are shifting slightly, possibly towards more of the technical smokes and mirrors side. The technology you could say. On paper, WoW is an excellent matrix of mathematical precision, but visually it is ... just an average game. Not that there is anything wrong with that (hardware requirements anyone?). During this last semester of my last year, having to make two games and doing some (really bad) Direct3D coding has possibly shifted my interests towards a more technical perspective, which I think may be a good thing. A maturing, if you will.

So maybe when I try WotLK in November, as I certainly think I still will, I won't be as interested in obtaining the best PvP gear I can manage without being annoyed, and just play the game or not whenever I feel like it. Although there is nothing wrong with being hardcore and the best, or casual and average, I think being casual and average at WoW is a title that not even I want anymore.

After all, the only reason why I started playing it to begin with is to do something with friends and if that's not even going to happen anymore..... then sif.

Below: Jerziah and Laizar after a SM run.

Saturday, July 19, 2008

Abominating!

Well then. After a very long break, I have decided that I will keep this blog thing going as it could be useful not only for expressing ideas and interests, but also as a viewable medium of work and critique by potential employers (if I ever decide to work in the games industry).

Several weeks ago now, I once again interested my housemates here to play a UT2k4 mod called "Killing Floor". Now, zombies are cool. I think you would find few people who disagree (and if they do they are crazy). Shooting zombies, on the other hand, is even better. Shooting a never ending horde of zombies with a group of friends, delaying your inevitable demise is perhaps one of the most enjoyable gaming experiences you can encounter. What is great about killing floor is that you really do need to work together to stay alive (reloading, healing, welding doors shut etc..) as well as providing enough tension, fear and action into the mix to not ever get sick of it.

Below: Killing Floor - Curiosity killed the zombie.


However, what is interesting from a game play perspective, is that Killing Floor is rather slow. You move slow, you aim slow and (surprisingly not frustrating) reload slow too. You have no crosshair (sticky tape on screen with dot kgo) and status effects such as disorientation, bleeding and/or getting mauled by a zombie all effect how accurately you aim and move. Usually I do not care for these sort of games that attempt to mimic realistic qualities of human biology and limitations. A game is a game and if you want realistic games then I suggest you walk outside for awhile. But, in Killing Floor, these qualitites only enhance the gameplay experience. If you can imagine a limping team mate desperately trying to reach the safety of your teams temporary barricade while you are steadily running out of ammo shooting past him at the advancing horde of undead, then you can understand the very panicy and tense gameplay situations Killing Floor offers.

Below: Killing Floor - Anticipation is everything.


Also, retreating to an escape route elevator after being overrun in a corridor only to have a zombie with a chainsaw emerge from it when the doors open creates the most interesting team mate reactions and profanity you can possibly bear witness to.

Anyways, leaving off with a zombie zerg feel, I present a Left 4 Dead trailer, a new game being patented and soon to be released by Valve. It should be pretty epic.

Below: Left 4 Dead - 28 Days... now.

Thursday, May 29, 2008

Mission accomplished.

Well then. It is done (for the moment). Overall I thoroughly enjoyed having this blog as it has allowed me to express and communicate ideas and opinions about games design, as well as explore the field in various ways. Before reading the 16 additional blog entries required for part 2, I would like to direct the reader to a post made a few weeks earlier stating the information contained within:

Blog Post Criteria heads up

This post basically just explains the situation of the posting format I have chosen and invites the reader to take each post as one of many possible criteria variations.

The 16 posts making up part 2 range from the post "Decisions decisions" to the most recent "One Frag Left". Everything prior to this group was for the previous part.

I am considering keeping this blog alive and continuing to fill it with ideas and/or general opinions on games and the future of the franchise in the years to come. We shall see, however.

Below: BOOOM!!!

One Frag Left

Righto. Officially this is the last post required for this Journal before submission, so I decided to do something a bit different and simply mention some games that deserve being brought to attention. This post will therefore fall more into the industry examples/theory and own ideas section than group participation.

As anyone reading this blog could no doubt guess, I enjoy playing video games. There are games and even game genres that simply do not appeal to me, but for the most part I enjoy almost all types of games. I believe strongly in playing a game first before forming an opinion about it, therefore the variety of games that I at least endeavor to try is usually rather broad. As you can see from the contents of this blog, some games evidently stand out. WoW, Crysis, TA, TF2 and UT are all examples of games (and game types) that I play and enjoy playing. I try to be fair and judge these games with a critical eye, not only to avoid fanboism (previously mentioned) but simply to distinguish where these games could possibly have been better designed. As a potential future games programmer (AI, networking, engine etc..) understanding the intricacies of this is very important to me.

So if you can understand my awe when I came across the game Rez developed by SEGA entertainment, you could probably assume that it is something pretty awesome. Well it is. Rez, originally developed for the Dreamcast in 2001, is a very abstract, music themed third person shooter where the player's character undertakes some form of 'adventure' within a computer mainframe. The general idea is to shoot incoming objects, which in turn generates the music track you are listening to and enhances the players abilities. What is interesting about this process is the fact your character undergoes evolution, in a wire-frame world very much evolutionarily themed. Taking into consideration the theme of the game, the blend of evolution and technology is both unique and aesthetically pleasing.

Below: Rez - A true work of gaming art


Another slightly similar game worth mentioning was an old PSX game called Omega Boost (Polyphony Digital, 1999). This game was, simply put, fun. You controlled some big high-powered, intergalactic traversing robot that had enough firepower to run the next world war, and probably the one after. You basically flew around and blew the living crap out of everything. The death of this living crap was pulled off in such a way that you could do it for hours without ever getting sick of it. It was an abstract game in a meaningless world where nothing mattered unless it was within your field of view. A modern arcade shooter, it is one of very few games that I actually believe grasps the concept of mindless fun and doesn't drown it out with unnecessary information, narrative or complexity.

Below: Omega Boost - Do a Barrel roll (in style)!


Both Rez and Omega Boost have distinct similarities which I think are important for game designers to at least acknowledge. Both are extremely easy to play and abstract enough so that they remain entertaining in a somewhat alien sort of way. They do not really require any form of major concentration to perform well in, nor do they expect it from the user when the levels get harder. They are just simply engaging, immersion in probably its most raw form.

And then there was Homeworld (Sierra, 1999). I cannot believe I have not once mentioned that game or its sequel in this blog. Homeworld and Homeworld 2 have probably been two of the most influential games for me as a growing adult. As a space strategy game, it had an excellent story, beautiful theme and style, as well as the introduction of movement on all 3 axis, a feat only pulled off by few strategy games. Not only was this original, but for me it opened a completely new level of strategic game play. If I could describe the game in one word, it would be 'Epic'. I shall let the game speak for itself.

Below: Homeworld 2 - The space enthusiasts dream game



What does this do for me? Despite immense puzzlement in how one would actually code some of these games (especially Rez), the idea of abstraction, immersion and fun combined in a game is very interesting. Recently, the only game I can think of that combines these elements is Audiosurf, which has become insanely popular since it became a Steam client game. I am seriously considering designing some kind of game (or at least the basic engine of one), for the Major project coming up next semester. The freedom that is available when making a game such as this is something that may aid our team, considering the tools that we may have available.

Only time will tell...

All you man (are belong to us)

Manuals. This week's lecture about game manual's and documentation has quite some relevance to a piece of assessment due for this unit, the game manual for Crusaders. Although the lecture was more of a pictorial demonstration, it was clear that the variances and effectiveness of various manual designs can help or hinder the success of how easily a game can be played. To further illustrate this point of view, I will explore 3 game manuals that I currently have access to from 3 very different games. All three are equally effective in their design regarding the type of game they are related to.

Below: World of Soul Reaversis


World of Warcraft, Legacy of Kain: Soul Reaver and Crysis are all games that I own and played at some point in the past. Soul Reaver, undoubtedly the oldest (being a PSX game) has a very methodical layout of the content, relating very closely to game elements that would be uncovered during the course of the game. Controlling the main character moves logically towards enemies encountered and special abilities, with a brief history and rundown of the world and associated vampire clans. It lists relevant information earlier on in the manual with other less important data closer to the end. While the design is simple, it is an easy to follow and understand article that only gives out details when you require them.

World of Warcraft's manual is also very similar to Soul Reaver's, the main difference being the fact that is about 5x more comprehensive. This monolithic game manual includes in depth break downs of class roles and abilities as well as the narrative and lore behind the game environment. It could surely pass for bedtime reading for someone without anything else better to read. Blizzard leave no expense when they attempt to deliver as much information to the player as possible, which while convenient, may be daunting or confusing for someone looking for a simpler answer. However, the scale and complexity of a game like WoW really does require a large enough manual which in all honesty, only brushes the surface of the game.

Crysis on the other hand is a bit different from both of these games. It is very straight forward and direct, clear instructions with a very linear design (both navigationally and visually). "This is a gun", "shoot it by doing this" and "follow triangle on map" are derived objectives you will naturally get from skimming this type of manual design, which probably appeals to the slightly impatient nature of FPS gamers. Crysis is an action game, and reading is for wussies!

Below: If only you could combine the three...


Anyway, what does this mean for our manual? From what our group has discussed, our manual will probably follow a style very similar to all three of the ones mentioned. It will follow a chronological explanation of game play mechanics and the possible situations players will encounter, listed in the order most likely of occurrence. It will have the narrative and historical aspects of the game possibly listed later in the document, with the earlier information more related to the actual game play itself. These former sections will be very succinct and to the point, delivering information in an easy to comprehend and minimalistic, need-to-know manner. The style will quite possibly be in the form of some olde-English design, reminiscent of the era where the actual Crusades were taking place. This was also my intention for the use of the figurehead (i.e. a Crusader), however it wasn't a well received item by the rest of the group for some reason. Maybe we should change the name of the game.... :S.

Wednesday, May 28, 2008

It's just a flesh wound...

Yes, more play testing has, over the last week and a half, been performed on our game Crusaders. I'll keep this relatively short and simply discuss and reflect on my participation in this recent group work, as well as the new ideas and rules we have implemented.

First of all, we have a new board design consisting of hexagons placed concentrically around the central hexagon. Although we tried prototyping it before, this version is more accurate and probably the design we will use for the final version. It differs from the circular board as it has 6 nodes on the highest tier, 12 in the middle and 18 on the lowest, most outer tier. We originally thought this design would be a little confusing and tedious for new players to traverse, however because of the way the hexagons connect, it gives a much clearer idea as to the spaces available to you when you are moving up a tier. The extra space also gives room for up to 6 players to play the game. We have not tested the game with 6, therefore this may remain simply as speculation and not a feasible game play possibility.

Below: The ants go marching one by one hurrah, hurrah.....


We have also included a new 'alliance based moved to the game. Both Jeremy and I felt the need to strengthen the allegiance potentials of the game by including a move where to allied armies could move as once, but could only move on a 1/2 dice roll and one of the players would skip a turn. This implemented feature has turned out to be a pleasant success, often turning the tide of the race/battle quite severely. It is an excellent risk vs reward strategy that requires a bit of tactical play as well.

Below: Do it, and let the English see you do it.


Also, just today, we have been messing around with the idea of one use 'powerups' that players can use at any time during the course of play (applicable to them). This idea borrows from the FPS origins we are basing our game from, where items such as Jump Boots and Quad-damage amplifiers existed for resourceful players. Double move and double dice roll abilities were found to an interesting catchup options for trailing players, Mel even managed to beat a node reinforced by all 3 of my armies with only one of his. An 'immunity' option is also being tossed around, which I considered to be game breaking especially from a catchup, last ditch attempt attack on a leading player. We shall see.

Overall I am happy with the success our group is making and can be pleased with my and my team mates involvement in the group. We all have a very good idea of how the game works and the various strategies you can employ to be successful. This is mainly due to all of our concentrated involvement in its production. Very shortly we will be discussing and implementing the games material construction, something that should be quite interesting.

Also, check out the possible figure head for Crusaders...


THE BLACK KNIGHT ALWAYS TRIUMPHS!!!!! HAVE AT YOU!!!

Tuesday, May 27, 2008

Crit Rocket!

While play testing any form of interactive product is an essential design methodology procedure, perhaps the most important factor to understand when designing a game is that people new to it are not going to have any idea how to play it. The designers and programmers of the game will always have a far greater understanding of not only how the game works, but also any rules, tactics and/or exploits that can be achieved within the game environment. Usually. I say usually as though something like bunny-hoping in many Quake engine games (eg. Quake 3) are originally considered physics exploits, they can later be considered to be an actual gameplay 'feature'. Such is not the case for Quake engine's cousin Half-life (heavily modified Quake 2 engine) where bunny hoping was considered as game breaking and later patched to be removed.

Below: Quake 3 Bunny hopping - Fly me to the moon...


Jumping rabbits aside, the need for developers to receive feedback during all stages of production is something that should be seriously considered, especially considering the eventual success factor of the product. A good example of this taking place can be seen in the currently in production expansion for Blizzard's game World of Warcraft. Wrath of the Lich King, scheduled for release sometime at the end of this year, is currently undergoing an Alpha stage testing phase, available only to families and friends of Blizzard. A very secretive process, the game which is only partially completed is already undergoing tests concerning zone/level/quest progression and general aesthetic design and feel.

Below: WotLK Alpha - Nerf inbound!


Much like The Burning Crusade before it, it will eventually go into a Beta testing phase for several weeks prior to release when the content is deemed playable enough by mass audiences. The feedback they get from this stage of testing will determine the class balance and group mechanics (dungeons, raiding) which makes the game so popular today. The reason why Blizzard can so successfully and comprehensively perform these testing phases is partly because of the medium they have chosen and the platform with which they can update it: the PC and mass internet access. Feedback is prompt, if not live, with player testers able to communicate directly with developers while the content is being explored. It is a powerful development ability, especially concerning the varied demographics and interests associated with the game.

However, not all companies have such great success or resources for play testing. Auran's Fury was considered to be a flop primarily because of the limited play testing that the game received. Although the game did go through several open Beta phases, the game really only interested and addressed a niche community of avid MMO PvP fanatics. While the idea may have been brilliant and may have been enjoyable for the people who tested it, to the masses the game had a flavor that was not entirely appreciated. Another similar PvP MMO example Warhammer Online: Age of Reckoning (WAR), also coming up, was not so recently returned to an Alpha stage of production (having gone through an open Beta testing phase). Opinion as to why this happened was rumored to stem from both the undesirable results that Fury brought as well as gameplay results when contrasted to its primary competition (i.e. WoW).

Below: WAR- Apparently coming...


Anyway, getting away from MMOs and computer games altogether, play testing in our game is definetly something we as a group have considered. We are completely aware that our involvement in the development of the game has severely enhanced our concept and understandings of it, which may not be comprehensible to other people. Inviting several uni friends to come and playtest the game has been raised, and may go ahead this week if time is not an issue. If the game is not easy to understand, it may be necessary to both simplify the gameplay and/or interface slightly to avoid confusion and misinterpretations. This sort of minimalistic reconfiguration may lead into such areas as the discernible rule set and game manual, however this is a topic best left to discussion after next week's lecture.