The progress journal of one video game designer.

11.15.2009

Design of a decade

It's near the end of the decade, and everybody's making a list. Why not?

These aren't my favorites. If this were a list of my personal favorites, Fallout 3 would be number one, and Hitman: Blood Money would be number two. Metal Gear Solid 3 would be near the top as well.

Instead, here's my idea of 10 titles that defined the state of the art in game design in the 00's:


10 Ico. (Sept. 24, 2001) Fumito Ueda's first game took the puzzle-platforming of Prince of Persia or Out of This World into 3D the way Mario 64 did for action-platformers. It introduced an AI-controlled companion that the player developed a bond with entirely through mechanics and animation, as well as a cold, mysterious, wondrous, desolate fantasy world, all near-wordlessly and with absolute grace. Ico trumpets the possibilities for deep emotional resonance with person and place using only the means that games handle best: play and atmosphere.

9 Peggle. (Feb. 27, 2007) The ultimate development of the casual game explosion over the course of the 00's. It is everything that a casual game can be: skill-based but random, accessible but surprisingly complex, clever, fresh, instantly gratifying but rewarding to the devoted player. Like Tetris, it relies on mechanics only a video game can provide, as opposed to being a digital tabletop game-- physics are its lynchpin, but in a frame that any player immediately grasps. It's a sensation: Breakout meets Pachinko. It's a perfectly-constructed core loop that lends itself to endless variation. It's everywhere, and it deserves to be.

8 BioShock. (Aug. 21, 2007) It was an incredibly unlikely phenomenon in a number of ways: A revival of System Shock 2's FPS/RPG gameplay, set in a mid-century undersea city based on the Objectivist philosphy of Ayn Rand, populated by little girls that drink blood and their hulking, diving suit-wearing protectors. And it became a critical and popular hit. The storytelling was a triumph of economy, being all the more impactful for taking place almost entirely off-screen; the twist not only revealed unexpected aspects of the story's major players, but commented deftly on the role of the player of a video game; the open structure of the levels and the myriad combinations of abilities never took the player for granted; the city of Rapture near-instantly became one of the signature locations in the history of video games. In contrast to its peers, it demonstrated what else the FPS, and story in games, could be.

7 Portal. (Oct. 9, 2007) Above all, the design of Portal is incredibly economical. Built out from one central mechanic, the final product felt lean and focused, while the presence of GladOS-- a disembodied voice for most of the game-- gave it heart. The mechanic itself-- creating arbitrarily placed and spatially contiguous portals on walls, ceilings, and floors to solve puzzles-- was one of a kind, and its mind-bending possibilities were exploited to the utmost by the designers at Valve. Refusing to overstay its welcome, Portal introduced you to its mechanics, setting and antagonist all in step, saw them through to their logical conclusions, and provided the player resolution in a few scant hours. If only all games knew themselves so well.

6 Katamari Damacy. (Sept. 22, 2004) Keita Takahashi's interactive manifesto on play and whimsy came out of nowhere and floored us all. Using simple graphics in service of powers-of-ten gameplay, Katamari Damacy introduces us to a gonzo conception of modern life, and invites us to roll it all up and fire it into space. Mechanically unprecedented and immediately engrossing as pure play, the game worked equally well as an ambient commentary on the absurdity and disposability of consumer culture. The visceral sensation of growing from the size of a pea to the size of a city in the span of minutes is unmatched anywhere else; the game takes this constant outward expansion to its logical conclusion in a perfectly pitched end credit sequence. It's a brilliant, self-contained statement of intent and followthrough upon it; it is a creator's worldview expressed through atmosphere and interactivity.

5 Deus Ex. (Jun. 22, 2000) A love letter to player agency, in both mechanics and story; a paranoid fantasy about all those conspiracies being true after all; a meditation on the blurry line between man and machine, between progress and self-destruction. Equal parts Philip K. Dick and William Gibson, the world of Deus Ex is one rife with conflict, and asks the player what kind of mediator they might be. In speech: straightforward, or deceitful? In action: loyal, or self-interested? In combat: all sound and fury, or silent interloper? Deus Ex trusted the player-- trusted them to build their abilities the way best suited to their personality, to help or hinder the people they encountered as they saw fit, to explore the gameworld and draw their own conclusions. Deus Ex is, above all, an experience defined by the player, and ably provides a gameworld begging for the player to define it.

4 Animal Crossing. (Sept. 15, 2002) This disc does not contain a game, but a place. Playing off of our natural alignment with time and season, Animal Crossing makes itself real by matching what you see on screen to what you see out your window. In the morning the sun rises and animals get up to start their day; at night the shops close and everyone goes to bed. This isn't only the game's clock-- it matches the clock of the real world, a little autonomous town puttering by in time with our own. In this way, it presaged the current trend of low-pressure, near-ambient games that have gained popularity on social networking sites, while providing a much fuller experience when you did decide to spend a few minutes (or hours) in town. It also bucked the standard of high-pressure video game pacing, implicitly encouraging players to relax, only play for a little while, and be patient: letters sent by post take days-- real days-- to be delivered. Insects go into hiding in the winter, and the player waits months-- real months-- for them to reemerge. A year in the life of Animal Crossing is a singular, rich experience, one that teaches moderation through practicality and that good things come to those who wait. It's an experience only a video game could provide-- a simulated, parallel other place, humming along almost perceptibly inside your Gamecube even when it's turned off, just waiting for you to visit, if you want.

3 Passage. (Dec. 13, 2007) The last few years have seen the rise of the indie game to greater prominence, and the one work that expresses the promise of this movement most clearly, succinctly, and affectingly is Jason Rohrer's Passage. It exploits the symbolic quality of Atari-era graphics towards a sharply-honed observation on youth, memory, companionship, and the emphemerality of life. It has no tutorial, but its mechanics aren't obfuscated-- movement is your only verb; that and perhaps taking the hand of another. The implications of these simple inputs say more in just a few minutes than do the reams of dialogue of a thousand big-budget console games. Passage is a deceptively simple, elegiac and touching meditation on our path through life that gains its power as you tease out its meaning through interaction. Along with Braid and Flower, Passage sits at the crest of a wave we're only just now seeing break the horizon. These games will likely define our next decade even more strongly than they did this one.

2 Grand Theft Auto 3. (Oct. 22, 2001) It's rare for a game to come along that creates a new genre unto itself; for the 90's it was Doom, and for the 00's it was Grand Theft Auto 3. The open-world, "sandbox" aesthetic exploded from this point forward, but what impresses most is how GTA drew from the past: while everybody else has spent the decade adding "RPG elements" to their games by way of stats, loot and leveling up, GTA brought the overarching RPG structure to the masses by stripping that all away. Think of it: what other game has a wide-open world for the player to explore, a cipher protagonist who who starts as a nobody and ends up turning the gameworld on its head, a series of questgivers that can be visited in an arbitrary order, optional side-quests that can be opted into for better money and equipment? Ultima, maybe? Fallout? Baldur's Gate? The creators of GTA saw in traditional RPGs an incredibly compelling structure for play; the brilliance was in building a convincing, familiar, modern setting around it, and stripping out all the math and inventory screens. The delaying action became car chases and shootouts instead of turn-based battles and loot collecting; the fiction played off of its setting and mechanics by placing the player in an over-the-top vision of modern American life populated by sociopathic criminals and consumerism gone wrong. And from all this arose a new popular framework for game design based on player freedom, easily expanded upon with new settings and mechanical innovations, the same way so many had added onto the work of id a decade earlier. Has there been a truly new, game-changing epiphany following GTA3, as Half-Life was to Doom? Maybe, if only in the incredible immersiveness and relative gravity of Rockstar's own GTA4, which succeeded in making Liberty City that much more vibrant, alive and real (which perhaps casts GTA4 as Quake to GTA3's Doom... with a Half-Life moment still to come.) The existence of Liberty City, in its original and then next-gen form, may be the crowning technical and creative achievement of video games this decade. And amazingly, that's not even half of why GTA is so significant.

1 The Sims. (Feb. 4, 2000) But then, a true sandbox is nothing except four walls, some rolling sand, and the toys you choose to put in it. And while lighting the fire of a new genre is quite the achievement, doesn't creating an absolutely singular design-- one which is a genre unto itself and which practically no one has even attempted to match-- mean more than spawning a legion of imitators? The Sims, in all respects, stands alone. Will Wright dared to take the pieces of our daily lives and recast them as the toys in that sandbox, and in doing so, The Sims became a lens through which we reflected ourselves-- our visions of prosperity or squalor, of harmony or discord, of fancy or practicality; it let us play with the possibilities of the world we know, to faithfully replicate our own house, friends and family, or instead to imagine a world in which that's all completely different. Its underlying structure implies a simplified vision of the bootstrapping American dream, where anyone can start out in an empty lot with a few bucks in their pocket and end up being a celebrity or CEO. And it acknowledges the modern implications of that dream-- to end up with an ever-expanding house, filled to bursting with the most expensive furniture, appliances and knick-knacks you can find. It's a view of the allure and emptiness of consumerism through the most open, unfettered kind of play-- like SimCity, all that's defined by the designer is the bounds of the sandbox and the identities of the toys that can go in it; the rest is up to you. But the rules also result in an almost Tetris-like determinism: no matter how successful you are, you'll eventually run out of rungs on the career ladder, run out of tchotchkes to buy. And what are you left with? A big house filled with expensive things, and a life you're most likely bored of living. It's been said that Passage was "the first interactive memento mori." I'd have to disagree. While Liberty City is an amusing and wry parody, The Sims presented us with a concentrated abstraction of the comfort and futility of 21st century America, and let us realize that grim system entirely through our own means. It is play, self-expression, aesthetic, and message all rolled into one, and its overwhelming success-- selling millions upon millions of copies to the very demographic it depicts, and millions more expansions containing fresh junk for them to pretend to buy-- is the confirmation of its thesis. Will Wright intended The Sims to be a simulation of ourselves, and we proved him right. If great art is both a reflection of its society and is reflected in it, then it's hard to argue that The Sims is any less than the defining game of its era.

Disclaimers:

  • Where is World of Warcraft? Call of Duty? Halo?
These games had a huge impact on gamers, but their success was much more in refinement of existing designs and strong production values and usability than in achieving the kinds of design breakthroughs outlined above. WoW is Everquest shined to a blinding sheen, Halo is a standard PC FPS executed superbly for a home console, and so forth. This is the same reason I highlighted GTA3 instead of GTA4, or The Sims over The Sims 3; the latter are more refined but are not the original conception of the thing.

  • What about Shadow of the Colossus? Resident Evil 4? Metal Gear Solid 3?
Again, if this were a list of favorites, it would be different. Oh fuck it, here's my list of Personal Favorite Games of the 00's, written up hastily and with little forethought:

25 Kane & Lynch: Dead Men

24 Yakuza 2

23
Prince of Persia: Sands of Time

22
Metroid Prime

21
Far Cry 2

20 F.E.A.R.

19 No One Lives Forever 2: A Spy in H.A.R.M.'s Way

18 Bully

17
Resident Evil 4

16
Deus Ex

15 BioShock

14 Grand Theft Auto 4

13 Super Mario Galaxy

12 God Hand


11
Shadow of the Colossus

10 Portal

9
Silent Hill 2

8 Ico

7 Dead Rising

6 Metal Gear Solid 3: Subsistence

5 No More Heroes

4 Katamari Damacy

3 Animal Crossing

2 Hitman: Blood Money

1 Fallout 3

Thanks, and here's to next decade! See you on the other side!

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11.10.2009

Two links worth reading


Jordan Mechner's tips for designing narrative-based games, 1996

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9.06.2009

Play

As we age, we lose it: 0ur sense of constant wonderment, endless possibility, unfettered, carefree joy. Perhaps in rare moments we get it back. But it's not what we are anymore.

Why did we feel this way as children? The world was new and unknown-- we had no idea how it worked. We had no responsibilities to anyone else. We were new people in a new place.

Developers, academics and fans talk about the potential of video games: the potential for serious games to teach, the potential for independent games to be the 21st century's first new artform, the potential for mature games to rival film as a cultural force.

These may be potential meta-roles for interactive entertainment at large. But each individual video game holds its own potential: to turn back the clock of the player's psyche in a very real way. To reacquaint us experientially with the wonderment, joy, and endless possibility of youth. Each game is a new place for us to visit, and a new person for us to be.

Consider the experience of beginning a game you've never played before. The gameworld spreads out before you. Your role is undefined. You don't even know what the buttons do. The experience you've begun is nothing but potential-- you can only imagine what might happen next. It's as JP LeBreton describes:

Remember your first hour with Shadow of the Colossus, when you’d only fought maybe one of the beasts? The sparse loneliness of world seems to continue forever. What’s out there? What are you trying to accomplish? What are the limits? ... Other games have a story that stands out much more clearly from their gameplay dynamics. Even in these, there can be vectors that lead us to imagine – stories that are driven by mystery invite us to speculate, to dream up alternate possibilities – who is the G-Man? What happened to Rapture? We invite more of the game into our creative consciousness – we imagine.
As we dig into a new gameworld and begin to fill its boundaries with our understanding, we relive the experiences of youthful play. We explore unknown spaces as we did the woods behind our houses, or the vacant lots at the far ends of our neighborhoods. We hunt in hidden corners for treasures, and collect them in our pockets. We take up arms and best imaginary foes, as we once pantomimed in the tall grass. We make up rules to our own little games within the game, follow them, break them. We build new cities, new families, new civilizations out from our own heads. We become people better than ourselves-- we grow bigger, more powerful, more important in our imagined roles. We can defeat armies; we can save the world. We can be anyone and we can do anything. The skin matters little-- superhero, suburbanite, criminal, cartoon character. It's the participation in the experience, the sensation of exploring, collecting, dominating, creating, that matters.

These are sensations that no other mass entertainment can provide. Films, novels, comics give us glimpses into realities outside our own, but we are voyeurs. We lose ourselves in the exploits of others, we invest ourselves in their fates, we formulate our own interpretations, but we are not them. We approach the worlds of these static media with the same sort of wonder at first, but can only observe others' actions within their bounds. This lack of control creates drama. But it does not invite us to be new ourselves.

Maybe video games will be a new artform, a new tool for teaching, a new cultural tentpole. Maybe they won't. But they are regardless unique-- for being interactive, yes, but more specifically for the conduit which that interactivity provides, through which we may reawaken the faded sensations of youthful play in our adult lives. This is an incredible kind of restorative therapy, a unique and valuable service that video games provide for the time-battered psyches of their audience.

If adulthood familiarity with our own world leeches off wonderment and replaces it with cynicism, games offer us fresh worlds from which to derive the reinvigorating, electrifying wonder of the new. The saddest person is the world-weary, the seen-it-all, the joyless, the cynic. The imaginative, exploratory, carefree play of youth is what the cynic has forgotten. It's what video games provide.

We can give you back what you have lost.


This essay was inspired in part by Michael Chabon's elegy to the lost wilderness of childhood.

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8.29.2009

A predator

This morning I woke suddenly from a dream.

In the dream, I was playing a video game. The game took place on some sort of alien Serengeti. I played a predator, something like a lion-- I couldn't see my own form, as the game was in first person. I approached a group of prey animals standing in a clearing of yellow grass. They resembled giraffe or llama, sort of similar to the mucalosaurus from Zeno Clash, but smaller and with fur. They were scaled to various sizes-- adolescents to adults, I assumed.

Being a predator, I leapt forward and seized onto a fairly large one, biting at its flesh. It offered no real resistance, but within a few moments I began taking damage from the side. I turned from my prey to see a larger one of the creatures trying to fend me off. I realized that this creature must be my target's mother. I swiped at her, easily repelling the mother and sending the rest of the group scattering. They stood uncomfortably in a perimeter around me as I returned to my work.

I looked up to see the mother creature keeping its distance, as it was no match for me. It looked back at me and said sadly, "No, stop."

I dropped the game controller and recoiled, repulsed and disgusted by the scene I was in the midst of: as I tore at its child, the mother creature-- which I didn't expect to have the power of speech at all-- was reduced to pleading as it looked on helplessly. My predefined role as the player was that of a predator, but the unexpected repercussions of that role on these alien life forms hit me with a wave of shock, terror and remorse. That's when I woke up.

I wonder if it means anything.

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8.27.2009

Sorry the blog's been dark...

Attempting to ship game. Don't miss me too much.

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7.19.2009

The three R's

Game design is the act of serialized decision-making. And so, good game design is the process of making many decisions well. In the context of a fiction-based video game, I've found that three principles should be applied when considering each design decision you're presented with. Obviously the earlier, bigger decisions require much deeper consideration on these fronts than the later, micro decisions.


Restraint

Restraint is the act of resisting the urge to throw in every idea you have simply because it sounds cool, awesome, or hilarious. Pop culture in-jokes, gratuitous violence and sexuality, and self-indulgent story content tend to benefit the designer before the player. Do you want to make an idea simply to make it ('I want to make it so you can blow dudes' heads off,' 'I want to make a chick with big boobs,' 'I want to make a Monty Python in-joke,') or does it objectively benefit the identity of the design? Lack of restraint is adolescent. Restraint is based on tastefulness. Restraint will save you time because it is a culling behavior. Restraint is your first line of defense against executing on bad ideas.

Rigor

Rigor is applied through the act of objectively and deeply considering the practical implications of an idea. No design element is an island-- in fact, almost every design element is connected to every other by a complex web of dependencies. An idea that is not analyzed rigorously is destined to unstring that web, simply due to lack of consideration. Rigor is the act of questioning your idea unflinchingly from every angle, as this veteran programmer does for a couple of big ideas that sound good on the surface. Your job is to attack your design idea from all directions-- technical and gameplay systems in equal measure-- and find the holes in it before moving forward. Is your game engine capable of supporting this design element? Are any other design systems in conflict with this element? Any new idea must stand up to intense scrutiny before you move onto the implementation stage. This isn't to downplay the role of iteration-- even the most deeply examined idea will need to be iterated upon once you have it running. The intent is to root out those problems which would be "so obvious" once you got around to implementing the thing, and avoid spending time on an idea that is inherently untenable. As the old carpenter's aphorism goes: measure twice, cut once.

Rationale

If Restraint questions the "what" of your idea, and Rigor questions the "how," then Rationale questions the "why." Does this idea fit into the broader experience-- the identity of the gameworld, the conceits of the fiction? What is your justification for this thing's existence? Many of the fictional conceits for established genre mechanics in BioShock are wonderful examples of clever Rationale: why are there heavy weapons and vending machines selling ammunition in an undersea utopia? Because this society fell into civil war between its inhabitants (motivating them to construct grenade launchers, crossbows, turrets, etc. from scavenged materials) and was hyper-capitalist (meaning that war profiteers were free to exploit the conflict by selling bullets to the combatants via convenient vending machines.) In other words, Rationale can be seen as coming up with "excuses" for mechanics' presence in your gameworld, but this is a two-way street: your fiction might reasonably imply mechanics (a game set on a desert island might 'want' a cooking mechanic) just as the mechanics of your chosen genre might require adjustments to your fiction. The question is whether you can wrap your idea in a clear, easily-graspable Rationale, or whether it will disrupt the player's experience, sticking out like a sore thumb (as a counterpoint from BioShock, the Bot Shut-Down Stations had this latter effect for me.) An idea without clear Rationale feels arbitrary, and threatens the integrity of the player's experience. Mechanics with clear Rationale have a unifying effect, helping the whole of the experience hang better together.


Hopefully the above three principles are clear, and can help you analyze a design idea in its early stages. The goal is to arrive at a lean, coherent design, wherein every element supports every other. The challenge is to be objective in your questioning, not to fall in love with any one design idea, and to pare down carefully but liberally until you arrive at the core experience you want to convey. Hopefully, embracing Restraint, Rigor and Rationale from the outset will better guarantee smooth sailing as your ideas make the leap from paper to playable.


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7.07.2009

Homespun

There is a Goodwill outlet down Fillmore St. from my apartment. Being that this Goodwill is in the middle of San Francisco, there are sometimes exciting finds in the used software section. Most recently, I picked up an original boxed copy of SimCity (on 3.5" AND 5.25" floppy!) as a cheap collector's item-- the cover art is wonderful, one of my favorite video game box covers:


Inside, I found the following slip:

click for big

20 years ago, the makers of SimCity could reasonably solicit users to submit bugs and suggestions through the post, in exchange for "nifty prizes." (Don't forget to include your phone number in case we need more information!) Web forums have taken over this function, sure, but there's something incredibly nostalgic about picturing some computer game player (in, let's say, Minnesota, on a chilly November evening in 1990) sitting down at his kitchen table with a ballpoint pen and writing out his great ideas for how to improve SimCity, then walking out to the mailbox and sending the letter off in hopes of receiving a reply from the game's creators, and maybe a nifty prize.

Times have changed and cheap nostalgia is easy, but I don't think it's unfair to lament the personal feeling the games industry had to it at the turn of the 90's. The entire industry has gotten exponentially larger in the intervening years, and so the creators of the biggest games tend to be the furthest distanced from the average player, unsurprisingly. Certainly this is one draw of the indie games community-- that it feels like a community, with relatable individuals making small, personal games to share with their dedicated playerbase.

It's wonderful. But it doesn't diminish the fond memory of buying a box of disks from Babbage's or Egghead Software, taking it home, and feeling that you'd opened up a personal conduit to the creators of the thing you held in your hands. We may have entered the age of impersonality... or maybe we just need to restart the practice of packing in a signed letter with our street address on it.

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6.13.2009

games I'm looking forward to

I don't have any great, high-minded reason to be posting this, aside from feeling the urge to remind myself of the upcoming games I'm looking forward to, post-E3. I can't claim that this list is anything but mainstream, but it's at least plugged-in, and has helped me remember that there are a lot of exciting new titles just around the bend.


Most Anticipated overall:

The Last Guardian:



Viewing the original (leaked) trailer for the new game from Team Ico last month ended my mind and left my mouth hanging open. Every element of the game seems so perfectly conceptually balanced-- the platforming and friendly AI of Ico meets the epic creature scale of Shadow of the Colossus. The creature itself instantly captured my imagination-- a baby giant, a presence that at once feels innocent, friendly and clumsy in its youth, but dangerous and imposing in its stature-- and the spears and arrows dangling from its flesh imply a vulnerability that might cast the player as his occasional protector as well. The single technical and interactive challenge they've chosen-- a complex, friendly AI with the scale and interactivity to meaningfully impact the player's navigation of the gameworld-- is incredibly inspiring for me from both a designer's and player's perspective. I can't wait to befriend this strange, wonderous creature and see what new aspects of Team Ico's unique fictional world he'll help reveal. The one misgiving I have is a stealth element hinted at by the trailers. I have confidence in Team Ico in pretty much every regard, but their games also aren't perfect, and stealth is very easy to screw up in an extremely frustrating fashion. Regardless, the mere promise of this game should be enough to remind any designer of the potential for novel expression that big-budget game development holds.


Outright sequels:

Super Mario Galaxy 2:



The sequel to what I would have personally awarded Game of the Year in 2007 (even over BioShock and Portal!) has been announced. I was honestly surprised, as it hasn't been Nintendo's habit since Mario 64 to directly sequelize their flagship Mario titles. But more Galaxy, plus Yoshi, is nothing to sneeze at. Some games feature such great core premises that more content alone is draw enough to foster legitimate excitement, and Mario Galaxy is one of those games. Bring on more weird floating space orbs! And Yoshi.

No More Heroes 2: Desperate Struggle:



Being a huge fan of the ethos and execution of No More Heroes (and Killer7 before it, though to a lesser extent,) I was excited to hear that NMH was getting a sequel, as I'd never heard it performed especially well at market-- it was cited fairly often as "proof" that hardcore games were destined to fail on the Wii. But again, more original content set in Travis Touchdown's wild world of otaku, beam swords, hipster t-shirts and world-renowned assassins is more than enough for me. Bring it on!

Mafia 2:



The first Mafia game (by the former Illusion Softworks, now 2K Czech) was one of my favorite games of the early 2000's. I was especially impressed by the mature (not "M for Mature") story and characters, and the sober characterization of the gameworld itself: you had to live as a civilian in the city of Lost Heaven, as opposed to being a rocket-launcher-wielding immortal. The characters were human and believable, their arcs were compelling, and it all wrapped up in a satisfying and melancholy conclusion. I was especially impressed with how little the game's narrative pandered to a juvenile audience-- no ultraviolence or fantastical wish fulfillment, no reliance on "nerdy" tropes that even other notable story games of the time-- Half-Life, System Shock 2, Deus Ex, Planescape Torment-- copped to. Not all games need to be so grounded, but Mafia impressed me with the degree to which it felt so ahead of its time in this respect. Mafia 2, due some 8 years after the original, promises a similarly deep fiction, with perhaps a greater emphasis on high-octane action and forgiveness of player misbehavior, along with an even richer, more absorbing, living gameworld. I can't wait to play the game that 2K Czech have been toiling over in those intervening years.

Mass Effect 2:



Another game where "more of the same, but better" is fine by me. I played through Mass Effect at its release and have felt the urge to replay it a number of times since, but I'm holding out for the sequel. As a normative nerd type, I'm excited to explore the Blade Runner-esque city of blackened highrises and flying cars depicted in the game's trailers, to meet new partymembers such as "the greatest assassin in the universe," and to carry over my character from the first game in classic RPG style. I look forward to returning to Bioware's Star Wars-meets-Star Trek universe and experiencing the sequel team's "darker, grittier" approach to the material.

Red Dead Redemption:



Reading McCarthy novels like Blood Meridian and All the Pretty Horses has made me want a game set in a more grim, grounded version of the rural west than those offered by, say, Neversoft's Gun or the original Red Dead Revolver, and Red Dead Redemption seems poised to deliver just that. Rockstar is clearly trending more intently toward "serious" takes on their subject matter (just look at GTA4's, and even more pointedly The Lost & Damned's, depressing view of Liberty City,) and the Capital Wasteland has sold me on the potential for exploring a huge, open no-man's land. Red Dead Redemption promises an unsettled plain dotted with fledgling frontier towns, trappers' camps and cavalry forts, and even "a complete ecology" wherein hawks snap up jackrabbits and coyotes descend upon NPC's campsites in the wild. I can't wait to explore Rockstar's vision of the American frontier.


Not sequels:

Little King's Story:



I was turned on to Little King's Story by Edge's review, which speaks more or less directly to me when it says: "Perhaps the game’s greatest achievement... is a constant focus on you, the player, delicately changing the world as your kingdom expands." Something of a (I'm guessing accidental) cross between Dungeon Keeper, Pikmin, and Civilization, the player controls the Little King, who runs around the gameworld throwing his subjects at obstacles in order to clear rocks and trees, gather resources, build towns and defeat enemy armies in his quest to oust all the other nefarious kings in the world, spreading the borders of his kingdom to the four corners of the map. The tone and style sound irreverently self-aware, and watching your territory expand is always satisfying. I expect it to be incredibly original, and the glowing reviews floating around only buoy my excitement to play it.

Scribblenauts:



The breakout hit of E3 probably doesn't need much introduction at this point, but suffice it to say that one play session of the game produced a battle between a giant Kraken, Einstein, and God, all on the Nintendo DS. The player can type in any concept they can think of, and more often than not it's been created in pixel form by the game's developers, appears onscreen, and goes to work interacting with whatever else has been spawned. Einstein might eat cherries, be flammable, and apparently goes aggro on God. Stories told from E3 playtesters include spawning a time machine which transported the player back to the time of the dinosaurs, then spawning a meteor which caused all the dinosaurs to go extinct. Even Keyboard Cat was present. Sample puzzle objectives include reaching a star high up on a perch, or getting a beached whale back into the water. Do you go the simple route (for instance, spawning a ladder to climb up to the star) or do you spawn the most gonzo conceptual Rube Goldberg device you can imagine? As Crayon Physics Deluxe is to player-generated physics interactions, Scribblenauts is to conceptual emergence, and hot damn am I eager to see all of the insanity that's guaranteed to result.

Night Game:



I was entranced by the understated, lonesome atmosphere and simple, satisfying movement and collection mechanics of Knytt, and Night Game seems to retain these elements while adding 2D physics gameplay to the mix. You play as a self-actuated rolling stone, bouncing across an evocative silhouetted landscape. To what end? I'm not sure, but I'm interested to find out. And while I'll certainly miss Knytt's player avatar (what I referred to lovingly as the "stupid little cat,") I'm looking forward to spending more time rolling around Nifflas's singular, alien world.


New translations of old games:

Flower, Sun, Rain:



As noted above, I'm a fan of Suda's work that's been translated into English (including the overlooked Samurai Champloo tie-in game, which bore all the Suda hallmarks and was surprisingly good.) So of course I'm intrigued to play a translation of one of this PS1 games, being brought to DS this year. The story (as I understand it) involves a private eye arriving on a resort island along with the sentient, crime-solving AI contained in his briefcase. A murder mystery (maybe?) is afoot, and surreal occurences are guaranteed. An adventure in the point-and-click tradition through Suda's demented lens, with new touchscreen additions for the DS release. Sign me up.

Policenauts:



http://policenauts.net/english/

Though the Policenauts fan translation has been in the works for some years now, they're currently "one bug til Beta," barrelling towards a releasable build... hopefully within the next year or two :-) I really enjoyed Kojima's Sega CD cyberpunk adventure Snatcher when I played it a few years ago, and Policenauts is the spiritual sequel: aping Lethal Weapon like Snatcher aped Blade Runner, set in a gritty near-future (and, interestingly, featuring the Metal Gear Solid universe's Meryl Silverburgh,) I'll be happy to point-and-click through some vintage Kojima nuttiness. The successful fan translation of Mother 3 gives me hope that this project might finally see the light of day. I've got my Ebayed copy of Policenauts for PS1 sitting right here, waiting.


Tentatively:

Fallout: New Vegas:

http://www.shacknews.com/onearticle.x/58229

Any spin-off or companion to Fallout 3, perhaps my overall favorite video game of all time, is sure to catch my attention. An all-new Fallout game (not DLC or expansion) by Obsidian Entertainment, a company founded by Interplay and Black Isle veterans, is certainly an interesting proposition. I have misgivings-- honestly I was disappointed with Fallout 2 compared to the original (including their gimmicky take on Reno,) and haven't been much impressed by the Fallout 3 DLC I've played so far-- but the potential is there.

Lost Planet 2:



I was reading the preview of Lost Planet 2 in this month's Edge magazine, and was surprised at how excellent it sounds. The focus on character customization in particular caught my eye-- the sequel is focused on four-player co-op in that strange, low-tech future-steampunk style shared by id's RAGE and certain anime (it makes me think of Iria that always seemed to be on the Sci-Fi Channel when I was in high school for some reason,) and allows each player to customize the appearance of their avatar's futuristically anachronistic wargear. Along with building your own anime supersoldier and blasting up enemies with your friends, there's co-op grapplehooking, which looks like a blast, and big, nasty co-op mech battles, which I'm totally onboard for. Hell, the trailer above opens with a rip of the Offworld Colonies zeppelin from Blade Runner, and I'm taking the nerd bait. On the other side, the first game didn't impress me much, and I'm skeptical of fighting more big weird insectoid monsters, which is never very interesting to me. The trailer does feature a good deal of soldier-shaped cannon fodder, but if the combat mechanics aren't well tuned or the campaign uninspiring, I could see getting tired of this bug-blaster real quick. But I'll play it long enough to cobble together a cool-looking cyber-steam-space marine at least. That's just how I am.

The Saboteur:



This open-city game of the WWII French Resistance shares a lot of mechanical overlap with one of my favorite game series of all time, the Hitman games: stealth (both view-cone and social,) costume changes, a third-person orbiting camera, and complex planning that can hilariously blow up in your face at the drop of a hat. Add in a beautifully-realized real-world setting, some Assassin's Creed-like parkour elements, car chases, and a game board that you gradually flip to your own side mission-by-mission (structurally reminiscent of Syndicate, maybe?) and it all ends up a pretty exciting package. Led up by Fallout and GTA veteran Tom French as lead designer, it even has an impressive personnel pedigree. The question is whether the full package adds up to more than the sum of its promising individual parts, which is yet to be seen... but I'm optimistic.

Borderlands:


While I'm interested in Borderlands' new visual style and the FPS/RPG genre bent, I'll be honest: I'm a sucker for futuristic revolvers. The mix-and-match approach to generating near-infinite weapon variants means that I'll play this until I've found the ultimate-cool magnum revolver that eradicates enemies with a single round and looks amazing doing it. For me, the magnum is generally a highlight of games that feature it-- The Darkness, the Half-Life games, Fallout 3, Army of Two, Rainbow Six Vegas, even GTA: Vice City-- and the ability to roll my own nasty future-Mateba chambered with acid-tipped high-velocity rounds is pretty much irresistable. And get this-- you can even roll a sniper rifle that's constructed with a revolver's cylinder, meaning I'll be on a quest for the ultimate one of those, too. On the downside I usually am not big on the Diablo-style grind structure, so I don't know if this can really be one of my personal favorites in the long-term, but I am looking forward to playing it.

Red Steel 2:



Red Steel 2 is as much a series reboot as any: they've gone completely bonkers, it seems, pushing the setting to some strange, future-retro east-meets-west post-apocalyptic Japanese frontier town in the American neo-old-west (?) The game looks to roughly share a visual style with Borderlands, and I'm interested to find out more about their wacko shift in setting. If the gameplay is better than the first thanks to Wii Motion Plus, it could be great fun. On the downside, the levels look incredibly linear and sort of repetitive even in the 10-minute video showcase above, so I could see this wearing out its welcome quickly, but I'm intrigued by their extreme departure from the first game at least.

Infinite Space:



http://ds.ign.com/articles/874/874179p1.html

I'm kind of worried about this one, as it's fallen off the radar a bit: no showing at E3, Sega? But it's still scheduled for release sometime this year (or next?) and the initial promise has kept my interest: a Platinum Games-branded DS title (initially called "Infinite Line," now "Infinite Space,") conveying a grand space opera, with mechanics focusing on building your own fleet of battleships from myriad parts and stats, then engaging in epic confrontations between opposing armadas. It looks incredibly twiddly and deep, as much of a fleet simulator as anything, and reviews of the Japanese version, released earlier this year, have been quite positive. If it ever does make it to these shores, I'll be interested to try my hand at this uniquely Japanese take on the hardcore (handheld!) space sim.

Silent Hill Shattered Memories:



http://www.eurogamer.net/articles/silent-hill-shattered-memories-hands-on

I'm on the Silent Hill 2 respect train, though I wasn't especially excited about any of the other games in the series. But I see potential in Climax Games' interesting re-imagining of the original Silent Hill as a combat-free, iced-over, player-tailored nightmare factory. The two big draws are a game where the player's only recourse against threats is to run like hell-- aim your flashlight with the Wiimote and use a PDA to scan your surroundings and take photos; look for clues to find your lost daughter; and when the town of Silent Hill flips to its alternate dimension of frost and ice, and a flayed horrorshow gets up in your grill, you turn tail and get the fuck out as quickly as possible. Vault over fences and skid around corners, then hide in a closet or under a bed if you can, hoping one of the ghouls won't sniff you out. It seems to be taking inspiration from the rest of the survival horror canon-- Fatal Frame and Haunting Ground come to mind-- but it doesn't stop there. By giving the player a psychological questionnaire at the outset and monitoring their playstyle along the way, the game attempts to tailor the experience to fit the particular player's profile, switching character alignments and setpieces on the fly. Dynamism and a unique mechanical aesthetic? I'm pretty excited... though Climax hasn't really proven itself yet with its prior time in the Silent Hil universe. I'm hoping this will be their time to shine.

Dead Rising 2:



More Dead Rising? Hell yes. No Frank West? And the game being developed by a fairly unknown studio that's mostly made baseball games in the past? Well... things are looking up regardless, if early trailers are anything to judge by. Starring what seems to be a stunt dirtbike rider from a Vegas extreme sports show, the player tears through a zombie-infested entertainment complex featuring casinos, theatres, restaurants, hotels, amusement park rides and more. Having apparently installed the duct tape mod, the player can tape chainsaws to either end of a mop handle for some Darth Maul action, or to the handles of his dirtbike to shred hordes of zombies while burning rubber. Could a new protagonist and new developer suck the soul out of Dead Rising? I'm worried that maybe so, but hopefully my worries will end up unfounded.


Theoretical/rumored games:

The next Hitman game:

http://ioi.dk

As noted, the Hitman games, particularly Hitman: Blood Money, are some of my favorite games of all time. Blood Money may not be the most polished, technically flawless experience you'll ever have, but god damn if the possibilities and emergence it presented weren't endlessly entertaining. The end cutscene of Blood Money (which I've been half a dozen times now) promises more adventures for Agent 47, and I feel like I've heard "Hitman 5" bandied about by Eidos once or twice, but details are nonexistent yet. Like the "outright sequels" above, I'd happily take nothing more than additional levels for Blood Money-- the sooner the better!

The new Syndicate game from Starbreeze:

http://www.starbreeze.com/

So there's supposed to be a new Syndicate game in the works. And it's supposed to be made by the team behind Chronicles of Riddick and The Darkness. And now you've pretty much described my dream game. Syndicate is one of my all-time favorite titles, having delivered a dark, violent, emergent open-city experience to my IBM-compatible some 8 years before GTA3. The tone of the property fits perfectly with the grim, gritty aesthetic demonstrated by Starbreeze's games, and the time is ripe for a rebirth of this seminal M-rated IP. Would Starbreeze take a more classic, squad-based approach? Or might you control some sort of lone saboteur skulking in the shadows of Eurocorp? Whatever it is, I certainly hope the rumors of this production turn out to be true, and can't wait for an official unveiling.

ThatGameCompany's next game

http://thatgamecompany.com/

Flower made me a believer in ThatGameCompany. Now they've got Robin Hunicke onboard as well. What will their third game for Sony be? Following the rousingly understated triumph of Flower, I'm as interested as anybody in finding out.

Xeno Clash sequel

http://www.aceteam.cl/

I'm rooting for ACE Team-- Xeno Clash was born of an earlier project called Zenozoik, a first-person open-world RPG set in a fantastically surreal world. But the featureset was too unwieldy and they put the project on hold, focusing it down to the linear first-person brawling of Zeno Clash as a proving ground. Now that that title has been released on PC to great acclaim, and ACE Team is in negotiations for an XBLA port, they're planning to revisit the enormous scope of Zenozoik as a "sequel" to Zeno Clash. Sure it could easily buckle under its own weight, but the sharp design sense and pragmatism shown by the team through Zeno Clash makes me hopeful that they'll pull it off... and I'll sure as hell be along for another mind-twisting ride through the heads of the three brothers Bordeu.

2K Boston's next game

http://www.2kboston.com/


You'd think I might have an inside line on 2K Boston's next project. You'd be wrong. Like everyone else, I'm incredibly curious to find out more about this ambitious new project that Ken Levine has hinted at. I was a fan of BioShock, of course, before I started working on BioShock 2, and a fan of System Shock 2 and Freedom Force and Swat 4 before that. So naturally I can't wait for the next project that the team in Boston's got brewing. Viva Irrational!


Well, enough of that. The great thing about all this is that I know I've skipped a bunch of games that I'm not personally psyched on, but that plenty of other people are excited for. No matter what kind of gamer you are there's something thrilling waiting just around the corner. When your head's wrapped up in the development of one particular game all day, it's useful to get a concrete reminder of all the amazing stuff that's being worked on by other teams out there. Good luck to all the folks working hard to get these titles onto the shelves!

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5.21.2009

Cult of Rapture podcast


I appear along with Level Architect Alex Munn on BioShock 2's official podcast #2, available now from the Cult of Rapture, both in audio and text transcription form.

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5.17.2009

Game design

The next time you're all wrapped up in a contentious design meeting, remember this:

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