3.26.2008

Advice

If you are a video game character, DO NOT get in a helicopter for evac, no matter what. That shit is going to crash and burn, I can guarantee you. Thank me later.

3.24.2008

Flattery

Some days it must feel really good to be Cliffy B.



















[UPDATE 2/26/08]: New kid on the block-- 50 Cent: Blood on the Sand!

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3.16.2008

Requests

Things I'd love to see more of in video games today:

  • Interactive conversation. Let me talk to NPCs, even if it's in a very conventional way. Dialogue trees are okay as long as I can be engaged in meaningful conversational exchanges with NPCs.
  • Functional spaces. A house you could live in, not a movie set or dressed up tunnel. Bathrooms, kitchens, fire exits, storage closets. Apartment buildings filled with apartments, not painted-on doors lining the halls.
  • Mundane places. Malls, gas stations, diners, houses, apartments, cafes, hotels, shops, offices.
  • Living worlds. Places currently in use, populated with non-hostile NPCs. Not derelict, destroyed and empty ruins. Places filled with living people going about their daily business. Friendly, happy people being nice to you. Not dead worlds, where the only actors are the player and things that want to kill the player.
  • NPC Mentors. NPCs who know what they're doing better than the player does and will lead the player through the world, adding life to the gameworld and giving the player an example to follow. Better than the old disembodied voice in the ear. Good recent examples: GUN's tutorial level featuring a hunting trip with your Pa; Call of Duty 4's Pripyat level featuring Capt. MacMillan as your mentor.
  • Real-world clocks. Animal Crossing knew what time and date it was in the player's world, setting the events in your virtual town by the real-world clock. Day turned to night in your Animal Crossing town just as it did in your own living room; when you visited your town the next day, things had changed while you were away. Lends the gameworld a feeling of realness by implying that it keeps going even when you're not playing. Makes play of the game part of your everyday life in a low-impact way over the long term. Why haven't any other non-MMO games seized on this?
  • Hand-scale interactions. Let me grab and turn doorknobs, pick up items, interact with computers, write & draw on paper, zip zippers and button buttons, slide open drawers, and perform other hand-scale tasks manually with full interactivity. Good recent examples: pulling and twisting the controls of Samus's ship in Metroid Prime 3; picking up items in Crysis; interacting with computer screens in Doom 3; most all the interactivity of Penumbra: Black Plague.
  • Etc.

3.11.2008

Idealism

Three movies I love, which speak to anyone who wants to make a difference through the entertainment media:

Ed Wood -- Tim Burton's masterpiece. Profiles a strangely chipper lost soul of a man (Wood, played by Johnny Depp) who putters around film soundstages as a gofer but desperately wants to direct movies himself. When given the chance, he finds he's utterly unequipped to do so, flaunting his neuroses as he fails painfully and absolutely. Sometimes your best just isn't good enough, no matter how much you want it. Soul-crushingly sad and depressing for anyone at the bottom who dreams of one day making it big.

Barton Fink -- The Coen Brothers' surreal tale of a celebrated playwright's failed attempt to illuminate the plight of the common man, and break into Hollywood at the same time. While Barton's aloofness is unfortunate, his intentions are good; regardless, his minor sins are repaid with interest as his livelihood, family and everything he aspires to are crushed before him simply for trying to make great art.

Sullivan's Travels -- Surely part of the inspiration for Barton Fink. A minor film director aspires to create socially meaningful film about the plight of the common man (his dream project: an adaptation of "O Brother Where Art Thou," a made-up book spoofing The Grapes of Wrath and decades later the name of a Coen Brothers film.) His producers tell him he doesn't know the first thing about the common man, so he sets off on a journey of discovery, riding the rails dressed as a bum and accompanied by the plucky Veronica Lake. After many trials, Sullivan realizes that making stupid crap for the lowest common denominator to laugh at has value after all, and gives up on his high ideals of "art" and "social impact."

Any more to add?

3.03.2008

Takeaway

My third year at GDC was as exhilarating, thought-provoking and completely exhausting as my prior visits; I wouldn't have it any other way. While most attendees I talked to were similarly enthused about the experience overall, a sentiment that frequently came up was that this year's conference 'lacked direction' compared to earlier years. People I talked with seemed to have trouble finding a thesis, and felt there was less overall excitement about making games than there had been in the past.

I won't say my reading of the conference is more correct than anyone else's, but I did attend a number of sessions that seemed to share a common thread. The message I got from GDC relates to thoughts I've been having on game design lately, so I may just be seeing it from my own skewed perspective. But GDC did at least help to push my thinking on these issues forward, for which I am grateful. It got me thinking about the character-driven "ungame."

The thread ran through the following sessions I attended: the Conflict Resolution Without Combat roundtable; Jonathan Blow's Design Reboot; Clint Hocking's I-fi: Immersive Fidelity in Games; Ray Kurzweil's Keynote, The Next 20 Years of Gaming; and the Are Games Essentially Superficial panel discussion.

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