Tuesday, 13 March 2012
Signs and Omens
The first is the plight of Game. A chain-store selling the general public games. It's little more than a collection of shelves and a till. I'd always hoped that they'd have the sense to see what was coming as the Virgin Megastores, Zavvi's and HMV's struggled with the ditital distribution of music. Surely they knew that games were just another digital format and that they too needed a strategy to keep trading.
To be fair they did have a strategy, second hand games, exclusive content and ridiculous collector editions. Short term, short sighted ways to drain cash out of the industry and feast on the nerdy cash reserves of Mr. Gamer. What they should have done was provide better service, sell games more competitively, act as a friendly face of gaming offering enthusiastic advice and solid technical knowhow. Still that lesson has long since been ignored and soon games will have lost their most visible high street presence. I'm not sure it matters too much for the games industry. If there's business there then someone will fill that void. Just remember all the stores that appeared to fill the void that Woolworths left behind. Hey, maybe even some of the indy game stores might make a healthy return and provide the kind of service we've been missing for so many years?
But the overall lesson here is that it's hard to run a business selling big console games to console gamers. The frightening thing about that is that those gamers are an easy sell, when it comes to COD or Battlefield, Halo or FIFA. But that business can't sustain a chainstore. That's not a good sign for the console industry is it?
Now I'm going to talk about Peter Molyneaux. Lots has been said about this man, and I'm no expert. For the sake of my argument I'm going to focus on a potted history (that conveniently supports my arguements). Peter was instrumental in creating the God game genre. Not many people are genre creators. Peter build an innovative company and worked on home computers, finally settling with the PC as the sturdiest of platforms. At Bullfrogs peak the PC was the most powerful gaming platform, it was nimble and upgradable and simply attracted those designers who wanted to innovate and create. Then the cycle of hardware shortened to a fightening degree. It got tougher and tougher to keep up. And along side this, the console manufacturers had gotten their acto together. They were appealing to a wider audience, they offered stability in terms of a development environment, and they were so copetitive that they crammed high spec components in their boxes and shipped them out at a fraction of the cost of a good PC. About this time Peter left Bullfrog and started Lionhead with some fresh ideas and interesting projects. The PC side gradually faded out and Lionhead threw in with the new kid. It's been a good time but something has come to disrupt the endless cycle of console generations succeeding each other like feudal kings. Suddenly gaming has gone truly mainstream. Smartphones are powerful, convenient, easy to use and your Mum, Dad, little sister and cousins are playing and sometimes buying games. The change is as fundemental as the rise of console gaming and Peter has left Lionhead and started at a new company 22cans. You may doubt my analysis but you'd be foolish to doubt Peters intuition on these things.
I'm now going to briefly talk about Playstation Vita. I think this an important console, not because of it's lovely tech and it's gaming pedigree, but because of the general attitude towards it. Vita is a classic console sequel. It's bigger, it's more powerful, it's higher resolution, it's got a couple of quirky new features. It's everything you'd do if you knew your audience and you'd like them to upgrade. But something has changed. I'm not aware of the excitement. I do know 3 people that have bought them. And as far as consoles go, the lineup of launch software was varied and generally good quality even if there wasn't really a 'killer app'. So it's followed the classic new console formula to the letter. Ticked all the boxes and failed to fly off the shelves. I think the reason for that is the markets changed. Just as we all grew sick and tired of Big Brother to the point is actually went off air for a bit, it feels to me as if all the young gamers are bored of the console cycle. It's not cool and dangerous any-more. It's not about nightcubs, rebellious new media and violent games, it's become the establishment. The big news stories are about your email address being stolen, and signing into your account to download the license that let you play the game you bought. It's not not jumping into a car late at night and finding adventure it's more about queueing for tickets and finding that if something is fun you probably need to pay a bit extra for it.
Sometime in the next couple of years new consoles will be announced and will launch. I thin the Vita experience might just be the first symptom of a wider disease and what we will actually see is the last generation of home consoles.
Now how about some Raspberry Pi? Designed to bring home computing back home, to encourage a new generation to create and explore and take part in the world of games. An affordable dev kit to empower enthusiasts. To me this marks another sense of dissatisfaction with the current platforms and what they offer. It's trying to return gaming to creative rather than corporate people. It seems like agreat idea but it is disruptive and powerful. It's like all those books written by monks and locked away in monastries then suddenly the printing press is invented and normal people have access to literature. I might be overstating that a little but I hope you can see the similarities.
Big black boxes under your TV are an old mans vision of the future. What people want is something lighter, something with more promise. Despite the recession, people want to run towards the future not stick with something traditional and dogged. The best news is that there will be more games than ever before and more people making games. I'm sure the big games will stick around for quite some time but they will become a specialist niche rather than the dominant force. The new way of doing things will doubtless have it's own problems. I think there are enough warnings in the wind for the console manufacturers to adapt. I don't expect that they will, but there is still a chance for them to stay in the running. And if they don't then that might just leave enough of a gap for something new and exciting to fill the space, something like the next Raspberry Pi or a virtual platform like OnLive?
Sunday, 6 November 2011
Holy Batman
But this freedom would make a poor game. If the Batman could always skip away and recover his health the game loses it's challenge. So the game uses an intelligent mechanic that recognises when you start a combat. For the duration of the fight your energy bar is finite, when the fight is complete the game replenishes it. Each fight becomes a moment to moment battle, but the game is not reduced to a series of guerilla skirmishes. It's the sort of solution that you almost ignore, and thats because it works so well.
The game is full of stuff like this. Take the grappling hook and Batmans gliding. It's an incredibly powerful manouver yet it takes some practice. The game doesn't artificially stop you using it, instead it is built to cope with the player doing what they want. And the freedeom encourages you to experiment and push the limits of what Batman can do.
And it's not a perfect game. For example I think the characters with jamming devices that ruin Batmans Detective vision is too gamey. It makes sense as part of the game but it doesn't entirely make sense of Batmans abilities. I hat that you can't fly down to ground level from the top of the Wonder tower. I can see things that will be improved as the series progresses.
But more importantly I have hopes that Rocksteady expands in the future. The DC Universe is vast and ripe for more games made with this same care and attention. Even in gotham there are loads of options, The Demon - Etrigan (and his host Jason Blood) live in Gotham, The Huntress, Nightwing, Red Robin. It's not a huge jump to imagine a Green Arrow game, or harnessing some of the racing studio talent in the UK and making a Flash game. That doesn't even take into account the things you can do with Batman that follow recent comics. Grant Morrison established an international network of Batmen in Batman Incorporated. It's an idea that would allow Rockstar to expand beyond the confines of Arkham and create more diversity in a Batman title. It's very hard to contain my excitement now someone has made a credible comic book game.
I hope very much that Warner Brothers understands the potential that Rocksteady have created. I hope they choose to invest and expand and make more of their properties. And I hope they appreciate that by giving their characters to people who show respect and have the skill to make a game that stays true to the concept they are building a very strong future.
Sunday, 16 October 2011
Hard work - making bad games?
Monday, 19 September 2011
Design or excuse?
Monday, 1 August 2011
Influences
Tuesday, 12 July 2011
Inspiration
Tuesday, 21 June 2011
Size is important.
Wednesday, 1 June 2011
Gaming weakness.
Friday, 20 May 2011
Emotional support.
Saturday, 14 May 2011
Goes without saying...
Saturday, 7 May 2011
It is NOT a movie.
Wednesday, 27 April 2011
Tuesday, 26 April 2011
Did I ever mention the future?
Monday, 14 March 2011
David Cage is on a mission, he is attempting (one game at a time) to prove that games can be a meaningful and powerful way to tell stories. He spoke with passion and conviction and after Heavy Rains critical and commercial success he really has earned that right. As a game designer he took a vision of how he wanted games to be and he has attempted to build it. I'm sure that he would say that his exploration isn't yet complete and his next game will merge game and story even further. That kind of vision and dedication is what games design should be about.
One part of the session Mr Cage talked about starting a game with a story. He said that instead of finding the story late in game development you should begin with the story you want to tell. From that point on you try to involve the player as much as possible in every aspect of the game. This led onto him saying 'mechanics are evil'. Can a game exist without mechanics? Interestingly this isn't really what he was saying. His point was that you should involve the player by allowing them to 'play' as much as possible. In the case of Heavy Rain the game gave the player the chance to 'play' the mundane. Lay a table, brush your teeth, doesn't sound much like a game you'd want to play? Heavy Rain decides which actions you should participate in and creates an action that can be described with a control pad.
The interesting side effect of being so involved with the characters lives that you grow more attached. These are normal people that do normal things just like you. Just like a good story, the game draws you in by connecting you with the characters and gaining your trust and sympathy.
Heavy Rain has a very intense realistic graphic style. It wants you to believe that the action on screen is real, and you are involved with a real story. The connection with the player must be as easy as possible and any other approach to the graphics would take some acclimatisation. So the realistic graphics are an important part of the design.
The interesting thing is the choice of story. A murder mystery is interesting but of all they story types it is most game-like. As you progress through the story you cannot help guessing who dunnit. The best who dunnits spend most of the time disguising the culprit but leaving the clues necessary for uncovering the plot later in the story. Heavy Rain goes one step further by getting you to play the killer. Because Heavy Rain is a game the disguise is even more deceptive. The game connects you to the characters that you are playing and even allows you to behave 'out of character'. In a story the characters behave as the author allows, in a game the player can impose their behaviour on the characters they control and fool themselves into disguising the clues that are important to the story.
A good story has a beginning, middle and an end. To tell a traditional story the author normally has a hero that experiences events and survives until the final act. The hero can then unravel the whole of the mystery. Heavy rain's story is controlled by the player and because it is a game they can fail as well as succeed. How can the story be revealed in a satisfying way if the hero dies before the tale is told. Heavy Rain fixes this by telling a number of inter-twined stories. No matter what happens one of the selection of characters will survive, not least of which you play the killer. Every possible outcome of the story is covered.
David Cage talked about an 'elastic story'. To explain this bluntly it's like a choose your own adventure book (where the player turns to a new page when they have made a decision). The scenes in Heavy Rain were cut into many smaller scenes and between each scene the game allows the player to intervene and choose the course of action. No matter what the player chooses to do the story can progress (you can see why multiple characters are so important to this 'elastic storytelling'). So David Cage gets to tell his story but he allows a player to play inside, and to do this there is a meticulous plot. Every scene is played out and many outcomes are woven in. The player has a much broader sense of freedom in the game, and the cost of this is building huge quantities of content that may never be seen. It is a brilliant effect but it is a brute force approach.
I don't want to complain about Heavy Rain, I find it a fascinating game, pushing at the boundaries of what games can achieve. What bothers me is that the freedom is still limited. You cannot do any more in Heavy Rain than you can in any other game. The advantage of Heavy Rain is that it has built more of the alternatives. But the player is still experiencing the things that David Cage planned out for them, their only choices are the ones that were put into the game.
Interestingly there are several scenes in the game that require the player to react quickly and perform some more conventional game like actions. These events are normally big ones and can result in the characters death, if the player dosen't succeed. In a game these kinds of things are common place. But in a traditional game the consequences are normally inconsequential. the player can re-attempt and the death is just a short term obstacle. In a story the impact of a characters death is of huge significance. Here Mr Cage supports the story over the player convenience. It's bold and confirms the importance of story in this game. The player can always re-play if they want to explore other paths in the story. The only thing that jars for me here is that so many of the choices made in Heavy Rain were brilliant for introducing games to a new audience. The lack of 'mechanics', the strong plot to drive players through the game, the main-stream plot. The parts of the game that require gamer reflexes seem to be out of place - although they do fit into the context of the story.
Heavy Rain is a marvelous experiment. It works on so many levels but there is still room for more development. I'm sure Mr Cage will continue to push and explore the role of story in game. Anyone interested in the future of games should experience Heavy Rain and let it simmer in their brain for a while. While it may not be the future, it is a powerful attempt to move games out of the chase for the latest hit genres.