Mirror’s Irony

by Steve Bowler on October 30, 2008 · 2 comments

in uncategorized

Awhile back someone made a paintover (embedded above) of what they thought Faith should look like in Mirror’s Edge, that parkouring game that EA’s releasing later this month.  The demo just dropped on PS3 if you’re interested; I think the 360 one drops tomorrow (actually today I guess, it is past midnight here).  There’s been a bunch of fan response about which one they like better, and Leigh wrote a great piece (which hits home for me on multiple levels) about how stylized characters are important for conveying desire, and real characters are important for conveying value.

As a huge aside to the point of this piece, I think it’s funny that someone felt she needed bigger boobs.  She’s aerobically athletic.  Show me a female marathon runner with a set of C or D cups and I’ll show you some fan art.  The very idea that she’d be thin from running, scrambling, climbing, and parkouring all day almost precludes the ability to hold fat anywhere on the body.  Maybe she just gave birth?  I don’t know.  I’d love to just try and chalk it up to “it’s a videogame” but we all know I’m on board with dismissing that mentality entirely.

But the irony in all of this character and breast discussion is that you can’t see yourself in Mirror’s Edge.  You just can’t.

If you look down, you see your legs (not your boobages).  If you happen to stand in front of reflective glass, you see…reflective glass.  You don’t see your own reflection.  Maybe you’re part vampire?

The only time you see yourself, at least insofar as the demo is concerned (as that’s all we can play at this point to evaluate it) is when there is a cinema playing.  Then they show you a reflection in the glass.

I suspect this has everything to do with rendering (real-time reflections are hella expensive on the GPU), but it kinda makes the title of the game hilarious, seeing as I thought one of its meanings referred to how you were supposed to be running on the edge of these mirrored buildings…which…don’t show your reflection.  I suspect there will be more introspective threads echoing the title in the plot as well.

So, yeah.  Uh, I guess this is kinda like wondering how big Chell’s boobs are?  It’s pretty irrelevant to the gameplay, the story, the character, et all.  I’m not saying we shouldn’t have character discussions and how body types and body images are important;  I’m just finding it hilarious that after all of this awesome discussion you can’t even see the point of contention in the subject matter at hand.

Also, just in case you were wondering:  I’m less than thrilled with the demo.  It’s nothing more than the same level you’ve seen in the videos a hundred times by now, and it’s so linear you might as well just go watch the video again.  If this is an indication of what the final game is going to play like, I’ll pass.

But the subject of making a great demo to sell your game is a post for another time.

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Topping the Charts

by Steve Bowler on October 28, 2008 · 1 comment

in uncategorized

Well, Guitar Hero: World Tour is out, and hoo lawday, are the reviews all over the place for it.  I don’t normally put a lot of stock in reviews, but I do find it interesting to read into the disparity of them all.

It appears, for the most part, that GH:WT is for the “gamer” who wants to play a rhythm game, and Rock Band 2 caters more towards a musician’s fantasy of actually being in a Rock Band.  Sure, I’m reading into the reviews a bit to get this, but it’s interesting to note that the people who seem to think Rock Band 2 is on top claim that the note charting is superior in Rock Band, whereas others who claim Harmonix has to play catchup with GH:WT site mostly the features and geegaws of the GH title.

/shrug.  Either way, gamers win here.  You’ve got your choice:  Do you like challenging note charting which doesn’t necessarily reflect the notes being played?  Or do you want something that makes you look and sound more like an artiste?  There’s no reason to take sides, really.  Some folks prefer dark chocolate, some like milk chocolate.  The super rich elite can have both if they really need it.

But don’t just take my or the reviewers’ words for it.  You can check out the note charting comparisons for yourself that altstrum.com has taken the (painstaking?) time to put together.  While in many cases the chartings are very similar, I think the discrepancies can best be seen in the solos or in the more artful hammering on/off sections.

Oh, great, now I have to buy GH:WT.  It’s got Hot for Teacher in it.  

Wait, nevermind.  Not a fan of the charting.

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Light Hand Slap of the Bands

by Steve Bowler on October 22, 2008 · 4 comments

in general

Is my band the only one that never gets any real challengers in the Band Challenges in Rock Band 2?  I don’t understand how bands that can only be failing out of songs are allowed to post scores for these challenges.

How else are we to explain bands challenging us with a score of 1,400 points for a song?  It’s not so much a challenge as it is stealing candy from babies.  Am I missing something?  Is this the easiest way for people to make money is to take challenges and then fail out of them?  Why do they go on to the next song if they’re failing out in the first 10 notes?  They’d literally have to be playing on expert and intentionally not play and strum wrong notes to fail out that fast.

Pretty meh Rock Band night.  Finally nailed the 100% on Expert Guitar achievement, two songs in a row, only to be denied the achievement award, both songs in a row.

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Politics, GTFO

by Steve Bowler on October 14, 2008 · 13 comments

in uncategorized

I’m not normally one to discuss politics, especially my personal politics, amongst polite company.  Politics in general have become so partisan, polar, and fueled with pointless hateful rhetoric that I wonder if I’m not actually watching some kind of sporting event between bitter long term rivals, rather than people who feel like they should be leaders of our country.  It shouldn’t be about painting the other guy as evil, or more incompetent than you, it should be about your strengths and your merits, and what you bring to the table.

I’m fairly disgusted with the entirety of our political system at this point.  There’s been ads on TV for both candidates for the past 13 months on television.  I’m sick.  To.  Death.  The election can’t come fast enough.  At least I’ll get a year’s worth of political respite before the next set of campaigning starts for the gubernatorial election cycles.

I play games for the express reason to get away from this shit.  I like my virtual escapes, be they racing, rocking, or fragging.  They can allude to political situations, certainly.  Teach me slightly obscure lessons about the world stage.  Have at it.  But I don’t want to see overt statements about current politics.  It should come as no surprise that when I boot up a game, I don’t want to see a political ad.  I don’t want to hear any garbage about “oh, but it was just a billboard encouraging people to get out and vote now that early voting has started!”  Bullshit.  It had the individual’s website/slogan on it, did it not?  Did it not have their face on it?  It’s a political ad.  End of story.  It has no business being in my games.  I don’t even like the stupid Live Game the Vote thing or whatever b.s. they’re calling it on Xbox Live.  Accepting a politician’s logo as your Live Avatar is not synonymous with voting.  It barely even qualifies for taking part in a poll.  A horribly unscientific, skewed, and biased poll.

Look, these people, all of them, don’t know fuck all about our hobby/passtime/passion.  They’ll give some lip service about it, and then turn around and bite us in the ass just as soon as it fits their needs to do so.  Both sides have claimed that videogames are either killing or ruining our children at some point, so why the hell would we invite them into our house and let them pretend to be our friends when they take every opportunity to shit on our rug and tell us it’s our fault?

I don’t even care if politicians eventually embrace video-games as the world’s greatest entertainment and educational medium that they are.  The bottom line here is this:

Do you really want them campaigning in your hobby?

I don’t.

Note:  Don’t even think about playing a fanboy card for your candidate of choice in the comments.  Any flamebaiting or one-sided cheerleading is going to get baleeted as soon as I see it.  Feel free to discuss the issue at hand.

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AWESOME Band is Awesome

by Steve Bowler on October 13, 2008 · 7 comments

in art,casual,control,general,uncategorized

Way back when Rock Band (the first) came out, I saw that someone made some kickass G.I. Joe band-mates, and figured that I’d try and have some fun with the Create-A-Player myself.  After forcing myself to find inspiration (it hardly ever works), I kicked around the idea of making the ultimate band.  One so epic that no one in the history of the world could ever hope to usurp the full-on awesomeness of said band.

Who would I choose?  What band could hope to be so awesome that they would live on as the greatest Rock Band band of all time?

Why, this one, of course:

I couldn’t possibly make them in Rock Band one.  They wouldn’t work.  Mainly, Vader needed a cape of some kind, and preferably a mask that would work other than a bandanna across his face.  Also, there wasn’t a whole lot of CAP pieces that would work for Luke.  And so I gave up, and relegated myself to just rocking out.  But oh, hello, along comes Rock Band 2.  With capes.  And gas masks.  And a microphone that looks like a light saber.  Destiny was calling.  It wasn’t long (okay a month) before I remembered my original goal, so after my buddy suggested we make an awesome band to play when we get together to do Rock Band parties here in the basement, I realized I had to complete the mission.

I had to make…AWESOME.

And yes, I had to made a video (with my buddy’s help who figured out how to capture it and edit two versions of the same song together to make it look/sound as awesome as possible).  Now with no fret bars scrolling to mar the awesomeness!

Han probably turned out the best; his parts are the closest to the orignal character’s look.

Chewie easily turned out the worst.  At least he’s behind the drumkit, and with a “punk” attitude, he at least acts like Chewbacca.  He looks more like Sabertooth.  But eh, until Harmonix makes a sniper’s ghille suit, I’m hosed.

Darth turned out pretty good.  The German WWI helmet works better than the motorcycle helmet, only because it immediately registers as “evil.”  And who doesn’t love a Vader yelling “Nooooooo” in his solo pic?

Luke turned out better than I’d hoped.  I saw the poncho in the thrift shop, and realized that Luke wears a poncho in some scenes in A New Hope, so it would make sense for him to wear it (none of the other shirts in game are “untucked” and go to mid-thigh like Luke’s shirt does), but the pattern put me off.  As it turns out, if you set all the colors in his shirt to white, you get his desert poncho.  Victory!  It doesn’t hurt that you can buy a microphone that looks like a light saber, and set his moveset to “goth” (hello emo crybaby tashi station to pick up some power converters).

All in all, a halfway decent experiment that was a pretty fun diversion for my time.  I had a ton of fun making these things, with varying success.  But the real fun is watching them all rock out, thinking about how fun it is that I’m living out the Awesome image macro.

Playing Rock Band with AWESOME band might not be as awesome as that picture, but it’s damn close.

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We’re all Doomed

by Steve Bowler on October 13, 2008 · 10 comments

in comedy

I’m normally not one to drink the crazy cool-aid and claim that all of our civil liberties are at stake, or that we’re entering a police state, or that the world is coming to an end, but I was sent the following image via email this morning.  

I’ve put up a simple side-by-side comparison for you, and I think you can plainly see that we’re well and truly fucked.  Yes, the combine are now riot police, and they’re coming to a town near you.

Even the poor sod on the ground looks like one of those emotionally neutered humans from HL 2 wearing the drab clothing.  If I didn’t know better, I’d swear this is elaborate cosplay.

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Apologies

by Steve Bowler on October 11, 2008 · 1 comment

in uncategorized

I’m currently crunching at work right now, and my brain, it…it has no creativity left in it.  I suppose there’s an entire entry there, how a lack of personal time actually keeps inspiration at an extremely low level, but I’m too tired to write even that.  I’ve been pouring everything I’ve got into some crazy logic issues on the game I’m working on, and it’s eating every ounce of my brainpower while we push towards a milestone.  

I’ve got a few posts I’ve been meaning to write about, but I’ll sit here at the WordPress “Write Post” screen and just stare at a blank page so long that it actually gives up and autosaves the blank entry.

So if you’re one of those people who swings by the actual front page instead of reading the RSS feed, I apologize for the lack of fresh content.  I’m hoping to get something done tomorrow night for Monday morning that should make the wait worth it.

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Squeeeeeeak squeeak squeak

by Steve Bowler on October 2, 2008 · 4 comments

in uncategorized

I should really be writing one of the two main design pieces I’ve been meaning to post about for the past two weeks.  I should also be playing Mercenaries 2 which I brought home from the work/team library to play a bit to see how they’re handling user chosen missions, and just in general enjoying blowing the crap out of their fun little microverse.

But what am I doing?  Am I doing anything really all that productive with my time?  Am I working on my side-game that I’m developing for my own personal enjoyment?

No, I’m playing the latest Whiteboard Tower Defense game.

Because after a day of meetings and then having to view student portfolios all night, sometimes it’s just nice to turn your brain off and mow down creeps ’till…oh god it’s late.

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Meet the New Boss. Same as the Old Boss.

by Steve Bowler on September 30, 2008 · 7 comments

in business

It appears that some of the most sought after content for Rock Band, the stuff that has been promised since the beginning, isn’t going to be available via “normal channels,” or, as it’s commonly referred to:  DLC.

The other week Bobby Kotick of Activision opined that maybe (paraphrasing) “Music companies should pay us royalties,” believing that the pendulum of popular music purchasing was in the video game’s court.  The assumption here is that sure, in many cases, the games are selling more units of the music than the music itself.

However, this week we got to hear how AC/DC is going to hit the market for Rock Band players, and, well, it’s telling.  It’s only going to be available at Wal-Mart.  Wal.  MART.  Like, on a physical disk.  In the store.  Sure, sure, go online and buy it at their web store and then wait for them to mail you the disk.  Pretend like it’s a new system.  But the bottom line here is:  Wal-Mart still holds all the cards as far as this brand of music distribution is concerned.

I’m just taking a stab at it, but it probably worked out like this:  Wal-Mart signed a deal with AC/DC’s label awhile back for an exclusive distribution right to their new CD, probably for a break on Wal-Mart’s take, in turn giving them some exclusivity in releasing AC/DC extra content.  Live concert DVDs.  Commemorative calendars.  Somewhere in the bylines was a tacked on “bonus video-game content.”  The label signed the agreement, because as is often the case with Wal-Mart, they gave them such a good “deal” the label would be a fool to sign otherwise.  In the end, Wal-Mart wins, and everyone else loses, as they’re now the only way to buy expanded content in a video-game.

Forget about the price-point for a second (granted, if it’s $30-40 it’s overpriced, even if it IS a standalone game with only 17 songs in it).  Consider that Wal-Mart just did an end-around on the entire video-game industry.  They figured out how to force the most anticipated content for one of the year’s hugest games to flow only through their brick and mortar retail portal.

Granted, Kotick runs Activision (Rock Band’s competitor’s parent), but it doesn’t sound very much like video-game companies even as large as EA or ActiBlizzard hold the cards when it comes to music, now,  does it?

This is very much the same retail “exclusive” bullshit that’s been plaguing this industry since its inception.  It’s also probably the reason why it’s so expensive.  If it was available via DLC, it would have probably been conisderably cheaper (downloadable content means there’s no game engine, no full game testing, and no disk printing process and no ginormous per-disk fees paid to the console manufacturers).

More importantly, this means that I’m going to have to actually set foot in a fucking Wal-Mart.  And give them money.

/shudder

Please, someone, hold me.

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Selling an Experience

by Steve Bowler on September 22, 2008 · 12 comments

in design

For awhile I’ve been struggling to find a way to describe what I feel has changed about game design in recent years.  My own appreciation of games has been changing, and for awhile I thought it was just me.  I’ve been finding games like F.E.A.R. or HAZE or the idea behind Fracture as tired cliches.  Some call them “FPS with a Gimmick,” but I think a better description of them might just simply be “last-gen design.”

A lot of times game designs wind up coming from the “brainchildren” of folks who have no business designing games.  You’ll get the “this is Doom meets GTA” type brainstorm sessions, where they’re really just taking two separate concepts and forcing them together with band-aids and tape.  Sure, they might work, but the problem with them is that they have no vision.  They rely on the backbones of previous experiences that players have had, and are trying to tell the player “we’re like this other game you like,” and the reason why it’s done so much still today is that this worked to great success in previous generations.

When you get right down to the brass tacks, there isn’t a whole lot of separation between games like Doom, or Marathon, Dark Forces or even Duke Nukem.  And yet, I played them all, every one of them, to completion.  I couldn’t get enough of the First Person Shooter concept.  The idea was enthralling, and anyone who gave even a competent stab at the genre got my money.  They sold me an experience.  Yes, yes, before someone jumps down my throat in the comments, their universes are fairly different, but in the end, I got to play the part of “Guy With The Gun,” and back then, that’s really all I needed.  Their roles didn’t really extend much beyond that description.  It was Guy With the Gun meets Star Wars or Guy With the Gun meets 80′s Action Movie.

But nowadays it just isn’t enough.  You can’t sell me a game that’s “FPS with terrain editing.”  I don’t want to play “FPS with Adrenaline.”  I’m not even remotely interested in “FPS with a Horror Flair.”

I want to be poured into a role.  Give me an environment so compelling I can’t resist it.  I no longer care if it’s FPS or 3rdPS or even 2ndPS if you can figure out how to make that convincing.  Let me experience something I could never hope to experience in real life, or at the very least something I haven’t experienced in a game before.  This is where I think design is heading, at least successful design is heading insofar as games are concerned for the future generation.

Games like Mirror’s Edge, where you are a rooftop parkour courier.  Sure, you can argue it’s “FPS with parkour,” but you’d be undersimplifying the example.  It’s not really even an FPS since it’s not meant to be a shooter.  It’s really more of an FPP (First Person Parkourer).  Honestly, I’m not really all that sure I’m going to buy the game (I’m a jaded game designer who sees Mirror’s Edge as a Parkour level puzzler that doesn’t seem as engaging or complex as Portal, and my play time is limited), but I’m excited that the designers aren’t phoning it in and just making it an FPS that has environment interaction in it.  They’re really pushing the idea that you’re a Parkour expert first, and the shooting comes second, if you even choose to shoot at all, as it’s not a core requirement for beating the game.

Rock Band, while it seems obvious, sells you the fantasy of performing in your very own rock band.  It took the core concept of being a Guitar Hero and elevated it to an entirely new level, incorporating friends in a way that transcends the idea of co-op, making each friend you were playing with a sort of medic with shock paddles whose job it is to rescue the weakest player of the group.  It incorporates team gameplay in a way that’s so hidden most people don’t even realize they’re still playing a game, the experience of rocking out is that compelling.

Even Assassin’s Creed, which I’ve criticized heavily in the past, succeeds where other games haven’t previously, in attempting to give you the experience of being an assassin in the medieval era.  It doesn’t attempt to be a 3rdPS with stealth, or even a 3rd Person Brawler with stealth.  It defines its role as an escape artist with a knife on a mission.  Combat is possibly intentionally difficult, because they are truly attempting to reward hiding in crowds, and avoiding public exposure/capture.  The game plays at its best when you’re stalking down guards and killing them silently amongst thirty or more people in a busy city street, and no one’s the wiser that an assassin just slipped a knife through a man’s ribs right there, a foot away from them.

Bioshock, while lacking in innovating gameplay, sells you the experience of being in an underwater city trapped in the past.  It’s not just the first person cutscenes and the passive acceptance of the larger story through the cassette decks.  From the opening scene you are thrust into what is possibly the most believeable yet impossibly fictional world ever created.  We believed that we were in an underwater city, as much as any media could convince us, and I think most of us kept playing it just so we could see what came next.  I still can see the suitcases falling down through the water, the windows slowly leaking in sea-water.

It seems that the more successful the experience is, the more successful the game’s sales are.  Even games like Madden have transformed from a 2D sprite on a football field to an experience that rivals watching an NFL game on your TV.  From the playcalling, to the coach simulation, to even the UI signage which matches the ESPN look, you are in control of your NFL fantasy experience.

So it was with a weary heart that I realized why, exactly, that I no longer care about the idea of a game like Duke Nukem Forever coming to light.  From the limited amount of video that I’ve seen of it, and the core foundation of what Duke Nukem is (FPS with Campy 80′s Action Hero Overtones).  It’s a last-gen game concept attempting to live in a next-gen world of design.  I would no sooner be excited to play it than I would peg my jeans or wear a Member’s Only jacket.

I’ve already experienced those things, and I want to enjoy new experiences.

As designers, could we all agree to eschew the idea of “Genre with a _____?”  I think the consumer has spoken through their wallet that they’re not really that interested in those concepts anymore.

Let’s no longer think in terms of selling them a game.  Let’s instead think of selling them an experience.

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