Showing posts with label consoles. Show all posts
Showing posts with label consoles. Show all posts

April 14, 2008

Creative focus in game and technology development

Tynan Sylvester has a really incisive opinion piece up at Gamasutra illustrating a fundamental disjunction between what developers look at in a game and what players look at. The gist of his piece is that developers often focus on "scaffolding": the mechanics and code that underlay the game world. Meanwhile, the players consider mainly the "masonry", that is, the experience of the game world itself. The not-so-subtle point here is that many of the minds behind games have put their creative focus on the wrong thing.

The developers of Crysis and like games, as well as the graphical powerhouse consoles, succumbed to the tyranny of precision, the mindset dominance of quantifiable fidelity. The simple fact is that the graphical capabilities of hardware and software are easily measured, in terms of resolution and framerates and numbers of polygons on screen at a time, and it's easier to improve something if you know how to measure it. Unfortunately, creation of these super high-definition visuals takes a great deal of effort and expense, and ultimately it doesn't help that much. What players really want is an experience that feels real, not an image that looks real. Experiential fidelity, unfortunately, can't be quantified, and it's difficult to plan hardware (or even software) that creates it.

The success of the Wii and DS, however, suggest that good feel can be, if not created by hardware, at least encouraged by it. It's too simplistic to try to explain this success by saying that these platforms "tapped into another market". If that's so, then we must ask why they tapped into that other market. The answer is that these systems create an experience that the user can relate to, despite their shortcomings in terms of graphical excellence. The remote and stylus are very intuitive control devices. As a result, the player can interact with the game worlds easily, and often exactly in the way he expects to, rather than pressing buttons on some bizarre alien boomerang. Although the Wii and DS may not be great scaffolds, they allow for some great masonry.

I don't mean to say that graphics don't mean anything. However, though they are the most easily measured aspect of a game's performance, they do not define what makes a great game. It is the experience that matters. The graphics help create the experience, but even the best graphics in history cannot rescue a game that has lousy audio, an idiotic story, or nonsensical mechanics. Nor am I trying to sell coding short: lousy coding can ruin (or almost ruin) an experience easily. The point is that the creative focus of hardware and software developers should always be on the experience to be created. Everything else must flow from that.

You should check out Sylvester's website, by the way. He's got some really interesting stuff up there. I particularly liked his piece on Hitman and his article on substance and style in game design, although I disagree with some conclusions of the latter.

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January 30, 2008

The Console Scorecard

It's time to start with a decision-making process. I'm not definitely in the market yet for one of the three next-gen consoles, but I will be, perhaps within the next year. This is an open post that I'll probably keep updating for a while. Keep in mind that my must-have games may not be the same as yours, though I'll welcome your suggestions.

This table looks really screwed up and I don't know why. I have no idea why all these break tags appeared in this post. Sorry for the megascroll. All fixed now. See what effort I go through to bring you my bullshit?

PositivesNegativesMust-Have Games
Wii
  1. motion control = activity
  2. backwards compatible with my GC library
  3. awesome downloadable retro games selection
  4. system and games more affordable
  5. robust controller
  6. many WiiWare titles are totally awesome
  1. motion control = activity
  2. limited RPG selection (?)
  3. shovelware
  4. limited original downloadable content
  5. DS is enough for casual gaming
Fire Emblem: Radiant Dawn
Metroid Prime 3: Corruption
No More Heroes
Okami
Super Mario Galaxy
Super Smash Bros. Brawl
XBox 360
  1. robust online service (friends)
  2. robust original downloadable games listing
  3. great HD graphics
  4. very durable controller
  1. robust online service (John Gabriel's GIFT)
  2. red ring of doom
  3. I don't have an HDTV
Assassin's Creed
Blue Dragon
BioShock
Eternal Sonata
Mass Effect
Playstation 3
  1. comes with blu-ray player
  2. greater HD graphics
  3. Fumito Ueda
  1. expensive...
  2. ...or not backwards compatible with my huge PS2 library
  3. I don't have an HDTV
  4. will cheaper blu-ray cause buyer's remorse?
  5. may melt my apartment
  6. flimsy controller
Assassin's Creed
Final Fantasy XIII
LittleBigPlanet
Metal Gear Solid 4
Ratchet & Clank Future
Uncharted: Drake's Fortune
Valkyria Chronicles

Issues to consider:

Where will the RPG market land? Right now the Xbox seems to be leading on the quirky RPG front. Unless the install base widens significantly, it doesn't seem terribly likely that the PS3 will be as successful in that regard as the PS2 was. However, the PS3 is a likely landing place for the main Final Fantasy titles and the Tales series. The low development costs of Wii games may end up turning the 2-D RPG and strategy RPG markets to that console, even though the Gamecube was notoriously weak in the genre. Thus, the Wii may end up catching the narrow-market RPGs I often adore.

Can the HD consoles attract classic adventure games? It can't be a secret that I really like adventure games in the Zelda mold. Assuming that the X360 and PS3 split the RPG market, the clincher for either of these consoles will be success in attracting this generally ignored genre. Games like Beyond Good & Evil suggest that this genre can grow beyond the Zelda clones to include experiences of great emotional depth. Will the HD market go this way, or will the genre languish once again, save for the loving devotion of Nintendo?

Which console will generate the most interesting artistic innovations? I think the knee-jerk response here is the Wii, but it seems to me that developers have so far done much less with motion control than they could have. Instead, the Wii seems to have become a grand repository of casual-gaming shovelware, with a few truly innovative titles here and there. Despite its potential, the Wii has yet to see a game that achieves the true gestalt of emotional communication and interactivity that marks games as an artform. Does No More Heroes fill that void? And Sony Computer Entertainment cannot be ignored in this regard—Ueda's Ico and Shadow of the Colossus were some of the best art made for the last generation of consoles. Also, as the PS3 and Wii have been getting up to speed, Bioware and Irrational have started to take interesting steps on the X360. This is currently an open question, but for me it's a significant one.

And, to track my position by date:
1/30/08 - leaning towards Wii first, HD console (much) later.
2/13/08 - If the PS3 lacks backwards compatibility that is a major minus in my book. Baroque will come out on PS2, so it's no longer in the Wii column. The more I hear about Lost Odyssey the more ambivalent I feel. On the one hand I like the idea that short stories are built into the game, on the other hand I hate games that string cutscenes together using lame gameplay, not to mention that I hate hate hate amnesia as a plot device.
2/15/08 - Okami hops into the Wii category. I was underwhelmed by the gameplay on the PS2, but this is a game that would really benefit from the motion controller.
2/24/08 - Added Insult Swordfighting's controller reviews.
2/25/08 - Valkyria Chronicle looks really interesting. Into the PS3 pro column it goes.

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