Games as Art II

A vast majority of game reviews are done methodically. Games have been broken down into a handful of components and each of these is generally given a numeral rating. The bare set of qualities examined is typically gameplay, graphics, sound, and control but more elaborate reviews may include music and sound effects separately as well as longevity, difficulty, and tilt or slant. Some reviews even attempt to quantify fun.

Keeps nerds clean.

Other art is generally not torn apart in such a mechanical way. Aspects of a painting, novel or film that are particularly good or bad are usually mentioned but very few movie critics give individual ratings to screen play, dialog, acting, camera work, sets, lighting, editing, costume, stunt choreography, etc. So why do we review games the way we do? →  Katamari Damaread

The Power of Music

Music is the one power that the majority of developers never seem to grasp and implement correctly. Music in a game can enhance every aspect, be it story, setting, mood, or even gameplay, but for some reason, it always takes a back seat to everything else in a game, especially the graphics.

Kondo: the Japanese French Stewart?

Let me give you an example of how music, implemented to its fullest, can be beneficial to a game’s overall feeling. Shadow of the Colossus. How epic and strong did you feel when that music kicked in, when you finally started climbing the back of one of those monstrous Colossi? You felt something, didn’t you? It wasn’t visual feedback that created that feeling, or the fact that you overcame a puzzle. It was the pounding musical score that drove adrenaline through you. →  Screw Jesus, this article’s the real deal

The Videolamer game

Last night I took a 20 minute break from my busy work day and designed a Videolamer video game. It’s going to star the lamer guy (look at the top of the page, that stunning svelte green man is the lamer guy) in a Zelda-esque adventure.

The plot is something along the lines of the lamer guy jumps out of a monitor, leaves your bedroom (YES, YOUR BEDROOM!) and ends up in a randomly thrown together fantasy world full with Porn Hell (you’ll have to wait and see). I really can’t reveal too much because I don’t know how many rival designers are reading (according to my stat counter, four people have been here in the last week, but I assume the hundreds of designers who visit don’t use cookies).

And when I say I designed a game, I mean I drew a map. →  Densha de Read! Shinkansen

Making enemies move and shoot: An A.I. Primer part 1

Okay, so after I read the conversation on A.I. between Jay and Christian, I started coming up with comments. Then I re-organized them, and kept coming up with more. Well before I felt I had addressed things enough to post a comment, I had the makings of a brief paper on A.I. as it applies to video games. That was when I spoke with Jay about just writing it up as an article instead of posting a several-page comment, and he said to give it a shot.

Unfortunately I tend to go a little nuts when A.I. is concerned, and so it’s now turned into what’s possibly a multiple installment piece. In this first bit, what I want to cover are the uses to which we put A.I. for video games. →  READ3R

A.I. woes

I’m currently reading a book on game design. The chapter on AI speaks only of the good that will come with advancing computer intelligence, yet not a word of caution or hesitation is included. I quickly outlined a number of worries I have over advanced AI and decided to bring them to our resident computer science major, Christian. Keep in mind I’m not “against” better AI, I just think it may lead to issues designers will have to deal with. I also find game design discussion to be infinitely enjoyable.

What follows are the initial worries I had and then Christian’s cool headed reponses.

This guy probably wishes he were smart enough to stop, drop and roll.

Jay: In an old interview, Warren Spector spoke of making the AI for Deus Ex 2. →  Castle Readigami 2

A multiplayer world

Raph may want to think about updating his pic on his website.

The other day I was listening to the Penny Arcade podcast, specifically The Zone of Breakfast. First off, a quick shameless fanboy plug: although our glorious cult leader (may he always provide for us Kool-Aid), Jay, dislikes these guys, I’ve always been a huge PA fan. In particular, I enjoy their new podcasts because I get to listen to a lot of video game news I ordinarily would not. Rather than do research and reading, I can just listen to the voices from the computer, which is more comfortable to me, because I am illiterate and hear voices in my head. Anyhow, they were discussing a comment that Raph Koster, a designer for both Ultima Online and Star Wars Galaxies made at a E3 several years ago. →  Read Danger!

Bad Design 3

It’s been a while since the last entry in this series. Last time, and the time before that, I promised Gladius, Second Sight and Kingdom Hearts, so here they are in all their poorly designed glory.

Blah blah blah blah blah.

Gladius: Irrelevant Plot — We always hurt the ones we love, but I cannot ignore that the setup of this game made any plot unnecessary. I have a friend who believes plot in all strategy RPGs is unnecessary. I disagree, but not in Gladius’ case. There are two major problems with the game’s plot, neither of which is that it’s poorly written. Nearly all of the dialog is based in the history of the regions and of the arenas. Back story in a game can be very enriching, but not when there is hardly any active story. →  Read Danger!

Aborted game autopsy 2: Suspicions confirmed

Besides learning some valuable lessons while working on my game, some things I already thought to be true were reaffirmed.

Suspicions Confirmed:

Kierga
The cliched plain female archer nearing a mid life crisis.

Games take zillions of man hours to make. Any game of substantial size cannot be completed by six people. Any game using more than a few 3D models requires more than one guy who knows how to do 3D modeling from classes he took. Any game with a few hundred characters needs more than one talented conceptual artist. And any game that has a 150 page plot and also wants to have dialog should have more than two writers.

Since I already mostly understood why development teams are so big and games cost so much, we’ll say that now these facts are burned into my brain. →  How many games must a gamer play before you call him a gamer?

Aborted game autopsy 1: Lessons learned

One day during my junior year of college I decided to design an RPG. I was surrounded by friends when I announced this and they all responded with enthusiasm. It’s now about four years later and I have little to show for my effort. Luckily, working on my game led me to some truths about game design, most of which are obvious or irrelevant. So, here they are.

Lessons Learned:

Seizure Soft
The most important part of designing a game is making a cool company logo.

There is a positive correlation between dedication and salary. Finding a team of people who are willing to put in the long hours to make a game is a significantly harder undertaking if you cannot afford to pay them. As Pat explained to me, sticks work best when there are carrots hanging from them. →  You lost me.

Untapped Talent

First a confession. Last night I watched Project Runway. Girlfriends often force you into doing things you wouldn’t normally do (like shower) and this was no exception. I don’t like fashion and it doesn’t like me so we stay 50 yards apart at all times. I could go on and on about the lush tapestries and… nevermind, I’ve already run out of words to describe fashion, but I do have a point in all of this. A designer was dismissed because he didn’t do a great job sewing the garment he designed.

Who cares if he can’t sew, if his designs are good then he will have a team or sewers, or better yet, a sweat shop. To penalize and dismiss him from the field for something as trivial as sewing ability is to only deprive the fashion world of his talent. →  Zone of the Readers: The 2nd Reader