E3 to the Grave: Forgetting Good Old Games

E3 has started. Some gamers are excited. Some gamers are jaded with it all. Either way, the lifecycle of many games will start this week. Almost. Well most of them were revealed, hinted at or leaked already. So this is games at their birth. First comes hype, then months of reveals, then reviews then bam! Japan gets the game. Then America. Then Australia. Then most of Europe. Then the UK. This is the beginning of a lifecycle for a game. But what happens at the end? When the game has been played by millions? Bizarrely it appears they dissapear from sight, only resurfacing on the second hand market. Don’t believe me? Check the official sites for Nintendo, Capcom, Microsoft games, Sony, Ubisoft. →  Lords of the Read 2

If we all work together, we might just get out of this thing alive

Things have changed. Co-Op is now a big deal in the world of games, and, as ever, there is an exact moment at which a well-informed observer such as myself can point and say “this, this is where the trend started.” Imagine there’s a timeline projected on the wall, and I’m probably wearing a suit, and with a laser pointer I confidently direct your attention to Halo: Combat Evolved, way back in 2001.

That’s right, before Halo there was literally no such thing as Co-Operative campaign mode.

Okay, fine, so that’s not strictly true. Or true in any sense. But Halo arguably marks the start of Co-Op gaming moving into the mainstream so that today, as we stand here in 2009, you literally can’t walk over a pile of games without tripping over one that has a Co-Operative mode. →  It’s not you, it’s me.

Best Game Ever – Shadowrun

One of the hardest challenges of making an RPG is finding a way to integrate plot, setting and gameplay into something that is greater than the sum of its parts. Some games, like the Final Fantasy franchise, are surprisingly good at all three. Others unapologetically settle for one or two–Fire Emblem being an example of one that eschews plot and world for superior gameplay. But wrapping all three together, and doing so in an innovative way is a rare treat.

Finding a game like this in 1994 is even more amazing, but Shadowrun for the Genesis managed to pull it off when Square was trying to figure out how they could make the most complicated Final Fantasy plot ever–a feat that would take them nearly another decade to achieve, in 2001, with Final Fantasy X. →  All I want for Christmas is my PSP.

Enduring the Grind – Crunching as Company Policy

Mike Capps, president of Epic Games, has come under fire recently for remarks about quality of life issues in the videogame industry made during the “Studio Heads on the Hotseat” panel at the IGDA Leadership Forum ’08 (video here).

The remarks which brought about the controversy were made at about 21 minutes into the panel. Taken in the context of everything he says, his remarks aren’t as inflammatory as they’ve been made out to be, but I still have experiences which would contradict some aspects of what he maintains is a good way to make video games. I’ll get back to him after a little background on crunching to make a video game.

For anyone who hasn’t studied the game development industry, the dreaded “crunch” refers to the period during which game developers work well beyond eight hours a day and sometimes through weekends in order to meet an important deadline, typically the shipping date of the finished game. →  Up to 6 billion readers.