Monthly Archive for November, 2008

Congratulations NaNoWriMo Winners

Congratulations to everyone who cleared their schedule this November to participate in National Novel Writing Month. It’s a great way for aspiring writers to challenge their ability and pump out a good work-in-progress at the same time.

I managed to finish my science fiction novel this weekend after doing 10,000 words in two days.

For those unfamiliar with NaNoWriMo, the contest is held every year and charges participants with writing a 50,000 word novel during the month of November. Be sure to sign up for next year if you’re interested in participating.

Now to get back to pumpkin pie and what’s turning out to be the best season for gaming on record.

REVIEW: ‘Far Cry 2′ Falls in the Uncanny Valley

Far Cry 2 features a number of inventions and improvements on first person shooters and attempts to bring more realism to the genre. By doing so, it slides down into the uncanny valley where any artificiality stands out as fantastic.

The game was developed by Ubisoft Montreal, the same studio behind Assassin’s Creed, Rainbow Six: Vegas, and Far Cry: Instincts, but shares nothing with its predecessors. No Jack Carver, mutagens or feral powers.

Gameplay in Far Cry 2 is more like Assassin’s Creed than anything. Chose from nine different mercenaries and make your way through an wide open African nation fired up in civil war, doing story missions for different factions or finding side quests and blood diamonds.

The world feels natural and realistic, especially from the player’s perspective. You never leave the first person view, even during cinematics or when driving a vehicle, and you always have a visual representations of your actions.

The mercenary’s hands pick up uncovered diamonds and knock on doors. Lose to much health and you have to pry bullets out of your leg or snap bones back into place. There’s no on-screen radar, just a map and GPS that function as part of the mercenary’s inventory.

This style of gameplay eschews a detailed HUD in favor of immersive elements. Its very detail oriented but it works and brings a high degree of realism to the African world of Far Cry 2.

But however realistic, Far Cry 2 is a flawed picture of reality and enters a sort of uncanny valley where every deviation from expected realism is a glaring error. When the normally inventive enemy AI stops and stands there looking dumb it breaks the illusion even more than in an average video game.

Even devices that make gameplay more convenient — like universal ammo for all assault rifles, fixing a shot up jeep with a few twists of a socket wrench, or the helpful moving icons on the your map — seem out of place.

The writing for Far Cry 2 isn’t bad, but the voice acting is horrible. Most characters sound like robots and their sentences are clipped together. It sounds unnatural and kills the otherwise realistic mood.

This expectation of perfect realism is a problem for games that strive for immersive verisimilitude, and something that future titles which attempt to put fit gameplay elements into the game world will have to overcome. Still Far Cry 2 is a big step in a good direction for FPS games and a worthwhile experience.

Braid Developer Criticizes Interactive Plots

In his closing address at the 2008 Montreal Games Summit, philosophizing Braid developer Jonathan Blow summarized the obstacles that keep games from telling meaningful, profound stories, reported Gamasutra.

Blow described the dynamic stories of games as “pretend stories, poorly structured, poorly delivered and they will always be an awkward second fiddle to linear medium.”

For the keynote lecture, available in full on Blow’s blog, the independent developer reduced his argument to three conflicts of design and storytelling: story meaning vs dynamic meaning, challenge vs progress, and interactivity vs a pre-baked delivery.

Industry conventions such as interactivity and the necessity for fun and challenging gameplay, said Blow, prevent games from telling a touching story, which is necessarily linear.

Pac-Man is about taking drugs and going on a rampage,” Blow jokes. “But that’s a completely valid interpretation… In games, interpretation extends past the visual art — the dynamic system communicates something to the player, whether that is intentional or not.”

Even serious games must make things fun, distorting the themes with complex gameplay that offers alternate interpretations.

Blow cited BioShock’s Little Sisters as a “supposed moral quandary” undone by game balance, since you end up with the same amount of ADAM power-ups whether you save or slay the girls.

Continue reading ‘Braid Developer Criticizes Interactive Plots’

Stardock CEO Returns to PC Gaming’s Complicated Basics

Stardock CEO Brad Wardell is devoted to reviving the classic era of PC gaming in all its excess. Stardock is currently developing Elemental: War of Magic for a 2010 release, a turn-based fantasy strategy game intended as a spiritual successor to the 1995 game Master of Magic.

Wardell talked about upcoming Stardock projects in a recent interview with Gamasutra and commented on the responsibilities of companies who take on old franchises.

“If you’re making a game that ends with ‘3,’ or Something: The Sequel, it should be similar to the original game,” Wardell told Gamasutra. “Don’t go off and say, ‘I have my own artistic vision.’ Okay, good — so call it something else. Don’t ride the coattails of the people who came before you to launch your own artistic vision.”

In the interview, Wardell also expressed interest in revisiting Toys For Bob’s Star Control II and Simtex’s classic series Master of Orion, last updated in 2003.

The CEO told Gamasutra that Stardock is building up a second full internal development team, and is tossing around various project ideas. “We’d like to do a roleplaying game too,” he said, pointing to BioWare classics like Baldur’s Gate II and Knights of the Old Republic as examples of the route he would like to take.

It would be “the same style of isometric gameplay — not first person — where I have a party that I’m interacting with,” he explained.

“I think there are a lot of people who want that. They want to have a party again. They want to have a Minsc-type character in there. You can’t have that interesting banter if it’s just one guy running around.”

Stardock earned a benevolent reputation among PC faithful after developing the excellent Galactic Civilizations II and publishing Ironclad Games’ Sins of a Solar Empire, both without any form of controversial copy protection or DRM. Their next published game, Gas Powered Games’ Demigod, comes out in early 2009.

It’s good to see a growing publishing house stay true to its roots and out to serve a small but ravenous audience of old school PC gamers.

The elaborate gameplay, structure and length of games like Baldur’s Gate II and Master of Orion got left behind by modern developers intent on mass appeal, and revivals like Gas Powered Games’ Supreme Commander fail to produce significant numbers.

Yet there’s something absolutely immersive about incredibly complicated gameplay, as anyone who tried out Steel Battalion’s unique mech controller will say. The spell system and character dynamics of Baldur’s Gate II brought that world to life, and the complicated micromanagement of Master of Orion gave the game’s universe political and economic verisimilitude.

If Stardock is truly pledged to bring back this wrongly abandoned aspect of PC gaming, then we should all be excited to see what they come up with.

REVIEW: ‘Fable II’ Needs More Than A Hero’s Sandbox

Michael the Farmer has a bag of gold for you. Do you a) slice him in half, b) shoot him in the groin, c) light him on fire, or d) fart and do hand puppets until he gives it to you.

Fable II is made up of choices like this, all of them part of a long process of defining your blank slate hero, and the game is a major improvement over Molyneux’s first fairy tale simulator.

Combat is fun and occasionally strategic, with combat, ranged, and magic attacks. Quests offer diverse, story-driven objectives, from “clear the mine” to “break the girl’s heart.” Minigames, town interactions, and a robust bartering and land-buying economy fill the gaps and make Fable II’s world of Albion feel complete and realistic.

This world is a sandbox for your hero, who starts out an orphan and is raised by gypsies. Through actions and behavior — what you eat, what you wear, how you deal with an angry ghost or a group of slavers — you define what that hero is like and how the world views him.

Your actions swing you between good and evil, pure and corrupt, with many possible variations, and your appearance changes along with it. You also become funny or frightening depending on how you deal with people, and attractive or ugly depending on your clothes, tattoos, scars, and purity.

It’s a complicated system, but so’s life. In the end you’re left with a character who feels entirely unique and who was slowly simmered over 20 hours of gameplay and choices rather than 10 minutes in the character generation microwave.

Continue reading ‘REVIEW: ‘Fable II’ Needs More Than A Hero’s Sandbox’

BioWare Pushes MMO Storytelling With ‘Star Wars: The Old Republic’

It came as no surprise that Electronic Arts, LucasArts, and BioWare put World of Warcraft on notice when they announced Star Wars: The Old Republic late last month.

Every MMO released this year has tried to distinguish itself from Blizzard’s monolith in some aspect, and with The Old Republic, BioWare is focusing on storytelling, their realm of expertise.

Developers from BioWare Austin talked about how they will address this chronically underserved aspect of the genre at a round-table discussion, covered by Joystiq. Most of all, they want to treat the player as seriously as if this were a single-player experience.

“You will never in the game go into a cantina and poke a random person to see if you can solve their problems and they’ll give you money,” said Lead Writer Daniel Erickson. “You will never have some stranger on the street ask you to save their cat. You do large, heroic things.

“I always tell my writers,” Erickson continued, “to imagine if the very first response you could ever choose to any quest they might pitch is, ‘Excuse me, I’m saving the world. Is this important?’”

According to BioWare, The Old Republic contains more dialog and content than all its past titles combined.

“If you roll a Jedi character and you play them from the first level to the last level, and then you roll a Sith and you play them from the first level to the last level, you will not see one repeated quest, line of dialogue, or piece of content,” said Erickson. “It is a 100% different story experience.”

Continue reading ‘BioWare Pushes MMO Storytelling With ‘Star Wars: The Old Republic’’

Can the ‘Mirror’s Edge’ Experiment Go Mainstream?

Mirror’s Edge is proof that publisher Electronic Arts can still innovate, but will the unique take on FPS gameplay pay off?

“Executing an unbroken flow from A to B is what Mirror’s Edge is all about,” says Edge Magazine in a staff preview of the new game. “Stringing together a few moves increases your speed, and there’s a purity and zing to bouncing between surfaces and popping over a low handrail in one smooth motion.”

The gameplay, especially the focus on weapon-less combat, that has drawn so much critical praise could turn away casual FPS gamers used to running and gunning tactics that won’t work in Mirror’s Edge. Instead the game asks players to sprint past enemies and over obstacles and to leap without looking.

This style immerses you in the world and the adrenaline-rush of its main character, but it runs contrary to a generation of FPS instinct. “Overcoming inclinations toward caution and inertia in first-person should perhaps have been one of the tutorial’s priorities,” the Edge article comments.

It’s a self-perpetuating cycle — gameplay conventions become instincts among gamers and hard to break. A steep learning curve accompanies any deviation from the old ways, and experimental games often seem unpolished by comparison to the tried-and-true.

This makes Mirror’s Edge confusing initially. “Your first steps are bewildering, but they soon become bewitching and even oddly familiar,” says the Edge preview. “It isn’t an FPS, not as we think of them. It’s a Full-on Platformer, Stupid.”

Mirror’s Edge comes out next Tuesday on Windows, Playstation 3, and Xbox 360.

Make Your Own ‘Humble Origins’

Joseph Campbell’s Hero’s Journey can frame an epic tale or be a fallback for bad storytelling, says game writer Corvus on his blog.

“While good writers can use the monomyth structure to great effect and weave a compelling tale that is both familiar and new,” writes Corvus, “lazy writers stick so closely to the formula that they actually highlight the formula within the text itself.”

Corvus looks at how the “monomyth” was implemented in the first two Fallout games, Fable and its recent sequel, and Dungeon Siege, “the most obvious and transparent monomyth setup of them all.”

In the opening cinematic, the narrator states that a humble farmer is all that stands between the kingdom and encroaching chaos. Then you pick up your hoe and start smacking goblins — an activity that continues until Burt Reynolds becomes king.

I’ve written about the Hero’s Journey before, and about the “humble origins” of player-created heroes in games. Nearly always these characters start as orphans or amnesiacs, with no interesting past but what the player decides to give them.

The original Fallout, as Corvus points out, left it up to the player to decide why the protagonist was selected to leave the vault and why he chose to save the world. The Vault Dweller could be the strongest and most noble, or a cunning snake who broke free to enrich himself.

Fable, on the other hand, called the protagonist Hero, and made him weepingly seek vengeance for his family’s murder. The game’s climax is his fate, not something chosen as it is with the Vault Dweller.

Developers need to create new ways to set the player on the Hero’s Journey without feeling dominated by it. Mass Effect allowed the player to chose Commander Shepard’s birthplace and military background, which I think is a good start.