Rainbow Six’s Upton Talks Landscaping Game Worlds

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by [name redacted]

The final session of the final day of last week’s GDC 2007 was a cross-disciplinary take on level design. Brian Upton, a senior designer for SCEA and the lead designer for Rainbow Six and Ghost Recon, called on theme park design, landscaping, and city planning as parallels for level design, explaining that they all work under the same principles.

The main concern with all of these disciplines is human psychology – an understanding of how people orient themselves within, organize, and think about the space around them. Since theme park designers, landscapists, and city planners have been doing their job a heck of a lot longer than game designers, Upton suggested looking to these older fields not only for technique but for terminology with which we might describe and define level design.

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Aonuma’s Reflections On Zelda

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by [name redacted]

Check out the comments section on the original article. Seriously.

On Thursday Aonuma candidly, and with self-effacing humor, spoke of his period of aimlessness and mistakes that began with the release of The Legend Of Zelda: Wind Waker, the way in which they reflected the Japanese industry as a whole, and how they led to Nintendo’s shift of focus over the last few years.

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Randy Smith Doesn’t Save the Day

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by [name redacted]

Though on the one hand it is comforting to be able to save and load at will, continually loading – thereby undoing events, and making consequences irrelevant – tends to diminish a player’s belief in the game world, making it all the harder for the game to affect the player in a meaningful capacity.

The situation is kind of damned if you do, damned if you don’t, in that allowing free saving tends to lead to abuse yet disallowing it leads to player complaints.

EALA game designer Randy Smith gave a brief speech on the psychological factors that tend to result in save abuse, and how potentially to avoid or undermine those triggers, such that players are tempted to save and load far less often, thereby allowed to take their in-game experiences at face value.

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Ubisoft’s Hocking Talks The Power Of Self-Exploration

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by [name redacted]

Video games are all about exploration – about living in someone else’s world for a while, learning the rules, learning the territory, and maybe taking something home with you. Ubisoft’s Clint Hocking has his ideas about what that means for the medium and anyone who might set out to explore it.

Although the virtual space of a game world is perhaps most obvious, the most fundamental aspect of a game is its underlying systems – the physical laws and properties that govern that space. Exploring those systems is in a sense the scientific method in fast forward, a series of experiments in cause and effect that forms the substance of game play.

The more immediate and tangible the results to the player’s experiments, the more readily the player feels progress, so the more rewarding the system feels. “It’s supposed to be beautiful,” Hocking said. “If you get this part wrong, the rest doesn’t even matter.”

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Sound and Perspective in Experimental Games

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by [name redacted]

Whereas last year’s Experimental Gameplay Sessions were crammed into a standing-room-only meeting room, resulting in a nightmare for the fire marshal yet a powerful experience for the audience, this year’s sessions were moved to a huge, dark presentation hall.

Although the audience turnout was larger than ever, and host Jon Blow had more participants to introduce, the meeting somehow felt less intimate and more low-key than last year’s.

As before, the event sprawled over two and a half hours with a short break in the middle. Where last year’s sessions had a general theme of interpreting complex emotions and ideas through familiar game models – evidenced in games like flOw, Cloud, Braid, and Everyday Shooter – this year’s entries tended toward novel uses of sound and perspective. Perhaps half of the event was devoted to various game festivals, while several of the remaining presentations were of high-profile commercial games.

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Fable is Love; Love is Puppies

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by [name redacted]

This article had a strict deadline; I rushed to finish it so it could go live before the whole Internet had reported on the demonstration. And then… I guess it slipped through the cracks. Oh well! Here it is.

As another note, I think this was the meeting where Molyneux creepily offered his audience cookies. I was the only one to perk up. Hey, cookies.

Peter Molyneux was in loopy spirits, discussing his new game. Who knows how many times he had been over the same territory that day, though he seemed to enjoy spinning his tale, finding the right notes to highlight, the right places to pause for dramatic tension.

“Sequels are tricky things,” Molyneux started off. “Not my specialty. The sensible approach is to give you more things you like, better.” More weapons, new monsters, twenty times the land, guns! When Molyneux was asked to provide a sequel, he set off doing demographical research to see just what people wanted of him anyway. Then he opened “the doors of hell” – the online communities – only to quickly, in his words, slam them shut again. There were so many demands, so shrilly phrased – “so many people mortally offended by the design choices in Fable 1” – that the best Molyneux could do was sift out the most common complaints.

Mobile Session Itself Goes Massively Multiplayer

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by [name redacted]

Going by the online schedule, Gamevil, Inc. general manager Kyu C. Lee was to spend an hour chatting about mobile MMO games and communities, by way of his mobile MMO game, Path of a Warrior – in North Hall room 124, at 2:00.

In practice, the session was held in a completely different building and Mr. Lee was absent. With the blessing of the sound and technical staff, however, the small turnout soon took command, converting the session into an informal comparison of notes.

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Ubisoft’s Adam Thiery Talks Camera Theory

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by [name redacted]

Adam Thiery, a designer for Ubisoft Montreal, gave a short talk today on interactive cinematography. His basic point was that game cinematography is player-driven. Simple it may sound; real application is always trickier. One of the big sticking points is that camerawork, being player-driven, is limited by current understanding of game design and player psychology.

A modern camera knows when to change state, explained Thiery. In Ghost Recon Advanced Warfighter, when the player is pressed against a wall, the standard tracking camera shifts from a behind-the-character perspective to show the player character left-of-center, and focus the player’s attention to the right, around the given barrier.

Thiery said that a good game camera is a matter of functionality, rather than cinematography – yet given that, it pays to consider the visual composition within each camera state. The reason is that any action a player takes is generally guided by what he has been shown to do.

The original Half-Life takes places in a disorienting sci-fi setting; to drive the player forward, it uses huge stripes painted on the walls, like a trail of breadcrumbs or an arrow. Though this is an artificial and somewhat clumsy application, that same principle applies to any 2D screen composition.

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Evan Skolnick Asks Game Writers To ‘Make It Snappier’

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by [name redacted]

Writing is one of the less discussed bits of game development; Vicarious Visions producer Evan Skolnick has been doing his best to redress the balance. Whereas last year’s session dealt with dialogue, this year Skolnick chose to discuss general structure.

Skolnick’s background is in comic books, and indeed much of his game industry work has been on comic book movie licenses; his methods are generally simple, direct, and accessible to an entry-level audience.

Up front Skolnick cautioned that the session was not for professional writers, but neither was it a debate on the essence of video game narrative, or a tutorial on “how to make players cry”. Rather, it was a by-the-book overview was for game industry veterans – programmers, producers – with little experience in the mechanics of storytelling.

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Audience Cheers And Jeers Mobile Innovation Hunt

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by [name redacted]

Co-host Matthew Bellows apologized up-front for only selecting fifteen finalists, citing time concerns. After repeatedly assuring that everyone had enough beer to drink, Bellows explained the setup: in turn, each developer would explain to the audience what made his or her game so innovative; if he or she went on too long, the audience would razz him or her by flapping its noisemakers. The audience showed immediate enthusiasm for this plan.

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Nokia’s Sauter Talks Next Generation N-Gage

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by [name redacted]

Two years ago, at E3, Nokia announced a strategic withdrawal from the handheld arena; in place of a discrete handheld platform, future N*Gage hardware would be incorporated into Nokia’s full line of mobile devices. Today, Nokia director of publishing Gregg Sauter elaborated on the plans.

Sauter expressed concern that the mobile game industry, in its current form, is “immature”. As the largest manufacturer of mobile devices, in particular “convergent” ones, Nokia feels in a position to revolutionize the industry in this regard. “We really need to evolve this industry,” said Sauter, explaining that Nokia is in the middle of an essential transition from “a company that makes hardware to one that provides experiences.”

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Experimental Gameplay 2006 – Part 2

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by [name redacted]

Jonathan Blow showed what appeared to be a humble-looking 2D platformer, that at a glance could well have been designed in Mark Overman’s Game Maker, and mumbled a few things about time manipulation. He referenced Prince of Persia: Sands of Time and Blinx: The Timesweeper, calling them relatively traditional in application. The player can only go back so far, and only under certain circumstances, making the time element sort of a gimmick. Blow wondered what would happen if the player were able to “undo” however many mistakes he pleased. What would that mean for design? Could it even work? If so, how?

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Experimental Gameplay 2006 – Part 1

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by [name redacted]

As in past years, Wednesday’s Experimental Gameplay session attracted a throng. Beyond standing-room only, the lecture hall was crowded enough to concern and irritate the local fire marshal. Ultimately, the session went on around fifteen minutes longer than expected – and even then, the presenters had more material than they were able to show.

Comprised as it was of enthusiastic young developers, eager to show off their new toys that (in several cases) nobody else is allowed to play with, the energy level was high, keeping the audience clapping and cheering when appropriate, and vocalizing when not.

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Spore: Pre-Production Through Prototyping

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by [name redacted]

Maxis Senior Development Director Eric Todd shifted foot to foot as Namco’s Keita Takahashi slowly gathered up his notes and folders, grin plastered to his face, slowed by the occasional autograph hunter. It seemed like every time Takahashi thought he was ready, he realized he had failed to retrieve something else. Eventually he cleared off the podium and exited stage left. Just as Eric Todd stepped forward, to belatedly start his lecture, Takahashi swooped by again to collect one last article before dashing to the hall doors, seeming suddenly preoccupied. Todd blinked at the audience and introduced himself.

“Prototyping”, Todd declared, “is the heart of a virtuous pre-production cycle”. He explained the premise of the lecture – that he would be discussing the value of experimental models before dedicating one’s self to any one approach to a software problem. He then explained that the following would be an “advanced” talk, that would assume you already knew what he was talking about – so he wouldn’t hold back in his explanations or references. Todd rattled off a list of books that the audience might do well reading, to better understand what he was about to say – none of which, it turned out, were altogether necessary.

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The Localization of Counter-Strike in Japan

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by [name redacted]

Taninami, a thirteen-year veteran of Namco’s arcade division, was assigned five years ago to find a solution to the Japanese “network game problem”. Whereas the US has enjoyed about thirty-five years of network connectivity, online games have never really caught on in Japan; for some time, received wisdom placed the blame on a nonexistent or comparably obscure architecture. And yet, now that broadband is prevalent, the market still barely exists.

So why is that, Taninami asked. Flipping the question around, he then asked what makes network games fun. He concluded that pleasure comes in part from the game itself – provided it’s a good game – and in part from the company the player keeps. He called this situation a “relationship of multiplication”: if the opponent fails to play fairly, then the game fails to be enjoyable. As far as Taninami was concerned, that social angle was the biggest problem.

As Taninami had a limited budget, he figured there was no point in wasting resources on development, when there are already so many well-made games available; instead, he poured all of his attention into the network aspect, conducting reams on ridiculous reams of research on how to ensure a fun level of competition. For the game, he selected Counter-Strike, due to its popularity elsewhere in the world. He asked Valve for a license to promote the game in Japan; they said okay and everything was in order. Almost.

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