The design and business of gaming from the perspective of an experienced developer

Category: Game Design (Page 21 of 22)

Fantasy Football

Fantasy Football is a brilliant design, especially to those trying to run the business of the NFL. It’s remarkable, really, how well it keeps football fans engaged in the game even when, say, the football team that they actually root for has no hope to get into the playoffs because Vinny Testaverde gives it up more often than the high school slut. Continue reading

Double-Coding

Double-coding is the practice of creating a work of art that speaks to two different audiences in different ways. It’s most often used to describe Children’s shows that also entertain adults. For example, Animaniacs and the classic Bugs Bunny cartoons are double-coded well – they have many references that a child won’t get but will amuse an adult. ‘Blues Clues’ is not double-coded – and as such, an adult watching it will be put to sleep.

Of course, this is all an excuse to show you all this very double-coded, hilarious clip from a 70’s children’s show. Warning: requres flash, sound, and playing at work will elicit some very odd looks from co-workers and possibly a talk with your HR department.

Breadth vs Depth in MMOs

Jeff ‘Dundee’ Freeman and Brian ‘Psychochild’ Green are having a discussion about breadth vs depth in game design. Brian gets the ball rolling.

Broad content is content that is spread out and is measured in raw numbers. For example, large continents are broad content, because you have to spend time traveling around in the area to see it all. More races, more areas, more items, more monsters, anything that can be measured by counting.

Deep content is content that is concentrated and tends to be a bit more abstract. Puzzles, secrets, emergent behavior, anything that can’t just be measured by numbers.

Continue reading

Bad Market Positioning Makes Me Smolder with Generic Rage

I try not to talk too much about games that I haven’t played yet (which is why I haven’t, for example, talked about Everquest 2 much – haven’t had time to try it). But I’ll make an exception for Prince of Persia: Warrior Within, solely because I loved the prequel so much. Once I get my copy in the mail, I’ll offer my own thoughts.

What do you do if you have a wildly fun game that constantly gets good reviews, but doesn’t fly off the shelves? Marketing’s answer: go darker. And sexier. I loved the first one, but huge parts of the reason I loved it – the storybook feel and the cocky yet idealistic prince – looked to be swept under the rug. Penny Arcade pretty much confirms my fears, as if the Godsmack soundtrack in the TV commercials did not.

Continue reading

The Rising Cost of Content

More about those EA screenshots that I pointed out earlier – how much harder is it going to become to create content on the next generation of boxes? Can our industry survive going to the next level?

I remember at a game conference 4 years ago listening to someone from 3D Realms (it may have been Scott Miller) mention that it took a day to make a Wolf 3D level, a week to make a Duke Nukem 3D or Doom level, and at the time it took a month to make a Next Gen title like Duke Nukem Forever (which may explain why its not still out). This may also explain why many games went from being 40 hours long 5 years ago to being about 10 hours long nowadays. Continue reading

The Uncanny Valley

Intelligent Artifice points out that there’s an interesting discussion going on in the comics/CGI blogosphere. The question is – why has the Incredibles earned nearly 200 million dollars, whereas Polar Express has barely earned 2.5 million of its 265 million cost back on its opening day? Many blame the MoCap of Tom Hanks, which were able to capture all of his movements except for his eyes and lips, creating a uniquely eerie experience. Or, as ‘The Beat’ puts it:

[One] is a marvelous romp, the other, frankly, scares the shit out of us…the beds of American children are going to be soaked with anxiety pee after watching a creepy digital Tom Hanks shout “All aboard!!!”

The animation industry has a term for the point in which graphic animation looks so good, it’s creepy. They call it The Uncanny Valley, a theory first propogated by Japanese roboticist Doctor Masahiro Mori. Continue reading

The Overly Polite Content War Continues

The Corpnews thread that started the sadness.
Dundee’s random thoughts on the matter.
My drunken response.
Dundee’s violent agreement.
Anyuzer’s two cents.
Lum freaks out to designers asking for more god damn features.
Pictures of kittens.

The most strenuous objection in here was when Anyuzer challenges my 10 Commandments (motto: buy nine, get one free) – specifically the last one, which was: The best systems turn people into the content. My argument:

Look, at the core level, people play MMOs because other people are there. If they liked systems OR content more than other people, they’d all be playing KOTOR or Baldur’s Gate. Even the players that prefer to play MMOs alone are making a decision to play there instead of playing Morrowind. Why? Because the mere existence of other people walking by adds enough spice and interest to make up for lag and bugs that too often afflict our titles.

A snipped of Anyuzer’s spirited response (the whole thing’s too long to post):

[…I] DISAGREE VEHEMENTLY WITH. Seriously, this in my opinion is totally unproven, and it sort of bugs me as we’ve heard it for years. This is constantly why PvP was touted to be the best way of making MMOGs work. Because killing another player was always a different experience.

The problem with people being the content, and I’ll be completely honest here, is that people suck. No. Really. People are often the worst (and admittedly best) part of these games. When people become the worst part though, is when you’re forced to depend on them for ‘fun’. And naturally, there has been no perfect answer to this in any MMOG.

There are several exceptions I’d take to Anyuzer’s counterargument.

First off, when I say ‘players should be the content’, I don’t necessarily mean PvP. In fact, two of the examples I gave were non-PvP examples (City of Heroes ‘design-your-own-hotpants’ system and SWG’s ‘relax and watch the wookie do the funky chicken’). Systems that involve other players can be one of four or so varieties: I’d count competitive (pvp), cooperative (grouping in EverQuest), commercial (trading) and creative (seeing how suggestive a statue you can build just by stacking spoons). You could argue that simply socializing and/or bragging also belong in there, but I’m not going to include them since they don’t start with ‘c’.

Second off, I don’t think that PvP is inherently doomed. Let’s not forget, the number 1 and 2 MMOs in the world are both PvP-centric (although perhaps living next to Kim Il-jung would put anyone on edge). While the conventional wisdom is that PvP will never succeed in the states, the conventional wisdom also had us believing we’d all be driving flying cars by now. Someone is going to shatter that myth in a big way. They’ll probably do so by making the first American MMO where PvP feels, fundamentally, fair.

Third off, just because people suck doesn’t mean that they aren’t entertaining. Just ask Jerry Springer.

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