I’m bored at work without anything to do, so what’s a blog for right?
ART KARMA
A friend of mine is high on what he calls “art karma”. In the span of a month, he went from having no art supplies (he was planning on saving up for a $2000 Wacom Cintiq) to magically landing a free airbrush & air compressor from his neighbor, a large set of high-end markers from some estate thing, and a brand new airbrush by going to the local chicago company that produced his old airbrush. They sold him a $250 airbrush at-cost (~$30). Also, his airbrush allows him to plug in his markers for use as a paint source.
GARAGE KITS
This man is going resin kit crazy with his new airbrush. He’s doing a Kushana (Nausicaa) for himself, a Kiyone (Tenchi Muyo Mihoshi Special OAV), and a Nakoruru (Samurai Shodown) for me. While he brush-painted kits, gundams, capsule & PVC toys in the past, this time I’m forcing him to document the whole process for the sake of this blog. His paint style is somewhat unusual in that he likes to emphasize gritty, worn textures– he learned several paintbrush techniques in order to achieve those surfaces. It’ll be interesting to see what he does with Kushana in particular.
HOIHOI-SAN
is a single-volume comic series, a PS2 game and a very short anime OAV. In the near future, insects are immune to pesticides, resulting in the need for household bug-killing robots. A popular robot model series called “Hoihoi-san” is taking Japan by storm. It’s a cute, doll-like combat robot with swappable costumes, weapons and accessories.
The comic chronicles the Hoihoi-san phenomenon through the eyes of a hopeless fan, a retailer, the fandom itself during a fan convention as well as the inner turmoil of the company that designs and produces the household appliance.
WHY AM I WRITING about such an inane-sounding series? It’s a distinctly Japanese comic that lightly parodies their culture of rabid consumerism. The comic often highlights how the fanboy protagonist blows his wages on the latest Hoihoi-san doo-dad, as well as pays for costly repairs and replacements as he damages and otherwise bricks the firmware of his toy.
The comic also parodies consumerism from an industry perspective as Hoihoi-san execs pitch concepts for accessories as well as deal with their competitor’s “Combat-san”– in one scene, the fanboy buys a Combat-san dreaming of a bug-killing tag team, only to later discover that his Hoihoi-san disposed of it overnight.
The comic also follows the characters as they attend a Hoihoi-san convention, where they buy and sell unofficial home-made accessories and costumes. Anyway it’s a cute comic series… the anime is basically a fan suppliment for it, which animates a few of the scenes in the comic. The PS2 game has you playing from the perspective of the Hoihoi fanboy, blowing your wages on the latest weapons and frivilous costumes (too bad she can’t fight in that kimono I saved up for).
The whole mini-franchise is a simultaneous parody and celebration of Japanese consumerist culture. The original comic has been published in the US, and there’s a new spinoff being published in Japan. I might get it commissioned for an unofficial translation at some point… dunno yet.
3D PRINTING & HOIHOI-SAN
This is all tentative, since I only end up doing a fraction of the stuff I plan to do. Shapeways is a highly accessible 3D printing service, where you send them a 3D model (i.e. polygons), specify a size and the materials to use, and they send you back your printed, prototype product. While Shapeways is new, 3D printing services have been around for a while for use in prototyping. I often wonder if any garage kit (resin kit etc.) hobbyist creators in Japan make use of that technology.
Something I want to do eventually is model up a pair of Hoihoi-san kits– one static statue, and another movable figure along the lines of Figma, Revoltech etc. toys with all the accessories and whatnot. If I get ambitious, I can mold & distribute a whole bunch of them (maybe even fly to a Japanese convention to do so?)… anyway I’m not going to get started on that for a while though, since I have a backlog of other projects to finish.
The failed promise of next-gen games,
or: An exceptionally critical trip down memory lane! Look at
how long this damn article is. I split it up into three
parts–
1.
a history of simulation in
games 2.
concept games that
illustrate the potential of dynamic worlds and storytelling 3.
the difficulty of creating
dynamic games
Simulation in Games
In
the period of time between 1992 and 2004, we’ve seen exponential gains
in graphics technology, as some games transitioned out of the
realm of iconic abstraction and into the realm of realism for the first
time. However the escalation of graphics technology proved to
be a stagnating force upon the innovation of games, particularly during
the late 90s to the present day. As budgets expanded first
into the hundreds of thousands and now into the tens of millions,
innovation was compromised as “triple-A” titles were obliged to capture
massive sales in an underdeveloped, poorly understood market.
Similarly, as
development teams expanded into the hundreds, the young industry
suffered the growing pains of mismanagement, causing many
over-ambitious projects to fall short of their goals and overshoot
their budgets and schedules.
This created a conflicted atmosphere
of simultaneous hype and pessimism in the game fandom. As the
graphical
sophistication of games continued to increase, it was hard not to
notice
the (sometimes humorous) disconnect between the photorealistic graphics
and
the circa-1993 gameplay mechanics & AI of modern games.
Gamers, again and again, latched
on to the “next big thing” that promised dynamic gameplay mechanics and
living worlds populated by sophisticated AIs… However the vast
majority of these games fell short of their goals due to simple
mismanagement or an obligation to “dumb down” their product for a
supposedly dumbed-down mass market. All of the conceptually
exciting game projects of late have shared one feature in common,
something that has the potential to catapult gameplay out of the realm
of predictable & “pre-scripted”, and into the world of dynamic
& “alive”– simulation.
1992’s
Ultima Underworld,
released just before Wolfenstein
3D, was ahead of its time. The studio would
later create the innovative Thief
and System Shock
series as well as inspire games like Deus Ex, Splinter Cell, Bioshock
and The Elder Scrolls
A good number of games I’m going to talk
about
are single-player first person games, because they try to approximate
human experience in a more direct manner by allowing you to look
through the eyes of your game character. These games, more
than
others, attempt to reach for realism instead of abstraction, thus
making them better examples to illustrate the promise & peril
of
the tech-driven “western” game industry. I will talk about
RTS,
RPG and “sim” games too though.
It can be argued that two lineages were
created in 1992 by two games: Ultima
Underworld and Wolfenstein
3D. Ultima
Underworld, created by what would later become Looking
Glass Studios,
was an attempt to create a realistic 3D dungeon crawler.
While
not fundamentally dissimilar to the dungeons crawlers that came before
it, Underworld
consolidated
the primitive abstraction of the genre into a convincing 3D environment
that can be navigated and manipulated at will with a drag-and-drop
interface. The player could pick up objects, talk to NPCs,
fight
monsters and manipulate the world with his simulated mouse-driven hand.
Wolfenstein 3D
was originally conceptualized as a sophisticated stealth action game,
granting players the ability to knock out guards and
steal uniforms. During the prototyping stage, they
found the
game to be
too convoluted for its own good. They proceeded to whittle
down
what they had into a simplistic
fast-paced shooting game. ”Wolf3D” allowed the player to run
around
a (2D in nature) labyrinth and hyperactively gun down nazis while
collecting ammo, keys and powerups. The immensely popular
game
launched a genre of “first person shooters” (FPS) and set many of the
conventions of the genre. Its wildly popular
successor, Doom,
added gritty Alien-esque
techno-horror environments and grotesque monsters to the list.
The genre of fast-paced FPS games
created by Wolf3D and Doom
saw only negligible gameplay advancements throughout the next decade,
despite the rapid advance of graphics technology and the
scale of levels. 1996’s Duke Nukem 3D
(“Duke3D”) popularized semi-interactive, semi-destructible environments
along with
featuring an array of offbeat weapons (e.g. the shrink ray, which can
be used
against yourself if reflected off a mirror). 1998’s Half-Life
popularized the extensive
use of “scripted” (pre-programmed) events in game levels, recreating
the
feel of a Hollywood film… or a Disneyland ride. This
emphasis
would later be exploited in the infinity of WWII-themed FPS games
created in the early to mid 2000s. However, most of the
advances in the FPS genre would be cosmetic. 1996’s Quake
brought realistic, pre-calculated lighting (“shadow mapping”) to the
table–
however, the advanced technology had no bearing on the core run
& gun gameplay.
Some attempts were made to advance the
FPS genre. 1996’s Strife
integrated NPC interaction along with occasional story choices and
sidequests in a non-linear, law-enforced city setting. 1998’s Battlezone
attempted to merge vehicular combat, FPS, and the real-time strategy
genre into a rather nutty but critically acclaimed game.
The
Thief game
series
launched a quiet revolution in the FPS world. While mildly
successful financially, enabling two sequels, the 1998 game
popularized the use of “stealth elements” in the FPS genre (for better
or worse). In the game, you play the role of Garrett the
thief in
a medieval steampunk fantasy world. The game questioned
fundamental aspects of the genre by making the avoidance of
direct confrontation the
central
game mechanic. As you broke into mansions,
prisons, cathedrals and tombs, you employed your arsenal of
flash
bombs, firecrackers, gas bombs, torch-snuffing water arrows and your
KO-inducing blackjack
to distract and slip past security. Much of the storytelling
took
place in-game, as you poured through diaries and eavesdropped on
numerous conversations. While you do carry a sword and some
arrows, lethal measures are often considered a last resort, as the
screams of combat and the inevitable bloodstains that result draw
attention towards your relatively vulnerable character.
This new approach changed the way players interacted with their
environment. By putting the player in charge of how and when
confrontations occur, the emphasis shifted from twitch-action to
decisionmaking. The shadow-mapping techniques first
showcased in
Quake suddenly found a purpose in the stealth gameplay of Thief.
In-game sound effects, also considered cosmetic in the past,
became a way to locate hostiles and vice versa. Some of the
more tense parts of the game have you creeping
across loud marble or metal floors.
Rather than having the player simply
respond to hordes of onrushing enemies, Thief
asked the player questions and forced him to make constant risk
assessments based on his environment. What’s my
visibility?
What are the patrol patterns of the hostiles in the area? Is
it
worth trying to blackjack this guard? Will I get caught if I
walk
across this marble floor? Will I be noticed if I step out of
the
shadows? Should I use my final gas arrow or save it
for a rainier day? Where can I hide if I get caught?
While graphics and art/design
tend to be purely cosmetic in a typical
shooter, Thief demanded that the player be situationally aware
at all times and examine
every bit of the environment. Since looting valuables was
part of
the game, searching every nook & cranny was something you did
with
pleasure. The end result of the shift from combat to evasion
was
a greater sense of immersion, because the environment mattered.
Instead of a Disneyland ride with gun-toting zombies to shoot
in a mockup setting,
the world of Thief was a living, breathing place full of odd details to
notice, stories to
uncover, shadows to hide in and conversations to eavesdrop on.
What set apart Thief from, say,
1990’s innovative stealth-action game, Metal Gear 2,
was its approach to simulated realism. While MG2 had
impressive,
creative gameplay mechanics for a 1990 game, its abstract
top-down perspective and approach to
its game world persisted in three Solid
sequels until it was somewhat revamped in 2008. Metal Gear’s
enemies spawned and respawned when you revisited an old area or got spotted.
Many of the game’s critical moments were scripted.
In contrast, Thief’s
world was persistent and nonlinear. Often the mission
briefing
simply told you to find and steal a certain valuable hidden somewhere
in a gigantic mission area.
The AI NPCs could be toyed with, distracted, engaged
in
melee combat or stealthily killed. Once KO’ed or killed, the
body
had to be hidden away from the patrol paths of the remaining security
detail and other staff/residents. Metal Gear’s
gameplay focus was always to get you from point A to point B alive in
order to view the next cinematic cutscene.
It never mattered what you did in between. In Thief,
each mission unleashed you, the intruder, into someone else’s private
property.
The property became your house to play with and explore as
you
saw fit.
The living world in each
mission
zone became every player’s favorite aspect. For the sequel,
they
drastically reduced the number of zombie-infested tomb-raiding missions
and stuck to breaking & entering. Thief is one
example of how one aspect in particular can greatly enhance the game:
artificial intelligence– the simulation
of, well, intelligence. Rather than scripting, Half-Life style,
what each actor will do the second Player One enters each and every
room, Thief
unleashed you into an environment full of other living actors to spy on
and toy with.
There have been numerous other projects that have touted aspects of
simulation to capture the imagination of players (and the hype of the
market). However most of those projects have failed to fully
realize their ambitious goals. Among them:
Jurassic
Park: Trespasser
(1998) was a highly ambitious project with a long, troubled production.
When the game was released, many of its ambitious aspects
were
unfinished and glitchy.
The fact that it ran poorly on even the best systems ensured
mediocre sales and scathing reviews in the face of its wild hype.
In the game, your game character crash-lands on the fictional
“Site B” island in
the world of Jurassic Park– the original testing facility for dinosaur
cloning. When you arrive, the labs are abandoned and
dinosaurs
rule the island. There were two visionary objectives in this
game, both of which relied on simulation:
1.
Trespasser
wanted to be a physically-based game. There were no HUD
elements
or interface graphics at all (save for the morphing tatoo on your body
that indicated your health). Ammo was indicated by your
character
guessing the ammo count of the weapon in hand (“Almost empty!”).
You could only carry a couple objects/weapons at a time, as
opposed to the limitless arsenal at the disposal of a typical FPS
character. With the mouse, you literally drove the hand of
your
game character. You used the hand to open doors, press
buttons, wield firearms,
and pick & throw objects. Instead of presenting
an easy HUD reticle, you actually had to aim down the sight of the gun,
an unusually realistic mechanic for the time. The game
featured
an ambitious physics engine. Its physically-based puzzles
involved levers, crate-stacking (kill me), and the occasional
opportunity to knock a weak structure over a hostile dinosaur.
This predated
Half-Life 2’s
much-touted physics gimmickry by almost a decade. Rather than
using pre-made walk and attack animations, the dinosaurs had AI-driven,
physically simulated bodies.
In practice though,
the physics were glitchy, the stacking puzzles were nightmarish, and
the virtual hand control was extremely awkward. Often, your
arm would
get caught in doorways and tight spaces, causing you to drop
your
firearm. The physically-based dinosaur animation was
downright
goofy
to watch. Overall though, the physics engine did serve to
make
the game more immersive, if not somewhat frustrating. It made
you
aware of how cumbersome your game character’s body was and conveyed the
sheer bulkiness of large firearms particularly in tight spaces, an
immersive break from the typical “phantom gun attached to a floating
camera”
feel of FPS games.
2.
Trespasser
aimed to drop you smack in the middle of a simulated prehistoric
ecosystem, with each inhabitant’s AI governed by simulated moods like
fear and hunger. In other words, not all carnivores were out
to get you. If there was a juicer herbivore around, they
might go after him instead.
Some hostile dinos could be dissuaded with a couple of
shotgun
blasts. In addition, the
environments in the game were gigantic– big outdoor environments
populated with trees and buildings complete with real-time dynamic
shadows. An innovative dynamic billboard placeholder system
was
created to keep the game’s performance up. Anyone
reading a preview
would imagine a non-linear survival game in a persistent world,
populated with herds of dinosaurs with simulated needs and goals,
forming up into hunting groups to take each other (and you) down…
just
like in the movie!
Of course the final product was nothing like that. The dinos
were
stupid and predictable at best, barely elevating them above the
sophistication of a typical FPS baddie, and the environment was linear
and
segmented, complete with invisible walls. Trespasser, while
neat
and ahead of its time (to the point where you needed a
computer from the future
to play it), ultimately failed its promise of an adventure in a grand,
simulated world.
Assassin’s
Creed
(2007) was a game you either found to be fantastic, or fantastic for
the first few hours until it fell into excessive repetition and tedium.
While being a stealth action game with a more than passing
resemblance to Thief,
the game took on a
completely different environment. Assassin’s Creed’s
stealth aspects relied on your ability to blend into the hustle and
bustle of a large
city, track down your prey, strike from the crowd and escape in the
ensuing chaos. Or, at least, that’s how it was supposed to work.
Either way there were two exciting things about this game,
both based on AI and simulation…
1.
Simulated crowds. The game gave you the impression that
you’re
smack in the middle of a film epic like… well… specifically Kingdom of Heaven.
No doubt. Crowds of commoners, beggars, merchants,
thugs, priests
and protesters flowed throughout the dense urban mission areas of the
game.
As you wove and pushed your way through the crowds, careful
not
to
bump into anyone that would cause a commotion, you used your
character’s simulated intuition to locate targets (although this
intuition aspect was abstracted into a HUD minimap and other
elements). As you pounced and drew first blood, the citizens
would
scream and scatter as nearby guards rushed in to investigate.
Occasionally, rebellious citizens would aid in the battle by
distracting the guards. After the deed was done, you could
blend
into a nearby group of monks or escape to the rooftops to find a hiding
place, as law enforcement investigated and searched the streets below
in the wake of simulated chaos.
2.
Much of the game character’s acrobatics were simulated through
AI
and procedural animation. All a player had to do was hold
down a
couple of “free run” buttons and watch as his game character scaled
buildings, lept from rooftops, swung from rafters and dove off
buildings into soft stacks of hay. In any other game, such a
task
would have been a maddening trial-and-error jumping challenge.
In Assassin’s
Creed,
the player drives an AI that accomplishes all the hard work of
knowing how to climb, jump, land and swing on complex, unpredictable
surfaces (much of the game’s impressive animation was procedurally
generated during runtime as opposed to using 100% canned animation).
This made flying through the city both
worry-free and exhilarating, with a minimal number of show-stopping
deaths and injuries due to a mistimed jump.
While the
animation and control system was indeed impressive and fully realized,
the same cannot be said about the crowd simulation. While Assassin’s Creed
presented many “blend into the crowd” modes, they rarely found much of
a gameplay purpose, due to the fact that there were no long-term
repercussions to causing a commotion. You’d think after
killing
the 30th guard in a sector, after haphazardly running and bumping your
way through crowded streets, after flamboyantly spidermanning your way
across the city all day, the law enforcement detail would have
so
many search parties after you, your ability to “blend in” would be
entirely compromised and the mission aborted. This was not
the
case, so the numerous stealth elements seldomly found gameplay
use,
and the crowds had negligible effects on the core gameplay.
Most
of the game involved haphazardly racing from one city checkpoint and
predictable
minigame to the next, and assassination could be achieved just by
running up to your target with a sword and slashing your way to
victory. In other words, much of the game had little
strategizing
and risk-assessment possibilities, and the crowd simulation was rarely
ever more than cosmetic. Rather than being an adventure in a
dynamic city simulation, the game was little more than a
series of
tedious hoops for the player to jump through. The “virtual
memory-reconstruction experience” context of the game’s story, while
brilliantly covering for the game’s disjointed gameplay and things like
deaths and reloads, also made it difficult to care about the world and
your actions (i.e. it subtracted from immersion).
For those who have
played the game: what tipped me off of its unrealized vision was the
fact that, during horse-riding segments of the game, you are given a
few “blend in with the crowd” options that seemingly have no gameplay
purpose whatsoever (what stops you from racing all the way to the next
city?). The development team probably had to cut their
ambitions
short to make a deadline. That, and the repetitive
nature of
pre-assassination “investigation” smacks of underdevelopment.
Remember when I
said there were two lineages created in 1992? RPGs were
brought
into the realistic 3D realm with Ultima
Underworld. However, both the RPG and shooter
lineages of first-person games have a lot of overlap. Trespasser for
instance featured a very Underworld-like
virtual hand interface, while Thief
and Strife
showcased progressive RPG-esque storytelling and nonlinear
environments. The Ultima Underworld games lead directly into
the
sci-fi horror shooter/RPG hybrids, System Shock
(1994) and System Shock
2
(1999). Both of these games integrated aspects of RPGs into
the
shooter genre– nonlinear
level design, interactive inventory items, modifiable armor and weapons
with
various attributes, customizable character development,
“spell”-casting, storytelling (via diaries and other things discovered
throughout the labyrinth), and hackable systems like turrets and
vending machines to break up the typically brain-dead FPS formula. System Shock 2
in particular, using the Thief engine and sharing its environmental
emphasis, is personally one of the scariest
and immersive games I’ve ever played.
This hybrid FPS lineage also
encapsulates games like the Deus
Ex series, Vampire Bloodlines,
Mass Effect
and Bioshock.
Bioshock
in particular is worth discussing because it was, at first, touted to
be a game based in a simulated world.
Bioshock (2007). ”[At Irrational Games (now
known as 2K Boston)], we think emergence is the future,” touts the
director in a
preview that discusses a very early concept of Bioshock,
meant to be a successor to System
Shock 2.
The concept describes an abandoned WWII-era laboratory ruled
by an “AI ecology” of experimental creatures harvesting genetic
material, working
together and fighting for survival in a type of food chain.
The
ecosystem would be composed of harvesters, predators and protectors.
Their idea, inspired by nature documentaries, was designed to
promote so-called “emergent” gameplay, where the player decides what to
do to survive in a dynamic world. This vision highlights a
break
from dominant game design thinking– the kind where the designer sets
up a series of pre-determined hoops and holds the player’s hand through
them. Instead, Bioshock
would allow players to write their own stories, so to speak. Unfortunately, this game was not
realized. In
a “post-mortem” analysis of the production, the
director discusses the disconnect between the game originally touted in
early previews and the final product.
“The spec of BioShock
changed so
much over the course of development that we spent the majority of the
time making the wrong game- an extremely deep game, and at times an interesting
one, but it was not a groundbreaking game that would appeal to a wide
audience.
[...]
BioShock had
initially been positioned as a hybrid RPG FPS. The decision to
reposition the game as a focused FPS came later, after our initial
production phase in summer of 2006. [...] as the game
neared alpha, key people looked more closely and saw that
BioShock wasn’t on track to become an accessible and marketable
game.”
In other interviews, it was more bluntly stated that they
felt pressure to produce sales to match the game’s triple-A
budget.
Rather than being a successor to the System Shock / Thief
lineage, the end result was a fast-paced “Doom
clone” with a lot of funky, Duke3D-like weapons with environmental
effects (e.g. lightning zaps water, fire melts ice and
catches
oil, etc.), a few tricks right out of System Shock
(hacking, spellcasting), and some vague remnants of the original
project (“big
daddies” and “little sisters”). However, the simulated
ecology,
the dynamic world and therefore the “emergent” gameplay was nowhere to
be found, despite being the very things that put the game on the map in
the first place. There were no decisions to be made, only
scores
of generic, predictable baddies to be killed in a world of linear hoops.
On one end of the Ultima Underworld
lineage lie hybrid FPS games described above. On the other
end are 3D CRPGs, more along the lines of, well, the Ultima series
except in 3D. Ultima
7 and 8,
while being isometric
games, were interesting in the degree of freedom they give the player
to manipulate the game world, despite the fact that everything in the
world was meticulously placed and scripted in advance.
In Ultima
7,
a friend & I spent a day parading around in a wagon we managed
to
mount a cannon on in an attempt to perform medieval drive-bys
on
monsters, and otherwise attempt to creatively
kill Lord British. In Ultima 8,
players will nostalgically recount the ways they’ve managed to break
into people’s residences and otherwise be up to no good. Both
of
these games, just by their sheer scale and meticulous non-linear world
design,
challenged players to discover the ways of the fantasy world
and
creatively subvert it.
The Elder Scrolls II: Daggerfall
(1996) was among the more ambitious games to come out of the
first-person RPG lineage. Daggerfall offered… not as much a dynamic world as
a generated
world. The game offered an astoundingly gigantic game world
filled with a countless number of cities, towns, islands, dungeons and
castles. Crowds of people walked the city streets by day
while
thieves stalked the streets at night. There were plenty of
guilds
to join– murdering or stealing, provided it didn’t land you in
prison, would grant you invitations to the Dark Brotherhood and
Thieves Guild for instance. In other words, the game gave you
the
freedom to travel a vast, generated world. performing good or evil,
getting on a faction’s good or bad side, participating in or ignoring
the main storyline/quest, concocting original potions and writing
original spells, buying houses and boats and horses and so on.
Of
course the downside to this generated world was– it’s generated.
The
dungeons in particular were no fun to explore due to their often
nonsensical design, and the rest of the world, along with its guild
quests, was repetitive and arbitrary. Still, Daggerfall gave
gamers an exciting amount of scale and freedom for the time in a 3D
game.
TES
III: Morrowind
(2002), despite being my favorite in the series, took a break from
simulated, generative worlds and instead opted for a densely packed
hand-crafted world (at the cost of scale). It was fun to walk
in
a random direction just to see what you’d run into provided it wasn’t a
Cliff Racer.
TES IV: Oblivion
(2006) seemed
to go back to the roots with a fractal-heavy world, this time with
vague aspects of simulation and some degree of AI. However,
the
game suffered from a lack of vision and integration all over its
production. Oblivion
is an interesting project to look at as a case study for a game project
gone subtly wrong. It was obviously a tremendously large
project with a terrifying amount of graphical assets, a substantial
amount of middleware, and hours of voice acting in a world populated
with cities, dungeons, guilds and quests.
Despite
its scale and middleware, it suffered from quality control and
integration issues, along with a general lack of vision. Just
to name a few
things, the
procedurally generated forest terrain (brought to you by SpeedTree),
while impressive in promo videos & screenshots, carried no
interactivity and served no purpose whatsoever in the game.
Similarly
the
game’s random forest wildlife (deer, monsters etc.) had no purpose
either. I mean, if the game simulated any survival
aspects like health and hunger, then the trees would make nice shelter from the sun and rain,
and maybe I’d climb one to see if I could spot any deer to hunt.
With Oblivion’s
Point-of-Interest
teleportation system, and the fact that there was hardly anything
interesting to see in the game’s generated landscape in between POIs,
gave the player
even less reason to embrace the great outdoors. The
surprise-free, cookie cutter dungeons didn’t help.
The game also touted some advanced AI. Guards would patrol
outside looking for monsters to kill. People would go about
their
scripted daily lives from sun-up (to work in the fields or tend a store)
to sun-down (back to bed). While it was somewhat interesting
to
observe the mundane lives of the citizens, with one quest even enticing
players to do so, the system otherwise served no gameplay purpose.
Perhaps if there was some underlying dynamic economy to the
game,
which would give some kind of AI motivation for the townspeople to
work, then such a system could be justified, and would allow the player
to manipulate it and observe the outcome– read: change the world.
Isn’t that what we want to do in our games anyway?
Early in
the game, I robbed all the shops in the capitol of their goods.
Upon daybreak, the shop keepers diligently opened their
stores
(with all the display cases open and empty!) as if nothing happened.
Things like that highlight the artificiality of the game
world,
serving to make it much less immersive and substantial.
I could go on about Oblivion’s
nonsense game design and unbalanced production for several more
paragraphs, but the overall point is that it used several simulated
aspects (touted often in previews) without really giving them a
gameplay
purpose or relevance. If the world is one big uninteractive
facade, how can you make gamers care about it, much less believe in it?
Why bother to make deer and trees if you can’t interact with
them
on even a basic level? Are the game’s busy-looking
townspeople
in
practice any different from those that just stand in one spot eternally
waiting for Player 1 to arrive? The studio is now working on
a 3D
adaptation of the Fallout
game series, which will be a blend of Elder Scrolls-like
RPG and FPS.
Let’s put RPGs and FPSes aside for a look at a game from
the, well, sim genre! This one just arrived last week
riding an immense wave of hype and anticipation:
Spore (2008)
is the lastest game from the innovative studio that brought you SimAnt, SimCity, and The Sims.
The majority of Maxis
Software’s games, often management games, put players in
control of a simulated,
dynamic system, whether it’s the workings of an entire city or the
satirical depiction of mundane life in a simulated household.
In SimCity,
it was the
players
task to create a functional city. This required smart city
planning, and the balancing of budgets versus the need for city
projects, services, utilities and infrastructure, a strong economy, low
pollution levels, traffic control,
waste management and disaster preparedness. A friend of mine, a big
fan of the game series, once dubbed it “I Want to Deal With It: The
Game”.
In a
recent lecture at the Technology, Entertainment & Design
Conference,
Maxis founder Will Wright explains his inspirations behind his
simulation-based games– he sees them as educational toys.
Not
academic
education, but something that allows us to understand the
world at a deeper level. Simulations have a lot of power in
illustrating the complex dynamics that govern our world (even through
imaginary worlds). In the video, he touts his then-upcoming
game Spore,
several years in the making, as a grand simulator of evolution and
ecology that illustrates life and natural selection at every scale from
the microscopic to the galactic. In it, everything from the
food
chain to entire planets could be toyed with, their simulations and
governing dynamics explored and revealed by the whimsical pushing and
prodding of the player. Those anticipating the ecological
version of Sim City
might’ve envisioned being able to cast disasters and paradigm shifts
upon a simulated ecosystem (such as a meteor strike or a transition to
an oxygen-based atmosphere from a methane one) and observe its drastic
effects.
As usual, the final
product was not what it was hyped
to be. Again, the game
suffered
from a Player 1-centric gameworld that diligently awaited his arrival.
The simulation, particularly through the tribal and
civilization
stages, were very thin, predictable and rigid. When player 1
was
the only force capable of negotiation and evolution, one does not get
the impression that they’re penetrating a living world.
Rather
than a serious simulation, the game played more like a facade of a
simulation in the shadow of SimCity,
with simplified elements of other game genres filling in. A
simulation of ecology, natural selection and evolution was nowhere to be
found in Spore.
Are
you growing tired of the emerging pattern of this article?
Is simulation really the next frontier in game design?
Is there a game in this world that both touts simulation and
delivers? There is one… an unexpected title that’s also
somewhat inaccessible due to its unintuitive UI and overall learning
curve, so you’ll likely have to make due with my description:
Operation
Flashpoint: Cold War Crisis (2001) and its sequel, ArmA: Combat
Operations
(2006) is a series of first-person semi-realistic military combat
simulators, able
to simulate immense land & air battles involving hundreds of AI
and
up to 32 human players on a persistent battlefield several kilometers
long, consisting of dense forests, open fields, cozy villages, military
forts and
small cities. Rather
than being a pre-scripted Disneyland ride, the entire battle (and
sometimes the simultaneous battles
that comprise the full scale of the war campaign) are dynamic
and in control of the players and AI in a chain of command.
The
Gamespot review describes both the awesome promise and peril of this
game series:
There are moments that happen in ArmA
that are possible only due to the
game’s scale. You can be crouched on a hill, overlooking a vast valley,
and watch enemy soldiers and tanks maneuver several kilometers away.
Engagement ranges are much more like they are in real life, as you’re
trying to nail a target that’s a couple hundred meters away. Or, you
can literally get lost in a big town, with the crack of assault rifles
and the boom of tank cannons around you. Each noise can send you
scurrying for cover. Sure, a lot of games have these kinds of immersive
sound effects as well, but for the most part they’re just general
background noise. In ArmA,
if you hear assault rifles in the distance,
you know that there’s actually a firefight going on nearby, and you can
investigate or run away from it, if you want. It’s amazing how immersive this
game is.
A perfect example of this is early on, when you’re on Humvee patrol and
rolling through the countryside and towns of South Sahrani, only to be
ambushed. The transition from tranquility to war is jarring, and
experiencing it feels like watching news footage or a documentary movie. ArmA isn’t
just a sophisticated first-person shooter, either, as you
can command squads of infantry and vehicles. Waging a
firefight and
commanding your squad at the same time is awkward, though, as there are
a mess of commands that you have to master. Even the act of shooting
your rifle is not as intuitive as in most games because various
controls are scattered all over the keyboard. When you’re not running
around on foot, you can be riding around in style, as you can jump into
pretty much any vehicle in the game as a driver or a passenger. This
includes civilian cars, Humvees, armored personnel carriers, tanks,
helicopters, and even aircraft. The freedom to tear around the roads in
an armored column or soar above in a Black Hawk is impressive, but the
price of this is an overly complex control scheme and some very loose
physics modeling.
ArmA
depicts a living, breathing battlefield with players and AI
making tactical decisions on how to best approach an objective.
At
its best, it depicts how you’re just one little soldier in a vast,
chaotic battlefield. Less than half of the gameplay depends
on
raw twitch-action shooting. Instead it depends on situational
awareness– knowing where the enemy is, and anticipating his movements.
Will he engage or fall back for reinforcements?
Will he try
to flank you, or can you flank him first? Should you keep
your
squad together or tell them to scatter? Does the risk of
defeat
outweight the reward of victory? If you’re close enough to
the
squad leader, you can hear him barking out real orders to his men.
If you can catch him off guard then he’s finished.
Riding a tank (it takes 3 to operate one
effectively, and the game illustrates why
through its simulation) or flying an aircraft will present a different
set of sophisticated tactical decisions. The game almost
never
gets old for me, and I never stop learning
new tactics and strategies because every battle can play out in a
million different ways. With every new major patch or game
release, I
find
myself re-entering the world I discovered back in 2001.
Because it’s based on simulation, the game offers
many game modes,
each one presenting a different style of play
and a different set of tactical/strategic considerations depending on
what your objectives are, what units/weapons you have at your disposal,
and what kind of environment you’re in. An ArmA game
mode introduced in a recent patch blends RTS-like base building with
resource collection points (the island’s many towns and
cities become capture points) in a hybrid package that’s not unlike a
grander, more sophisticated version of 1998’s Battlezone.
The game is surprisingly immersive and engaging, not only due
to
its scale and depth, but also the fact that the battle is truly alive.
Very little is a pre-scripted facade, the battles and
decisions
made by the AI and the players are real.
In other words, ArmA
is one game that actually fulfills the promise of simulation in all its
dynamic, immersive glory. Some of the most fun I’ve ever had
was
in the game’s map editor, pitting armies of tanks, planes and infantry
against each other in immense urban battles. My scenario
would
play out in a radically different fashion with every reset, with my
game character smack in the middle of a hectic firefight.
Unlike any other tactical shooter I’ve played (and I’ve
played a
lot), ArmA
actually gives me some insight into in real-life military
engagements. Future versions of ArmA
will enable RPG elements by adding active civilian factions that will
take
part in a dynamic war simulation. The civilian faction will
present trust-building opportunities, avenues to expand your
intelligence network & security forces, and expand the
strategic
dimensions of the game.
While it’s not Falcon
4.0
or anything, its somewhat clunky graphics and animation, unintuitive UI
and steep learning curve prevent it from being the mainstream
breakthrough hit
that will deliver simulation-driven immersion to the masses.
If ArmA/Flashpoint sounds too convoluted to reach the mass market, what
kind of
game will it take to deliver immersive, dynamic gameplay to the masses?
Does simulation necessarily create overly complex,
inaccessible
games? Not necessarily. One way to consider the
possibilities of simulation is to apply their benifits to existing game
genres.
Concept Games
The concepts for Trespasser, Flashpoint and Bioshock
illustrate how simulation can increase the dimensions of gameplay in
the game world, but how about on a much smaller scale like, say,
player control and interactivity? FPS games and first-person
RPGs
are plagued by the abstract “floating camera with a weapon attached”
feel with, often, an even more abstract on-screen reticle to interact
with gameworld objects as if they were icons on a desktop.
Despite the increasing graphical realism of the game, the
“simulation” of your game character and his interaction with the world
has remained largely the same since
1992’s Ultima Underworld.
One way to break out of this persistent paradigm is to employ more
realistic simulations of the game character’s body. One
animation system (sold as Euphoria / Endorphin) is now making its first
appearance in some games**.
It uses a neural network motor control system AI to drive a
physically simulated body, allowing game characters to navigate rough
terrain, react to world forces, and exert their own forces upon the
game world in a realistic, intelligent fashion. Trespasser
demonstrated an initial rough attempt at this idea of physically
simulated bodies, and Assassin’s
Creed
demonstrated an impressive AI-driven “free-running” system, but
something like
Euphoria can take this form of next-gen interactivity to greater
heights.
Similarly, GPU-accelerated physics engines (PhysX) as well as advanced
software implementations (Havok) are now commonplace in games, though
not being used to their full potential in terms of being able to depict
physically detailed ballistics and entirely destructible environments.
Let’s first combine these two technologies into an imaginary
FPS
game.
**though its usage so far has been unimaginatively limited to “ragdoll
version 2!” implementations.
The
Physically-Based FPS
Using a physically modeled body, this game will make your character
feel like a real person with weight and balance holding a bulky weapon,
rather than a hopping combat segway. If there’s a bunch of
debris
in between point A and B, your player character will attempt to walk
and climb over it in a realistic, physically modeled fashion using his
arms and legs (in other games, you’d slam the jump button all pogo
stick style). If you hold down the run key while navigating uneven
terrain, there’s a chance your player will trip and injure himself,
which may hamper his ability to move until he can find a safe place to
treat his wounds. He can also grab onto the surrounding
terrain
to pull himself back up or, if the situation is particularly
dire,
drag his body to safety. If the gun he’s carrying is too
bulky,
he’s also going to be hampered by it, in addition to not being able to
aim it wherever he wants in tight spaces and cover. If you
tell
him to run, there’s a chance he might drop it for greater speed if he
perceives a grave threat, or he might even drop it on accident in the
scurry. He’ll also have to look down the sight of weapons and
line up the shot, rather than relying on a totally abstract HUD
reticle. He can press himself against cover in a more intelligent, more
dynamic, less segmented way and creatively figure out how to best
position his gun over it while keeping most of his body in cover.
Individual aspects of these mechanics have been simulated in previous
games… for instance the unsteadiness of aim was simulated in early Rainbow Six
games through a HUD reticle that depicted the radius of error.
While realistic from a simulation standpoint, it comes off as
overly abstract today as modern games opt to simulate it in a more
direct fashion. Games like (say) Rainbow Six Vegas allow
characters to get into pre-defined cover positions. However
the
characters still lack basic self-preservation AI, so if a head or an
arm that happens to be sticking out gets into the line of fire, they
won’t intelligently tuck themselves back into cover.
As
environments become more and more destructible in games,
the ability for players and AI to realistically negotiate rough,
dynamic terrain will become more and more important.
Similarly,
as environments become more dynamic, the demand for body simulations
like Euphoria will increase. A game physics demo I came
across
depicted a character on a rickety old bridge. The physically
simulated game character attempted to keep his balance on the bridge by
holding on to the sides and bracing himself for the bridge’s
exaggerated turbulence. This kind of AI/physics-driven design
is
not possible with contemporary FPS mechanics.
All
of these core improvements to the fundamental “simulation” of the FPS
experience will enhance the immersion of the game to the point where
there would be no turning back to the segway-esque mechanics of
derivative FPSes. They will also bring the environment to
life
for the player by opening up new ways to interpret and assess the game
world, much like what Thief
did to the FPS formula back in 1998. Will I hurt myself
trying to
dash across this rough terrain to that new cover point? How
much
longer will my cover hold up against hostile fire? Should I
drop
my bulky weapon first? Can I afford to do that?
A pair of promotional animations for Bioshock (1,
2)
demonstrate a level of physical interaction that the actual game did
not duplicate. The animations start to illustrate the concept
I’ve described above.
The
Physically-Based Dungeon Crawler
In the days of tabletop RPGs, attributes such as a character’s
strength, dexterity, agility, skills with certain weapons and
disciplines were abstracted into statistics, which made things
like how much
damage Character A will do against Character B with a broadsword
easier to simulate with some basic math and a few dice rolls.
Humorously this simple architecture is still used in
sophisticated, triple-A titles like Oblivion and Neverwinter Nights 2.
As on-screen characters mechanically swipe each other with
their
swords, the game spits out random “dice rolls” to determine if hits are
taken or evaded and how much damage is done against a player’s “hit
points” (a single value that represents the entirety of a character’s
health). As game characters defeat enemies and overcome
obstacles, their learning, growth of muscles and development of skill
is abstracted into “level ups”, which allow character attribute
values like strength and broadsword skill to numerically increase,
tilting the dice roll formula in the character’s favor.
What a physically-based RPG can do is kick all that absurd
abstraction to the curb
with simulated bodies and realistic damage models. It will
not
only supplant abstract attributes like strength with realistic
simulation, it will also supplant simulated learning with actual
learning
on behalf of the player. Like a smarter, more AI-driven
implementation of Trespasser’s virtual hand, the
player will drive his
character’s sword in fencing in a more direct manner. He’ll
have
to learn how to dodge, parry as well as find openings and deal critical
blows.
A physics model will not only simulate the strength of his
attacks (simulated muscles) but also the damage dealt to his foe’s
armor, and the seriousness of injury if his sword penetrates his foe.
Similarly such a system can be used to simulate destruction
upon
inanimate objects like chests, doors, wooden structures and so on in a
stunningly realistic fashion.
As the player
trains, his character’s simulated muscles will grow, allowing him to
hold heavier objects and swing them with greater ferocity.
His
quickness increases, allowing the player to discover new tactics.
His character’s performance will be affected by fatigue,
hunger,
thirst, injury and so on. His speed and range of motion may
be
hampered by the bulkiness of his body armor. Spells and
potions
will have an effect on aspects of the character’s body simulation, such
as his rate of healing and strength of his muscles.
With all these simulations in place, the dungeon ceases to be a place
filled with iconic monsters to roll the dice with for “experience
points”. Instead it becomes a place of simulated character
development, real learning, and creative survival as you take care of
your character’s body and health in a harsh, physical environment.
Dynamic
Storytelling in a Simulated RPG World
Game designers like Warren Spector (Deus Ex)
will argue that dynamic, simulated worlds diminish the game designer’s
ability to tell a story. In essence, this is true, but it is
a
fallacy to think that dynamic worlds diminish storytelling.
Instead, it merely hampers a scriptwriter’s effort construct
a
linear, pre-planned story path for the player to follow.
However
games are not films, and they should not be confined to linear,
pre-scripted stories all the time.
One method to bring dynamic storytelling to a game is to
simulate
the needs and desires of NPCs in a dynamic world. Bare with
me
here as I describe this impossibly ambitious (but undeniably exciting)
concept:
Imagine a typical middle ages-like RPG
fantasy world populated with villages, towns, cities, farms, kingdoms
and castles. It is a world that’s highly segmented and
factionalized, always in a state of flux. In the simulated
world,
factions will attack each other for gain, kingdoms will wage war (or
enforce the peace), go through coup
d’états
and peasant upheavals. Villages and towns will prosper and
grow
or fall under hard times and vanish due to economic downturns, natural
disasters, poor harvests, or factional violence like bandit
attacks and military annexation. Every NPC in the simulated
world
will go out and earn their living, whether through farming or a trade
like blacksmithing (at the end of every week, some NPCs may go to the
nearest town or city to trade their wares etc.).
None of these systems are fixed, it will all dynamic and simulated.
Even the personalities of each character will be simulated
through an implementation of a personality model like the MBTI,
which will determine the depth and scope of their trade/skills and
calling, and personality– reflected in their dialogue, their ability
to form relationships and network with other NPCs as well as raise
families. If the villagers perceive a threat to their
livelihood,
they may band together and decide to face the threat. Some of
them may decide to move to another village or town, or even try to
tough it out in the wild or become a bandit/thief.
Now drop Player 1 into this world, complete with all the physical
simulation described in the previous game concept. The
possibilities are endless. Because the world is entirely
dynamic
and meticulously simulated, he will have the ability to literally
change the world or, if he wishes, live a humble life in it.
Every NPC he encounters will have a story to tell with life
experiences that have shaped their character, and a personality type
that will determine his or her, well, personality. Perhaps
the
player will want to tough it out in the wild for a bit and see what
that kind of life is like. Perhaps he’ll find some way to
strike
it rich, go to the city, get on the nobility’s good side and find
himself in a position of power, able to set the domestic and foreign
policies of a state. Perhaps he’ll instead join a rebel
faction
inside a city and take part in a violent uprising against the kingdom.
Perhaps he’ll find a small tribal village to
settle in and live out a Dances With Wolves-like
adventure. Let’s imagine that the player, through his
travels,
comes across a village falling under increasingly hard times.
The
villagers offer him a place to rest for the night. As he
talks to
one of the families, they reveal that bandit attacks and poor food
stocks are two major issues in the village. From there, the
player offers to aid the village with his advanced hunting skills.
As the days pass, some villagers (calculated by their
experiences
with the player and their personality types) may grow less suspicious
of the stranger and befriend him, telling him their life stories** and
otherwise
shoot the breeze. As the village encounters the bandits, the
player
may try to track the bandits back to their camp. As he
informs
the village of his discovery, he raises going on the attack as an
option. A couple of the stronger villagers who are more
inclined
toward the player offer their assistance. During nightfall,
the
trio makes it to the camp and ambush the bandits in their sleep.
As
the village gets back on its feet again, the player announces his
departure. One of the adventurous younger villagers,
particularly
close to the player, offers to join him in his ongoing adventure.
This would be only one possible story of many that could take place in
the game. While it may not have the deep intricacy of a
focused,
pre-written work, it
will have much greater meaning to the player,
due to the fact that his story actually took place in a dynamic world,
rather than being a pre-determined path a game designer held your hand
through.
**The rest of this description is
technical, but some of you may be wondering how NPC dialogue and
storytelling can be implemented in this dynamic world concept.
Basically, NPC dialogue will be constructed from a patchwork
of Mad Lib-like templates according to the situation, the
relationship with the player, gender, age and personality type.
The game fills in the blank for things like names, places,
and so
on. ”Shoot the shit” type stories and details will likely be
canned things that the NPC randomly spits out from a vast library of
things to say, tagged by personality type and other variables.
The NPC
can
also talk about real gameworld topics like relationships with other
NPCs, opinions of other places the NPC has heard about or has been to,
and the difficulties and triumphs in the NPC’s life.
Opportunities to insert “figure of speech” type patterns,
accents, and other quirks to personalize and define NPCs are
available too. Basically it will be a dialogue synthesizer
pulling from a monstrous library of pre-written template content and
speech elements. YES IT IS POSSIBLE. It may be
difficult,
it’s may be extensive, but it’s possible.
The
Chain-of-Command RTS
The problem with (and some will argue the appeal of) the RTS genre lies
in the fact that it’s not “real time strategy” as much as “real time
tactics”. The
units in RTS games tend to be impressively dumb.
They have no understanding of cover, tactics, or
self-preservation. They rely on you frantically clicking your
mouse to grant them the intelligence to defeat, or merely run away
from, an enemy. While it may provide a level of frantic
excitement, it also narrows your ability to command the battle to one
area at a time.
In real war, the general is not
telling his soldiers exactly how to get into cover individually, or
when to use his grenades. In a game where individual units
actually have some brains and decisionmaking ability, the player can
concentrate on actual strategy and coordination rather than dissuading
a lone infantryman from hopelessly engaging that heavily armored
deathmobile, or standing in one place while eating bullets from a
hidden enemy.
In a real-time strategy
game, units will be driven by a squad AI that coordinates squad
tactics at the fine level and makes decisions about engagement.
Rather than instructing a bunch of units how to get from
point A
to point B without dying, the player will instead concentrate on
developing missions, assigning units to them and managing the overall
battlefield situation. In mission design, the player can
specify
things like conditions and behaviors. If casualties mount
over a
certain threshold for example, squads can be instructed to
automatically collect their wounded and return to base, or establish
perimeters, divert from mission goals to perform rescue operations and
other complex,
multi-layered tactics. With AI, the focus of the game changes
from tactics to deeper strategy, anticipation, pre-emptive and counter
strikes, battlefield communication and control.
While aspects of simulation have been implemented in ambitious and
creative RTS games in the past, such as the chaotic Total War series of
games or the highly bizarre Peter Molyneux game series, Dungeon Keeper, the
real time strategy game I’ve described does not exist as far as I know, even though such a
game has been feasible for over a decade. The only thing that
comes even vaguely close is a particularly well-coordinated multiplayer
game of Operation
Flashpoint or ArmA.
Creating
a Dynamic World
First, a disclaimer:
While I’ve worked on a few tiny game
projects in the past, one academic
and another indie
along with a game
port in progress, I’ve never even come close to approaching
anything like a triple-A game project. I can only make
assumptions based on the huge number of game postmortems and analysis
I’ve read from publications like Game
Developer, and lectures, presentations & classes from
various people in the games industry.
Avoiding
a
Troubled Production
The primary difficulty in shaping a
dynamic game as opposed to a linear game, is the gameplay experience is
at the mercy of the simulation itself (and the unexpected creativity of
the player). It’s much easier to plan
things, shape experiences, and make gameplay elements work toward a
goal when the course of the game is plotted out in advance.
In a simulation, you may have ideas and assumptions about
how the simulation will operate and what the player will do, but it may
turn out to be a totally different
beast once you build it and press the go button.
In Jurassic
Park: Trespasser, the designers envisioned their physics
engine driving all the dinosaur animation. However, their
limited box-based physics modelling resulted in both a drastic
performance drain and sub-par animation when applied to the dinosaurs–
however they were too late in the production process to turn back. Many of Trespasser’s
production difficulties have stemmed from the late
implementation and evaluation of gameplay mechanics &
simulations.
This illustrates some of the danger in
using simulation in games and shows the need for a very lengthy,
extensive prototyping stage in game development before building up a
team for full-scale production. If the simulation has
fundamental issues that challenge the vision of the game project, it’s
better to discover them earlier when the concept is still being
developed. This also means the game design itself
must lend
itself to a game development path where many of its core simulation and
gameplay concepts can be implemented and evaluated early, before the
web has already been spun past the point of disassembly.
Either way, the development
path of a simulation-heavy game will be a long one, since dynamic
systems never work the way artists envision, and must be tweaked and
re-evaluated over and over. Operation Flashpoint
for instance had a four-year development cycle. If an
extended development cycle is necessary
for simulation-heavy games, it would make sense to begin such a game
project with a small, focused team working out conceptual gameplay
kinks in prototyping rather than employing a large team, wasting their
time developing assets that may end up needing revision again and again
as critical gameplay mechanics are found to fall short of their goals.
Many of the games reviewed above, along with other infamous
examples like Peter Molyneux’s Black
& White, suffer from obvious underdevelopment of
their simulated, dynamic aspects, resulting in a disappointingly
unfinished game.
** 2009 update: read Game Developer’s post-mortem of Little Big Planet for an account of how a relatively experimental game was successfuly developed by an unconventional team.
Making
It Accessible
Game designers and publishers often
misunderstand their audience when they attempt to make their games
accessible. Making a game overly simplistic with an emphasis
on twitch action are not the things, in essence anyway, that make a
game
accessible. People aren’t stupid, and are not entertained
when games assume they are. By drastically speeding up the
game and emphasizing twitch-action and reaction in Bioshock for the
sake of accessibility, the team made a tremendous mistake, because it
only served to make the game more bewildering to the uninitiated.
Accessibility
has nothing to do with speed or gameplay depth.
It has everything to do with the intuitiveness
and intelligent simplicity of the control scheme, the logic of
the game world (is it consistent and easy to think about, or do you
have to memorize a lot of nonsense mechanics to win?), and the
transparency of the interface. A friend of mine, a long-time
gamer, watched his roommate grow frustrated by the character sheets and
convoluted inventory management of Mass Effect,
despite the fact that, for the genre, they were pretty simplified.
This provides great insight into what makes a game
inaccessible. The idea of character “stats” and “classes”
seemed completely foreign to him, along with having to haul tons of
loot around a battlefield to be sorted through later. Both of
these things are too far removed from how people logically think about
the world, since they stem from the archaic and overly abstract
architecture of pen & paper RPGs. In order to make
games more accessible to a non-”hardcore” audience, designers have to
be willing to challenge the abstract and often nonsensical conventions
of their genres. One thing Bioshock did well
was reduce its reliance on abstract stat sheets and menus over System Shock 2,
which often had the player playing Tetris
with his inventory grid to make items fit. Mass Effect neither
had a transparent interface or logical game mechanics– instead it
awkwardly jammed archaic RPG conventions into a Halo-esque shooter.
Simulation
can make games more accessible and appealing.
With something akin to Trespasser’s
virtual hand interface, you can consolidate a countless number of
possible actions into an analog controller and a couple buttons, rather
than breaking out everything a game character can do with his hands
into several convoluted commands. Want to open a door?
Get your hand on the knob and push the door open at the speed
of your choosing. Want to fire a weapon? Place your
hand over a gun to pick it up, and press the use button to fire
it. Want to reload it? Flick your arm all the way
down (to steal a convention from arcade shooters). Want to
swing a sword? Find one and get swinging! Want to
deflect an attack? Hold the use button and push
the enemy’s sword away.
You may be thinking “Wait a minute,
attempts at direct swordfighting in the past have all been clunky as
shit.” While that’s true, none of them had a sophisticated
body simulation & AI driving that process… it was all “dumb”
input data from the controller fed right into the game object.
Much like Assassin’s
Creed’s “free run” mode, AI has to take part
in translating the controller’s input into the sophisticated behaviors
of an intelligent game character. In Trespasser, which
featured a “dumb” VR hand, pressing buttons on a numerical keypad in
the game suddenly became an absurdly epic challenge of precision VR
hand-driving. However, with a game character that has some
understanding of the world and can accurately read and perform the
bidding of the player, these issues can be eliminated.
To get back to the point, what
simulation-heavy world interaction can do, outside of consolidating
several controls into a few, is add an underlying logical structure to
the game’s interaction. When deep interaction can be
performed by
just a few
game mechanics instead of several disparate ones, the game becomes much
easier to think about, and gives players the joy of coming up with
unconventional and creative approaches, styles, and solutions to the
game’s challenges. It avoids the “oh, I forgot my game
character can do [x] if I go into the [y] menu and activate the [z]
mode, and press [w] during combat” problem. There are a
countless number of games I’ve played (MGS anyone?) that featured a
mind-boggling number of character actions mapped to convoluted,
context-based button combos. I hardly used any of them beyond
the essentials because, franky, I couldn’t be arsed.
Gamers
want dynamic worlds and dynamic interactivity…
Ok, granted, not all of them and not all the time (we enjoy a
well-written, pre-scripted narrative too), but given the sheer amount
of hype that simulation-based game concepts generate, dynamic worlds
are
something that have granted several mediocre games big sales just
by their sheer potential. Even Operation Flashpoint,
one of the few successes of simulation-based gameplay, has enjoyed
tremendous sales outside of the US (which is a bit odd given
the game’s US-centric subject matter & presentation).
But
why do we want it? Games often tap into our
desire to do something important and be someone incredible.
We love to learn things… not just develop twitch skills,
but to understand gameworlds, take control of them and bend them to our
will. Simulation
allows us to change the world. Not the world, but
certainly the fantasy world that exists in the game. When
a game
character is merely following a writer’s script, gamers know they aren’t in the real driver’s seat.
(this article was transplated from an anime-centric blog I had)
…and by opinionated I mean all anime fans and college art students. That means you! Maybe twice!
But first off I whacked together a short DJ mix, this time with R&B/pop mixed in. Pop is harder to mix than techno, simply because straightforward dance tracks are made to be mixed while pop is meant to stand alone. If you ever wondered why techno tracks tend to have long, boring lead-ins and dry, predictable progressions, that’s because they’re engineered to be mixed and manipulated by a DJ. Pop is tough though… I was lucky enough that Golden Diva happened to work so magically with Let it Go at the 6 minute mark.
I’m far from being (or wanting to be) a pro DJ… I just put a mix together every once in a while. It’s a fun way to explore your music collection. The set list is in the MP3 metadata comments field. Before you ask IS DJ-ING A LEGITIMATE ARTFORM?, let’s get this bloggish article going. I spare no parenthesis:
Art Defined: Art is the application of taste with the objective of striking emotion. Art is taste applied. That’s the best I can essentialize it anyway. Emotion must also be defined in a very broad way.
Any time you’re doing something and considering how your work strikes the emotions of you or anyone else, you are creating art. The more you are shaping emotion in your product (whether deliberately or unconsciously), the more artistic the work is. Why is this an unsatisfying answer to some? Because they’re looking to place a dividing line on a gradient. There’s no true cut-off point for “is art” / “isn’t art”. If it’s man-made, it likely has aspects of art. Where you place the dividing line is a meaningless, arbitrary gesture. With that in mind, these normally challenging, divisive questions suddenly become answerable:
Is a soup can art? Yes, since someone thought about whether or not it looks good when designing it. If it’s not aesthetically pleasing (does it make people think of tasty soup?) then it won’t sell.
Is a soup can less artistic than a song? Usually but not necessarily. You’d have to pair a highly technical piece of academic computer-generated music with a particularly awesome soup can to demonstrate the reverse.
Is advertisement art? Often yes… in this age of increasingly abstract advertising and branding, advertisements reach more for the heart than the rational mind. This shouldn’t stop you from hating on them though. A similar argument can be made for things like political speeches and emotionally-charged political editorials.
Is photography art? Yes. It may be, on average, less “art” than painting, but there’s still a man behind the camera using his taste to determine the best angle, framing, focus, lighting, shutter speed and so on… and usually he culls his output to a few of his best photos. There is a good amount of taste involved in that process, even if you’re doing something like journalism– e.g., how do I best frame this picture to immerse readers in the scene that is unfolding in front of me? That type of consideration, how to most powerfully and vividly convey an event, is art too.
Is Andy Warhol’s painting of a soup can art? Yep.
Does art need to have a literal meaning or message? Nope. It just needs to strike emotion, which can mean conveying an experience, even an abstract one. For films, having a strong storyline doesn’t necessarily mean it is “more artistic” or higher quality than films with a weak story. Story is only one path to strike the emotions of audiences, so to limit your assessment of art to “story” and “meaning” is a one-dimensional outlook.
Is recycling old art to make new art… art? Like what hiphop does all the time– sample old records and throw a beat, some raps, and a bassline over it? Of course that’s art because there’s taste and aesthetic consideration involved in doing that. The hiphop artist expresses his world by sampling and recontextualizing old art.
Is making a mix tape art? Yeah… not as much as making your own music of course, but making the playlist is all about emotional consideration. DJ-ing is, to a lesser or greater degree, a more advanced and creative version of that. On the higher end of creativity and virtuosity, you have things like scratching and mashups.
Now it’s time for the hard questions: Is talking art? People often talk to convey their emotions and experiences. As weird as it sounds, it is. Like a doorknob though, it usually isn’t the primary purpose of everyday communication to strike emotion and convey experience (instead it’s more often used to coordinate mundane activities and describe intellectual ideas), so talking is not practically thought of as art. Chatting however can very quickly get into informal storytelling, and that is more easily considered artistic. Even if you’re just trying to be funny, you are shaping your words to incite an emotion.
Is punching someone in the face art? I wanted to inspire anger after all. I guess I have to say yes technically, especially if your primary goal was to inspire emotion rather than get something out of it or defend yourself. Ultimately everything you do has at least some very minute amount of “art” in it, because you express your taste and personality through it.
Is erotica art? Is porn art? If arousal is an emotion then yes, there are all kinds of aesthetic decisions to be made in the name of heightening arousal. Vanilla video porn is pretty low brow in the sense that it only serves to strike one very specific emotion in an unsophisticated, unchallenging way, as if you had a 1hr video tape of Hollywood explosions all strung together… that doesn’t stop it from being, in essence, art though. If you’re unconvinced, the lines blur when you have otherwise sophisticated films and novels with erotic scenes, along with explicit illustrations and comic art that exhibit strong, creative aesthetics — which suggests there weren’t any lines between “art” and “erotica” to begin with. It’s all aesthetic to shape emotion, no matter what that emotion may be.
If a computer spits out a bunch of random numbers, is that art?If the numbers are truly random, then probably not, unless the programmer was trying to inspire something with his decision to write such a program. Again, it all comes down to control and emotional consideration.
Is a tree art? No. A tree is a very complicated, self-organizing system designed by an evolutionary process… but if you believe in some kind of emotionally intelligent creator, then necessarily the world would be “his” art (as an expression of “his” taste).
Is a whale song art? That boils down to whether you limit art to human intelligence or emotional intelligence. Whale songs likely try to convey an emotion or experience to fellow whales, just as humans do with speech sometimes. I like to consider whale songs and such as “art” on a technical level. Intelligence, after all, exists as a gradient too. There’s no “is”/”is not” intelligent, there are just shades of intelligence spanning more than one dimension. As the technological singularity quickly approaches, you’re going to see the advent of strong AIs gaining emotional intelligence and being able to create art themselves. The lines will become increasingly blurry (or rather it’ll become more apparent that there were no “lines” to begin with).
Is an anthill art? Not really, because an anthill is about as intelligently designed as a tree. Ants are pretty dumb. Even though the colony may seem intelligent, colonies are actually just self-organizing systems (in other words, no ant, including the queen, is making intelligent decisions).
Why is painting considered more artistic than photography? It has to do with degrees of expression. There’s more control, more things to consider, more ways to shape expression in a painting. Of course this is all very arguable, since none of that opinion is measurable in any substantial way.
The reason why is: art is subjective. Why is art subjective? The development of the brain is shaped by life experiences, thus people are wired to see the world and process information in fundamentally different ways. An aesthetic that may strike the emotions of one person may not have an effect on the other. When watching a movie, some people (like my blatantly INTP self) derive more emotion from “atmosphere” and the accumulation of technical details and background elements, while others like an ESFP friend of mine, derive more from the direct story and the plight of the characters (if we both like something, that means it’s off the hook guaranteed).
This is the basis for subjectivity. It seems obvious, but people often forget about it when they try to assess a film solely on elements like “story” or “character development”. Singular aspects like those aren’t sure-fire routes to eliciting emotion. The best critics understand that and, rather than try to convey their subjective opinion, try to describe the aesthetics and the experience of the art in question. What is its emotional goal, and how does it meet that goal? Who will its best qualities appeal to? Who will be turned off by its shortcomings? If you see a critic spewing too much hyperbole and praise, or fixating too much on a few negative aspects, that’s the sign of a poor critic (or an industry cheerleader).
So let’s get back to the old elitist arguments. First of all, what does it mean to sell out? It usually means to compromise an artistic vision in order to appeal to a broader audience. Does that make it less art? Not really, since there’s a lot of emotional consideration in going that route, so it’s simply a different route that requires different artistic decisions in how to shape the work. However, a lot of consistently bad decision-making in mainstream art, whether we’re talking about the homogeny of mainstream music or studio edits of otherwise great films, comes from underestimating the intelligence and sophistication of the audience. It’s not so much trying to get sales with your work that’s bad (a lot of artists work best when thinking about their audience), it’s assuming a dumb audience, because you necessarily make dumb art, with not much more sophistication than a 1hr videotape of Hollywood explosions. Going mainstream, or even reaching for the mainstream, is not necessarily a bad decision that cheapens the work. Sometimes artists want to break out of their shells and create things that can get large audiences excited, you know… where ever it is they find inspiration to produce good work.
Does the advent of technology X cheapen the art of Y? No, it expands it beyond its old definitions. This usually sends traditionalists in a scramble as they fail to understand the new dimensions of their art form. For example, music in the western world used to be all about sophisticated notation and virtuosity in performance. As recording technology advanced over the past century, mainstream music increasingly edged towards sound aesthetics (e.g. distortion, beats, etc.) because that became the new thing, and it carried greater appeal to audiences less familiar with sophisticated music theory. Of course the old-timers who understood music only in terms of notation and performance questioned whether things like synthesizers and sophisticated recording technology was an assault on the integrity of music. Instead it was an assault on their definitions (their dividing lines) on what constituted “proper” music. As dimensions expand, dividing lines lose their relevance. The advent of all this recording technology robbed the genre of orchestral music of its previously chart-topping status (as the only game in town), but I doubt it reduced the number of people interested in traditional music theory, notation and classical performance. It’s not like all those kids listening to Soulja Boy would’ve cared about orchestral otherwise, so no, the art form is not really cheapened by all that. The base of participants continues to grow as technology makes the art more accessible, and the dimensions of expression continue to expand. The world of music is much more diverse, interesting and accessible than it was in the past. The traditional values still survive, and they often mix, blend and collide with the new too. I’ve written more on this topic in The State of Art.
Everything that isn’t My Favorite Genre (X) is crap! No, you idiot. You in particular respond best to the aesthetics of Genre X, but Genre X is not the standard of which you can judge Genre Y, Z and so on. And what will you do when your favorite genre grows stagnant (if it hasn’t already)? You can’t cling to it forever… or well, you can, but then I pity your world.
What does it mean to be pretentious? This is a tough question, since hardly anything is pretentious if you think about it. Even The Matrix 3, with all its absurd comic book convolution in its thinly veiled attempt to appear sophisticated and profound, is arguably not pretentious. It may “pretend” to be sophisticated, but it does so in order to convey a sense of profoundness, which is a genuine emotional goal. It deliberately uses the “aesthetics” of sci-fi and philosophy to elicit emotion. Some people enjoyed it, fully aware of the illusion. If you don’t believe in the illusion of art, then all art is pretentious, as it tries to illustrate an experience that doesn’t actually exist. At best, you can criticize The Matrix 3 for failing to meet its emotional objective, or just being plain stupid and not very well thought out. As a more blatant example, let’s say someone has a blank canvas in a museum with an info card next to it explaining the profound meaning behind the piece (lame!). However if the artist was truly inspired to create such a piece, it can’t be called pretentious (it can still be called daft though). The only thing that can be called pretentious is when an artist goes against his sense of taste– he deliberately creates something terrible and uninspiring to him and his perception of an audience, something totally against his better judgment, and ships a consciously low-quality, no-impact work to audiences for whatever reason (outside of deliberately aiming for a negative reaction, which is indeed an emotional goal). That’s the kind of self-centered attitude that I find pretentious. It’s always sad to see a production that conveys the apathy of a headless production crew. If nobody cared about making a good product during production, why would distributors try to present it to audiences as if it were something worth seeing? If the artist (and the museum curator) placed a blank canvas that inspires neither of them, simply because it was the “in” thing for art exhibits to have, then that too is pretentious. It pretends to be art worth seeing.
The main lesson here is everything in art & entertainment exits in a multi-dimensional gradient. You can’t fence off an area and say everything on this side is A, and everything on that side is B. To make matters more confusing, art cannot be measured in a precise fashion, making artificial borders inapplicable to begin with. Its peripheral effects, like sales and viewership, can be measured… but that doesn’t carry a direct correlation to the quality or effectiveness of the art, because the fundamental objective of art is not to make money but to strike emotion. The best you can do is take highly generalized averages Rotten Tomatoes-style, but even those fail to adequately describe the work.
**BONUS ARTICLE: Which audio format is the best?
CDs, technically… or even SACD/DVD-A, but the “whole truth” is more complicated than that. CDs are measurably better than vinyl records in practically every aspect– CDs have a lower noise floor, less distortion, quicker response and aren’t prone to warping and degradation. Vinyl fans will often cite how records can theoretically reproduce frequencies above human hearing, but the sad facts are 1. Humans can”t hear it so no musician or recording engineer will utilize that aesthetically, 2. What’s the point with all that distortion, 3. You likely don’t own the necessary hardware to reproduce that freq. range, and 4. That theoretical level of quality is lost after the first playback due to degradation. After 10 plays, a vinyl record will be reduced to half the frequency response of a CD and beyond.
Vinyl zealots will also talk about how CDs are digital so they lack the magical analog (mechanical even) phatness of a vinyl record. Here’s the deal: Vinyl records, due to their uneven freq. response and distortion, force their own character upon everything that is printed to vinyl. CDs don’t have a character at all. This means you can capture all the richness (lo-fi distortion) of a vinyl on a CD if you wanted to, but not the clean CD sound on a vinyl. Musicians and mastering engineers actually do something similar to this with distortion tools like harmonic exciters when producing a CD, so the idea of “lo-fi phatness” is already on the mind of anyone who wants to produce a good-sounding album. (Tube amplifiers accomplish this distortion on the playback end of things, if you’re wondering why some people have those)
So does this all mean a CD will always sound better than a vinyl record? NO. You may have heard of the so-called loudness war which describes an industry-wide problem plaguing the field of mastering. In the absence of a loudness standard, pop CDs aiming for an aggressively “mainstream” sound will sacrifice aspects of its sound quality in order to obtain a louder sound. Vinyl records behave to “loudness” differently, which makes such foolish practices moot when mastering to a vinyl record. What this means is sometimes, a vinyl record will actually have a less compromised master of the material than the CD version. This is only beneficial when the CD master is tremendously compromised though, so it’s not _that_ common. All that being said, I have a few vinyl records. It’s a cool novelty format with its own character… I mean all is fair game in the name of touching emotion. I’m always blown away that a needle vibrating in the grooves of a plastic disc can produce decent levels of sound quality. If we lived in a vinyl record-less alternate dimension and someone described to me their concept for a turntable, I would’ve said you’re f—ing out of your mind, there’s no way that’ll sound good.
SA-CD and DVD-A are the failed successors to the CD format. They add a few new features and measurably improved levels of sound quality, but the problem is CDs already reproduce the full spectrum of human hearing. Nobody in a double-blind test on a high-quality reference system can tell the difference between CD and SA-CD or DVD-A. If you can’t hear it, then nobody on the recording side of things aesthetically considers it anyway.
MP3s and other audio compression algorithms all work by using the same fundamental technique: removing and simplifying sounds you can’t hear. MP3s gained an early stigma by implementations with poor or even flawed performance, turning the audio into a wishy-washy mess. However, the technology has come a long way in the past decade. Improvements to the algorithm and extensive tuning (via public double-blind testing) allows modern formats like L.A.M.E. MP3 and Ogg Vorbis to reach “transparent” levels of quality at bitrates that were once considered dangerous. Does audio compression damage quality? If you’re using a mature encoder at a decent bitrate (say 192 kbps VBR), then the answer is no. In fact, the better your audio system, the more transparent the audio compression will be (Crappy headphones with uneven freq. response tend to make it easier to hear certain compression artifacts). The stigma however still remains, hence the offerings of a tremendously wasteful 320 kbps CBR at certain stores. At least use VBR, FFS.
Here is IMO the order of things to do if you want to improve the sound quality of your system, things having the most audible effect first:
Buy better speakers (try craigslist but watch out for speaker scams! Avoid things made before the early 90s), buy a subwoofer, place your speakers properly or differently in the room, put your system in a better room, treat your room with acoustic absorber panels ($ or DIY), buy a better amp & cables if they have audible issues, and select a better format if there are audible issues as well. By far, your speakers and the space you put them in make the biggest difference in shaping sound. However this is kind of an infinite area because, like art, it’s all about your taste and emotion. Isn’t it fun when the things that matter are subjective?