Wednesday, October 28, 2009

The Wrong Kind of Challenge: Why Demon’s Souls Represents Rudimentary Game Design

Based on the title of this article, it may be assumed by those reading that I would take the stance that Demon’s Souls is not a game worth playing. The reality is quite the contrary. More than anything else, Demon’s Souls is a game that ultimately challenges players to examine the notion of game difficulty, and asks us to consider several questions regarding the relationship between game design and game difficulty: What aspects of a game make it difficult? What is the difference between challenging and difficult? Is there a difference?

The answers to these questions, particularly if you agree that there is a difference, all eventually lead us to the ultimate consideration that Demon’s Souls invites gamers to consider:

How difficult is it to make a difficult game?

The answer that Demon’s Souls relates to that question is one that could not be understood without the existence of, and comparison to, another game of a different genre: Ninja Gaiden. With both games in mind, the answer becomes quite simple.

It is not difficult to make a difficult game, but it is challenging to make a challenging game.

Everyone agrees that this is a hard game...

In the case of the two games above, Demon’s Souls would be difficult; Ninja Gaiden would be challenging.

I realize that based on the overwhelmingly positive reviews for Demon’s Souls, my statement may get under the skin of the game’s fan base. However, it is important to note that nowhere have I stated that Demon’s Souls is a bad game. I have simply stated that it is much easier to make a game like Demon’s Souls than a game like Ninja Gaiden.

Think about it. Reconsider the questions I posed above. How hard is it to make a game difficult, and what tools do game designers have at their disposal to make this happen?

What is actually being asked with these questions is how easy is it for game designers to kill you in a game?

Very easy. At every step through every part of a game, the designer plays God. Their power is limitless, and what becomes possible and impossible in the game world is entirely in the designer’s control. The player, on the other hand, is the guinea pig. While some aspect of player choice may be perceived by the player, the reality is that those choices have already been predetermined by the designer.

Therefore, any possibility of player death within a game is entirely under the designer’s control, and making a game difficult simply means the designer makes it easier and more frequently possible to die. This accomplishment is rather easy, and the choices the designer has to make this happen is varied: Increase the damage dealt by the enemy. Decrease the player’s damage dealt to enemies. Make more enemies. Make more traps. Decrease the amount of checkpoints between saves. Take away checkpoints. Take away saves. Decrease the amount of healing items. Decrease health.

This list could go on even longer, but the general principle will always revolve around one central concept: the manipulation of numbers. In each of the examples given, the designer is able to increase or decrease a game’s difficulty simply by manipulating a set of numbers.

In the case of Demon’s Souls, and with many games of the early consoles, this tool is the backbone of the game’s concept and design, and in most cases, the system is praised for its risk/reward factor. While the sense of accomplishment may exist from completing such a game, the reality is that not much thought or skill is needed to create a game with this type of difficulty. In theory, any designer could create the most difficult game ever made simply by setting the numbers against the player unreasonably high, and dropping the numbers associated with the player unreasonably low. As a result, the player would deal little damage, but take a lot; the player would have very little health to fight with, but have to deal with fighting enemies who could absorb a lot of damage.

I’m certain that this game would be very hard to beat. I’m also certain that this game would get praised for how punishing it was.

With Demon’s Souls, this results in only one real tool that the player must utilize to complete the game: memory. The player must memorize where the enemies are, and slowly and progressively take them out one by one. This is rudimentary game design.

However, the days of rudimentary difficulty in game design have long passed, and superior forms of player manipulation have surfaced that favor challenge and complexity over punishing difficulty.

Examine the aspects that make Ninja Gaiden challenging and you notice that none of the design principles have anything to do with memory of enemy locations, excessive punishment of the player with a lack of checkpoints, or overwhelming damage of enemies. Yet nobody disagrees that Ninja Gaiden is one of the most challenging games ever made.

... but this game is actually challenging.

The reason why Ninja Gaiden achieves that dichotomy is that the game designer gives the player more tools than simple memory: skill and variety. In order to be successful, the player has many methods for taking out the enemies, and survival has nothing to do with memory, and everything to do with reflex, reaction time, and dynamic strategies of using the wide array of moves and combos available to the player.

Simply put, the game favors complexity as the catalyst for challenge, not number manipulation. As a result, Ninja Gaiden is only as challenging as the player’s lack of skills and reflexes. No battle will ever play out the same, even when the same battle is fought several times after death, because the game does not allow memory to become a factor.

Moreover, when the player dies, the game does not elongate itself by placing the player at the beginning of the level, instead using checkpoints to encourage the player to experiment with new techniques without worrying about unreasonable risk.

It is no secret that gameplay is unrealistic to the way the real world works. No matter how difficult a game is, it never truly reflects the impossible realities of the scenarios that we as gamers play out in our games. It will never be realistic to assume that any one, ordinary soldier could slaughter hundreds of equally skilled soldiers. Games will always favor the player (the protagonist), much in the same way that movies do. Otherwise they wouldn’t be very fun.

But as long as we strive to make the notion of game completion an actual accomplishment, the decision on whether or not a game should be difficult or challenging must be addressed.

Should game difficulty be designed with challenging complexity in mind, and not simple difficulty? Should game design favor player skill and dynamic gameplay over player memory and numbers manipulation?

We can thank Demon’s Souls for making that a question to ask.

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Tuesday, October 6, 2009

Take This in your Pooper, Kotick.




I just thought I'd share the fact that my crusade against Activision DEO (Douchey Executive Officer) Bobby Kotick has officially started. I was able to, by way of simple explanation of the situation, convince a hardcore gamer to boycott Activision products. That's called a win.


[adding...] Yes, I'm aware that I only convinced one person, but I'm hoping to start a meme here. I tell him, he tells his friends, they tell their friends, etc. It can happen.


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Do You Like to Read?

If so, there's a very long, but very worthwhile article at Kotaku by Tim Rogers. I couldn't begin to describe everything he talks about, but he starts off with guns and zombies and works his way through Uncharted and Tomb Raider. I guess I did begin to describe it. Anyways, if you can read and you like games, go read this article about games. I know I've told you jack shit about it, but whatever, you know I know what I'm talking about.


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Thursday, September 17, 2009

Bobby Kotick Thinks You Are a Moron.

Bobby's early years, before heading up one of the country's biggest games publishers. He is on record saying it was a "dark, yet extremely rewarding time in my life."


If you haven't read this story on Gamespot, do so now. The quotes attributed to Activision's CEO, Bobby Kotick, are despicable and unethical, to say the least.How this man is allowed to leave his house without checking in with a parole officer is beyond me, but I don't make the rules. If I did, I'd make sure ol' Bobby was trading places with the kid actors from Slumdog Millionaire. What a douchebag.

"I think what the untethered Guitar Hero does is equal the playing field a little more and give you some leverage with first parties when it comes to downloadable content and the business model," said the crotch-sniffing asshat Kotick, during the Deutsche Bank Securities Technology Conference. Sure, that quote sounds innocuous enough, but read it again and then think about it. What he's actually saying is that if Guitar Hero winds up not requiring an actual console to play it on your T.V., then they can do whatever the hell they want as far as pricing their DLC. At least that's what I'm reading into it. Maybe I'm reaching. But then again, maybe Bobby Kotick is an evil cock that doesn't deserve the title of Head of Custodial Arts, let alone his actual title of CEO.


Promotional material for my upcoming Docu-Drama, "Life With Bobby, or; How I Learned to Like Not Being a Rich Cunt"


That quote alone wouldn't even remotely approach the sound reasoning that he deserves the scorn and ridicule I'm doling out to him. Nay, I say to you who doubts his assholeishness. Observe another gem of wisdom when Kotick says, "We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games."

Exqueeze me? Baking powder? What the fuck did he just say? His life-goal with Activision "...was to take all the fun out of making video games." Way to go, asshole. You're not SUPPOSED to say that shit in public. That's the type of thing you say to your secretary over an early morning breakfast of infant appendages and A-1 sauce while twirling your moustache with grease made from aborted Christian fetuses.


Here is Bobby Kotick, clearly not looking like a tool.

And, astonishingly, he didn't stop there. To quote the Gamespot story, "The executive said that he has tried to instill into the company culture 'skepticism, pessimism, and fear' of the global economic downturn, adding, 'We are very good at keeping people focused on the deep depression.'"

You'd think something would fire up some neurons in his brain and involuntarily keep his fat fucking mouth shut before he was able to get out that utterly ridiculous "company culture" bullshit. That's no way to run a company, and I don't care how big that company is. If that's how you treat your employees, then Activision can't be a very nice place to work. In all seriousness, this kind of attitude is absolutely unacceptable. It's unethical, immoral, and whatever other synonym for shitty you can think of.

In an article from Edge dating back to August of this year, the Prince of Darkness decided to chime in when Activision executives were asked about retailers' reactions to their pricing, saying, "…You know if it was left to me, I would raise the prices even further,” before pulling a giant lever which opened up a cavernous hole beneath his #2's plush office chair.


Here, Bobby is seen celebrating his random sale of stock, which happened to make him $17 million in a single day. He later admitted he is going to use the money to nuke us into oblivion. Victory!

As if you need any more proof that this dude is a jerkoff, The Business Insider picked up on a little financial transaction by Bobby from around May, in which they found "Kotick, who had sold a big chunk [of Activision stock] in March, filed to sell 1.5 million shares worth about $17 million..." Let me be clear about this kind of thing: I don't think that there is anything inherently wrong with anyone selling stock that they own. But I will raise questions when you are the CEO of a major corporation who makes millions every year, and yet you still think it's a good idea to sell an ass-load of stock in your own company. Why, you ask? Well, the final sentences in the article sum it up pretty well for me. "It could be that they[sic] execs need to do some 'estate planning' or some other functional reason. It could also be some ill winds blowing across the gaming sector. Retailer GameStop said on Friday that same store sales were weak and its outlook cloudy for the second quarter." You see, when I read something like that, all I can think of is random opportunity for Bobby. He makes a lot of money. Durh. So why would he sell millions of shares of stock in Activision? On a whim? And if that's the case, did he even bother to think of what this might tell people like the writers of that article? He's putting artificial doubt in the minds of financial analysts for the sole sake of making $17 million on a whim. That's ridiculously unethical in my not-so-humble opinion. Like I said, there's nothing illegal about doing what he did, but I think it's pretty telling as to his character and ethical center.




I'd already swore off Activision-published games, as the poll on the right-hand-side of the blog points to. I'll admit to buying the odd game published by them, but that's only because I didn't know the full extent of Kotick's insane beliefs. I already knew he didn't want to publish a game unless he could franchise it, but Jesus, I had no idea he was this far down the rabbit hole. Fuck this guy, and fuck everything that comes from Activision. It's too bad I won't be able to enjoy Call of Duty 6 when it comes out, but Infinity Ward should really consider moving on to greener pastures at this point. Activision is ruining their franchise by watering it down with inferior products every other year, and the trend is only going to continue. With CEOs like Bobby Kotick lurking around the dungeons of corporate depravity, it's no wonder sometimes I feel like the games industry is lagging behind where it should be in terms of creativity.

Seriously, fuck Bobby Kotick and Activision. Don't support this type of bullshit by buying their games. It has to be done.
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Tuesday, July 7, 2009

How to be truely InFamous...


Oh Ps3... Nobody loves you like I do. Rather than give me sequel, after sequel, you give me new I.P. And not just average new I.P. You deliver the best of this generation. Heavenly Sword, Valkyria Chronicles, Uncharted, and now InFamous.


Let me just say firstly that InFamous doesn't do a whole lot new when it comes to open world games, it just does everything BETTER. From the first time you pick up the DualShock, you will find that our hero moves around so fluidly. He is fast, jumping from building to building feels fantastic. Sucker Punch nailed control and movement in their first outing since Sly 3.


The gameplay is a mix of platformer and third person shooter, with the latter more prevalent. You have upgrades that you can use to empower Cole, and even your decisions, good or bad, will give you different abilities.


The story is great if you take it for what it is, a comic book style narrative. I found myself often playing just to see what happens to Cole. With one of the better endings I have seen in a few years, there was no disappointment in finishing the tale.


So, without going on too much longer, I will leave you with this: In a sea of yearly sequels and reboots, its nice to see new games come out that are truly new and refreshing. If you pass this gem up, it is you who will become InFamous!!!
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Thursday, July 2, 2009

Killzone 2's Controls Are Fixed!!!!!

Yea, this is old news. I just thought I'd share this bit of information for those who didn't know. I knew about it since the patch went live, but I was waiting for the opportunity to pick it up again cheap used. I already bought it once, so I'll be damned if I'm going to give Guerrilla my money TWICE. Anyways, the controls are totally fixed now, and I'm having a fucking blast with the game. I'm not done with it yet, and I'm not going to review it since we already have an ass-load of Killzone 2 shit up on the blog. I'll only say that my happiness level has increased immensely with this much-needed fix, and now I'm definitely going to finish the game. Kudos do Guerrilla for not being total douches and owning up to the fact that they fucked up. That's something I can't say for every company. Read more...

Friday, June 26, 2009

Conduit Impressions




Let's get this right out of the way. There are sooooo many other FPS games with similar plots. There are sooooo may other FPS games that offer a robust multiplayer mode. The Level design won't blow you away....hallway....open room....bad guys...shoot....repeat over and over. Many games in the genre also look a lot better than what you will get with Wii's "The Conduit", however this little gem boasts one of the most immersive customizable control schemes you have ever played on any system..........period.

I have spent about three hours with the campaign mode so far and it has been an absolute joy to play. There is a huge learning curve while you get use to the motion controls, but once you do.....you'll be pulling off head shots and chucking grenades with relative ease. The big hook in the game is the aforementioned control scheme. Moving a little too slow....change it...don't like where the re-load button is....change it. For the most part, there is no control layout that is set in stone. I've never had such a good time tweaking my controller options in a video game until now. When you are in the menu screen making adjustments you basically stay in the game while taking no damage from enemies. This allows you customize on the fly and should be THE standard for any FPS in the future to follow.

Before the Wii came out, people were anticipating the very thing that High Voltage has created with "The Conduit." An immersive FPS built from the ground up with the Wii waggle in mind. They have proved that it can be done........and done beautifully I might add. Now I still love my standard controller, however it's nice to have something different on the menu when I'm craving that type of experience. If the Wii is your only console.....it is simply a no brainer purchase.

I totally praise High Voltage for what they have accomplished. Now I will admit they did sacrifice things like enemy a.i. and interesting levels, but their focus on making the controls truly exceptional outweigh the shortcomings. Future projects from this developer are already making this Wii owner totally giddy with excitement.

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Saturday, May 23, 2009

T R I C O . !!!!!!!!!!!!!


First, you must watch:





Yes, you are correct. That was fucking amazing. Lets talk about why that is.

If you've played Shadow of the Colossus, you should pay close attention to how the boy moves while on top of the creature. I could be wrong, but to me it looks like the game is taking the core mechanic from SOTC - grappling onto the fur of giant creatures - and applying it to totally opposite situations. The creature and the boy are obviously close, and the creature takes the boy wherever he needs to go. Flying high in the sky, swimming to the oceans depths, and everything in between seem, at first glance, to be within the players reach. I just can't get over the simple genius of using that mechanic for exploration instead of only combat. Bravo, Sony. Now, all you have to do is give this development studio a better name than the current generic, third-tier-sounding name it unfortunately has. I don't even remember what the fuck it is. And no, Team ICO isn't their actual name.

But more to the point, this game is far and away one of the best reasons to own a ps3. TRICO looks to be some kind of mix between ICO and SOTC, with the possible addition of being hunted by an unnumbered amount of people (notice the beginning of the footage....the boy and the creature seem to be escaping from some kind of prison or fortress). And with the creature's ability to fly, I'm expecting the scope to eclipse SOTC by quite a bit. Son of a bitch, I want this game right now. I think Sony might be showing off the game proper at E3, but I'm not sure about that. Obviously, I hope they do, especially since this footage is pretty old. Who knows how much more awesome can be contained on a single disc? Only god and santa claus know the answer to that, but Sony is getting pretty damn close to finding out for themselves.


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Friday, May 22, 2009

First Impressions: Velvet Assassin (Xbox 360)



I really haven't played much of the game yet, so this will be pretty short. I believe I'm three levels in, and so far I'm very happy with it. For starters, it looks great. I can't even think of anything wrong with the graphics off the top of my head, and honestly, I was pleasantly surprised by that. In fact, I don't even remember who developed the game, and I wasn't expecting it to look or feel like a triple-A game. But so far it does, so.....more power to whoever the fuck made it.

If you didn't know, Velvet Assassin is a stealth game. And it's pretty traditional so far, but in a good way. You basically go through the different environments (which, as I said a second ago, are beautiful) and try to be as sneaky as possible. Stealth kills are super easy to execute, as they're done by simply pressing A when you get close enough to an enemy. The whole screen turns red, and once you execute the move, it's not pretty. I stabbed a man in the crotch and then immediately went for a major artery somewhere around the shoulder/neck area. I've slit a bunch of throats. I stabbed another man in the face. It's brutal stuff, and it's fucking satisfying, to say the least. You occasionally get to use firearms, but ammo is scarce and it's pretty tough to aim with any kind of precision. But that's the point of a stealth game, isn't it? If you were given the controls of, say, Call of Duty, then what would be the point of trying to be all stealthy? Exactly.

The narrative is told as a flashback as the game's protagonist, Faith, is lying in a hospital bed (I think). That's all I remember, actually. Like I said, I'm not very far in the game, and I haven't really settled in with the story or begun to feel a flow or groove yet. But I like the presentation, and there's a dark tone that hopefully will continue throughout the entire game. I need to play more, but I'm juggling three games at once right now: this one, The Longest Journey, and Armed & Dangerous. Land Shark Gun FTW. Anyways, I'll have more thoughts on Velvet Assassin when I'm done, but for now, it's off to a great start.


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Wednesday, May 20, 2009

Oldies but Goodies - Dreamfall: The Longest Journey



First off, I know I haven't written anything in a month. So to the two of you, I apologize.

I just finished Dreamfall: The Longest Journey today, and I have to admit that it ended with more questions than answers. Having never played the original The Longest Journey, there were things that happened in the sequel that tied into the original, but the full extent I won't know until I play it (I'm planning to start it within the next few days if my laptop isn't totally screwed). Having said that, Dreamfall is straight up, old fashioned good storytelling. The world is believable, the characters are beautifully written and articulated, and the experience really does feel like a long journey that spans across two worlds. The cutscenes are great as well, thanks to a uniformly pitch-perfect voice cast and writing to match. As a game that hinges on all those things mixing well, there's really no greater praise I could give it.

The game's not perfect, by any means, but its shortcomings are far outweighed by everything it does right. Until you finish the game. It's not necessarily a bad ending, but it leaves so much unfinished that if the next game never comes, I'll have no choice but to call it a disappointment. In that way, it's sort of like Quantum of Solace. As a stand-alone narrative, it falls short. But if the next Bond movie delivers, Solace instantly benefits. It's the same situation with Dreamfall, with the notable exception of the story being told really well, but the ending being way too open-ended. In short, I hope to god they make the next one. Soon. I know there are plans in the works for the next game, but it looks to be a little while before any concrete information is put out.

If you happen to be interested in knowing when the next game is coming, bookmark Ragnar's blog. If there's ever an official or semi-official announcement, it'll definitely show up there.

I think the most amazing thing about Dreamfall was how the characters and story intertwined and unfolded. When the game starts, you're only controlling a single protagonist. It stays that way for quite some time, but as more characters are introduced, you gradually start taking control of them at certain points. For example (spoiler-free), in one scene I was playing as character A. While walking I met character B. We had a conversation, and when it was over, the character I was just playing as walked away and I was left controlling character B. That's one hell of an elegant way to tell a story (it helps that the story didn't suck). See, it's stuff like this that a lot of developers don't even think about trying. Hell, even if they try and fail, that's better than not trying at all. Those fuckers.

Something else that hit home for me was one of the central themes of the game: being stuck in a rut and basically going through life on auto-pilot. I can fully relate to that, and in fact, it's what I've been doing up until about a month ago. So, yea, I think having a purpose or goal in life is important, and Zoe in Dreamfall agrees with me, even if she's still stuck in that rut. At least until all the crazy shit starts happening. After that, she doesn't get the chance to be lazy and non-committal. Evil things are afoot, and she's pretty much the only one who can do anything about it. I almost wish it was that easy to fall into globe-trotting adventures, but alas, it is not to be. Oh well, I've started going to the gym, so that's a start.

As far as gameplay goes, well, that's not why anyone's playing Dreamfall. That's not in any way saying that the gamplay is broken or not fun. Quite the opposite, actually. It's just that when you play an adventure game like this, the nuts and bolts take a backseat to storytelling, and, in a broader sense, emotions. If I had to pick something, I'd say the hand-to-hand combat is the worst aspect of the gameplay, but it doesn't happen enough to really matter much. Other than combat, the game is really about following clues. You get to a certain area, search around until you find whatever it is you're looking for, which in turn reveals the next place you should head to, etc, etc. On paper it probably sounds boring, but when you're knee-deep in a double-global conspiracy involving a nefarious corporation and land occupation in another dimention by foreign religious zealots, it gets pretty engrossing.



Adding.... I've now started The Longest Journey, and while I'll save my comments for when I finish it, I'll say this: I've never played an old school point-and-click adventure, and the first couple hours have blown my mind. It's so fresh and interesting, and way different than the types of games I usually play. Also, seeing the places and characters before the events in Dreamfall is really cool. More thoughts incoming.


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