
My
Portfolio:
For
a summery of my past work click on the portfolio
link above. For more detailed information about
individual titles and videos click the individual
game links next to the title at the top of any
page.
5/11/2011
Brink:
I picked up Brink yesterday because I have to
admit I got a little caught up in the hype.
Hype appears to be what it was all about because
so far I'm having buyers remorse. It starts
with the fact that I usually would have bought
the PS3 version of the game. However since it's
mainly multiplayer and the PSN is down that
would have been pointless. So I grabbed the
Xbox version instead.
I
played the first 3 campaign missions, 3 challenges
and did some online play to get a feel for it
all. I must say I was very disappointed in the
experience. The game has so many design issues
it's hard to know where to start talking about
it so I'll start with the obvious...I've already
played Team Fortress 2. Same exact classes doing
the same exact thing. However unlike TF2 Brink
has terrible level design. The maps are dark
and confusing. Everything looks the same and
there are few landmarks to give yourself any
bearing at all to figure out where you are.
The texture all seem to muddle together and
pop to further disoriented you and worst of
all it's damn hard to tell if they person in
front of you is friend or foe. They look similar
except for a red or blue outline that only appears
if you point your gun at them which by that
time you're dead.
One
of the big draws to the game was the parkour
style of movement allowing you to seamlessly
jump around the environment. This sort of works
in that it doesn't annoy you during multiplayer
but it's short comings become obvious in the
parkour challenges. Using the game's movement
system it's constantly shoving you forward and
more often than not shoving you off objects
you wanted to stand on top of. For instance
lets say you want to quickly climb to the top
of a crate stack. With the system you very quickly
get to the top however as you reach the top
and let up on the controls the game's "momentum"
keeps you moving and right off the edge. Extremely
frustrating!
My
multiplayer experience was bad bad bad. The
game ran terrible in a full match. Loads of
lag which doesn't surprise me considering it's
id Tech. Multiplayer hasn't been id's strong
point since the Doom 3 engine.
There
is some good in the game however. Another thing
the game boasts it a high level of customization
of your character and weapons which you unlock
while playing the game. This part is good because
we all love loot. There are loads of choices
and ways to make you're character stand out.
There is also a small level of ability customization
however it's limited and most likely all the
other players have the same ones as you do.
Splash
Damage has always been a company that helps
the big AAA developers stay one schedule and
haven't really created their own title. Brink
doesn't really give me confidence that they
are ready to get out there on their own just
yet but maybe some of the issues can be corrected
in a few patches if they recognize the problems.
2/14/2010
Innovation:
Recently I had posted that I’d be interested
in making a racing game. Shortly after a co-worker
replied that racing games were dead. He mentioned
how even Gran Turismo (arguably the most successful
racing franchise ever) was suffering because
the sales of GT5 while good were not as good
as GT4. I said that the racing genre just needed
some innovation for which he replied, “It's
racing, what exact innovation are you looking
for in a non-arcade racer?” For me this
statement culminated a big problem that is happening
in the gaming industry today and that is an
extremely shortsighted vision from not only
the devs and publishers but also the customers
that buy them.
I’ve
been in the industry a long time and have watched
it change from small basement based indie devs
studios to multimillion-dollar publishers and
franchises. During that time there has been
a lot of innovation not only in technology driven
by gaming but also in genres of games. Games
started falling into categories such as real-time
strategy, first person shooters, third person
shooters, etc. This became so ingrained that
we are now of the mind that games need
to fall into one of these genres, especially
if it’s development is to get funded by
a publisher and in doing so the title is pigeon
holed into a definition of what it is dooming
it to follow the rules of the genra and often
compete with the top title within it.
I
once pitched a game to a publisher that was
a little hard to categorize. I had a lot of
excitement so it wasn’t a bad idea, just
different. As the idea moved up the cooperate
ladder it stopped at a producer near the top
because he said, “For us to approve a
game it need to meet the following requirements.
-
It cannot have more than one risk.
- It needs to be able to be described in one
sentence.
- That sentence needs to say it’s like
(X) successful title.
What
room does innovation have in those requirements?
Certainly not all publishers are like that but
it’s the perfect example of shortsightedness.
Imagine trying to innovate racing games when
people already have in their minds what a racing
game is.
The
big problem is that it is all people; not just
publishers and developers but the people that
buy games have the same frame of mind. They
look at a title and see it involves racing and
assume they know all about it. There really
needs to be buzz behind the game to let them
know what’s different about it that way
they will give it a chance. To generate the
buzz it needs a publisher behind it that believes
in the product, which requires that it not be
too innovative and the cycle continues. Happily
there are some indie developers out there bucking
this trend. Titles like Stacking
from Double Fine are taking huge risks to push
gaming forward and I certainly applaude them
but they are the exception and the main stream
follow the rules.
So
to get back to the question “what exact
innovation would I be looking for in a racing
game” I answered this, “Current
racing games are very one dimensional, you get
cars, race cars, upgrade cars. Pretty much that
is the extent of a racing game. However only
a rare few add storyline, character development,
and a sense of adventure driven by racing. In
action/adventure games the player generally
interacts on foot through a basically liner
path and I see no reason that path couldn't
be in a car at high speed and the cars don't
need to have guns mounted on them to make that
entertaining.” Cars are a mode of transportation
just like walking, flying, riding a horse, etc.
In
Red Dead Redemption you ride a horse and it
was a big part of the allure of the game but
it wasn’t all about horse riding. There
was a storyline and game play that happened
on and off the horse. In some movies the focus
is on the vehicles such as Smokey and the Bandit,
Dukes of Hazzard, Bullitt, etc but there is
also storylines and characters. So there is
no reason a game couldn’t have cars and
a story line as well. NFS: Most Wanted did that
very successfully in my opinion. The recent
Test Drive Unlimited 2 does it very loosely
and I feel with some innovation racing could
be mixed with a story and action that could
be unique and make something very exciting.
I’ve even drafted a few ideas if anyone
is interested.
10/24/2010
Costume Quest: Gimmie MORE!
I played the entire Costume Quest game in one
day and my thoughts are ......MORE! I actually
upset my kids by not allowing them to play until
I was done. The game has one of those designs
that makes game designers say, "Duh, why
didn't I think of that?" Of course leave
it to Double Fine to think of it. Every kid
that trick or treats imagines being the costume
they are wearing and that is what it's all about.
Well that and candy.
In
Costume Quest you play a little boy or girl
that is forced to save Halloween (oh, and your
sibling) from some monsters stealing all the
town's candy. So how do you do this? With the
power of your costumes of course. While you
collect candy you also collect costume patterns
and pieces. When you're costume is complete
you can wear it but these are no ordinary costumes.
When you encounter a monster you enter a turn-based
battle arena and actually become a costume with
it's special abilities and powers. You can also
tweak the kids in your party using Battle Stamps
that you buy with candy. These can add various
things such as Witches Brew (damage over time)
to your attack or more HP and AP. 
The
game has so much more room to grow and I can
easily see more costumes, stamps, enemies. They
hardly scratched the surface of possibilities
but for a titles that is only found on PS3 Network
and Xbox Live expansions could easily be added.
My fingers are crossed that Double Fine is thinking
the same.
If
you haven't given it a try get out there and
do it. For $14.95 what have you got to lose
other than about 400 megs of hard drive space?
10/19/2010
Modnation
Racers Is Not Little Big Planet: A
while back I picked up Modnation Racers. My
thought was that my kids and I had such a good
time with Little Big Planet that this is the
same thing only kart racing. Since I've had
some spare time lately (ahem) I've decided to
start looking at it and I went into it thinking
I knew what it was about. However I was wrong
and I found that my misconception totally altered
my opinion of the game. I kept wanting it to
be a racing Little Big Planet and it kept not
being that which in turn kept disappointing
me. So I thought it might be fun to break that
down a little.
What
I Expected: In the game under your PS3 profile
you create a custom character and car. You can
really tweak these things a lot which is great!
You then get attached to your little guy as
you play and follow the storyline. My kids did
the same thing under their own PS3 profiles.
So of course we wanted to race each other just
like playing our custom Little Big Planet (LBP)
characters.
What
I Got: Unlike LBP when you race split screen
the other players are never asked what profile
they are playing under so the only player that
gets to load his custom character that they
spent hours tweaking is the current logged in
profile. Everyone else gets to choose character
the game has available. So immediately your
feeling is, "I don't care about this racer.
Whatever just start the race." which isn't
a way you want to start playing a game.
What
I Expected: In LBP you pick up items that
allow you to customized your character. These
are found playing alone as well as in multiplayer
and everyone playing gets to keep them once
they are found. There are even areas that require
two players to collect the items for a fun team
effort. I was expected the same in Modnation
but maybe in a more racing competitive way such
as you having to use your racing skills to be
the first to get them and perhaps they are not
shared among all players.
What
I Got: As you race with your character you
pick up tokens and these can be used to "buy"
more items to customize you cars and characters.
These items are available only through single
play so there is no team effort or competition
to get them between multiplayer players at all.
I also found the spending of tokens to be a
bizarre design decision. Depending on the number
of tokens you've collected you can spend them
on different priced roulette type vending machines.
So say you want to spend 5 tokens, it spins
and you get whatever it stops on. To me this
totally sucks the motivation out of token collecting
if I can't choose the item I'm going for. For
instance say I want an indy car body that costs
5 tokens so I go out and race for those 5 tokens
with the goal of getting that indy car body.
But since it's random I could just end up with
total crap so who cares. Sure it's fun to do
when you notice you have a lot of tokens piled
up but I don't race to get them.
The
Misconception: So does this mean my opinion
of Modnation Racers is bad? No not at all. If
I throw out all the things I wanted Modnation
to be and look at what it actually is the game
is really fun. It is a multiplayer title but
more so using the PS3 network rather than a
split screen among people in the same room.
It has a fun online community where you share
your creations. Online you can be your character
and it's only misfortune is that the PS3 only
allows one profile to connect to the PS3 network.
The game has a great track editor that is a
blast to use and really caters to all levels
of track building skills. The racing style is
typically kart racing with the expected fun
power ups and weapons.
I
think many titles suffer from a misconception
of what the player expects it to be and what
they get. This is extremely true in MMOs where
everyone what's similar controls and game play
as World of Warcraft, but then boils down to
the fact that if you wanted WoW then go play
that instead. Really any title suffers from
being compared to the current top seller in
their genera. As designers it would be nice
if we could wipe the player's mind clean and
have our creations judged on their own merit
but that's not the case. We need to be extremely
aware of what the customers are playing and
anticipate what they will expect from our title.
There is a fine line of balance between being
new and fresh and being a copy cat game. You
have to be different enough with out being foreign.
I think Modnation could have benefited a lot
from following LBP's lead but still ended up
being a fun title that didn't leave me totally
lost.
09/27/2010
Minecraft:
Gameplay is King!:
Holy Crap!! I just found my latest obsession
and so has thousands of others in a tiny little
game called Minecraft. Well tiny might not be
the right word for it because the game is far
from that, in fact it's an entire world. Minecraft
a simple first person sandbox game where you
are basically "plopped" into a world
that you can alter through crafting. Everything
is made of blocks from the ground and landscape
to the animals that inhabit it. You can build
just about anything you can think of out of
the various raw materials the world provides
however you quickly learn there is a modivation
to build as night falls. Here was my first simulated
day in Mincraft.
I
started standing on this bizzare looking block
landscape with nothing but my block shaped hand
in front of me. Click the mouse, okay the hand
moves. Point at the ground, oh I dug up a block
of dirt that went into my inventory. Ran up
to a tree and hit it, oh, I got a block of wood.
Hey a block pig, I'll go hit it. Things went
on like this until the sun started setting.
Then it started getting dark. It was getting
VERY dark. Man, I can't see anything. Hey I
think I see a guy over there.......Grrr....smack!
SHIT, it's a zombie!!
I
spent the rest of the night running from zombies.
I thought this game sucks! What do I do just
run from zombies the whole time? Then the sun
came up and they all burst into flames and died.
Suddenly it all became very clear. I need to
build, and frantically build I did to prepare
for the next night.
Soon
however you get quite a home established and
the monster that come out at night are less
of a problem so as the name says you start digging
down, mining into the ground discovering more
and more materials, caverns, and dark places.
As
a game designer I see Minecraft as a big win.
Notch (the game's creator) focused on the game's
game play rather than worrying about the dirt
looking like the best high rez dirt a computer
game ever created. Because of this the game
runs at a great frame rate and he could put
more power towards creating fun which is why
we all play.
In
the game industry there is a constant struggle
between art and design and here is what Minecraft
proves to me and I'm going to highlight it.
Even the best
graphics in the industry can't save a bad design
but a good design can work with any graphics.
This
is not to say Minecraft doesn't have good art,
in fact I've often heard the landscapes described
as beautiful which is a testament again to the
simple design.
So
get over and download a copy now! There is a
single player and multi player modes if you
want to build with friends. You can start mining
at www.minecraft.net.
Updated
the Wolf page: Added the trailer and
a little explaination of what I worked on during
the project.
09/15/2010
Dragon
Age First Thoughts: Finally got a chance
to play Dragon Age. At work I'm usually making
FPS of some sort so when I'm on my own time
I often enjoy playing something different. Usually
it's an RPG and BioWare's Dragon Age seemed
like the best choice since it got such great
review and is so popular. I enjoyed Neverwinter
1 &2 so I was really looking forward to
playing it. But so far I'm not as into it as
I had hoped. Here are some quick thoughts I
had from playing.
The
Good:
- I really liked the character
creation tool because you can tweak it all you
want or just say whatever and continue.
- I liked that choosing different
races changed your starting location and back
story.
- Also I really enjoy the very
involved task of getting to know someone, in
where you carefully talk to your allies to opening
up their stories or more.
The
Bad:
- I played many hours of NWN
and it immediately felt the same which I guess
shouldn't have surprised me but I was tired
of it right from the start.
- The location transitions
were really bad. I dislike loading from one
area to another, turning around and not seeing
a place that looks like where I came from. It's
very disorienting and is just plan lazy.
- The jarring cut scenes yank
me out of the game and worse they completely
screw up my intentions. I rolled a Rogue so
I often set my party up to stay behind while
I scout ahead. Then I hit a trigger for a cut
scene and me and my party are forced to stand
there and get ambushed no matter how I set them
up.
- Which leads me to the combat.
90% of the time I feel I win the battle by screwing
with the AI rather than fighting as intended.
If I stand and fight I often get pummeled
as a Rogue, but when that fails kiting them
around the dungeon I can pick them off with
whatever character was last standing. Very unsatisfying.
I'm really surprised Dragon Age got the good
reviews it did because it's not that great.
I'm going to try and continue but there are
some very shiny games coming out that may easily
distract me. Gran Turismo 5 for instance.
|