What is Wrong With Game Development?
Warrior-GS writes "Seamus Blackley, who has done everything from work at Looking Glass Studios to evangelize for the Microsoft Xbox, sounds off on what's wrong with the relationship between developers, publishers and their audience. Also, as part of coverage of the D.I.C.E. Summit in Las Vegas, GameSpy has chats with Miyamoto about The Wind Waker and Yu Suzuki about his gaming influences. Some interesting reading."
I've found the latest crop of games to be really great. For instance, Battlefield 1942 and Metroid Prime are probably two of the best games I've _ever_ played in my life.
I think maybe the companies put too much stress on the developers to create hits, but as a part-time developer, I think it's easier said than done to just create a smash hit out of thin air. Everything's already been done, or so it seems, so really original and entertaining gameplay+graphics is a tough combination to create.
31 people regularly point & click my G-spot
What's wrong with the video game industry is that Doom 3 isn't released yet.
Theres nothing wrong, some do it "wrong", but then people buy games from that "other" company.
They put too much emphasis on advertizing it to death and not enough emphasis on developing a quality product. Advertizing is the scourge of the free market. It doubles or triples the price of many goods while contributing nothing to their value.
Repeal the DMCA!
for every software engineering project, there is a requirements gathering phase, in which the customer is queried about the requirements. the customer give some vague requirements, and the design team work with those requirements. :) just kiddin... :)
being the buying customers of the games, we should be queried on what we would like to see in the game
Consensus is good, but informed dictatorship is better
Money is what's wrong with game development. Someone puts it in the head of the programmers' management team that every day they spend working on a game is a day in which they lose money amounting to both operating costs and potential profit.
In fact, they seem to think that if you release a game half-done it'll make more money than a game that's complete.
Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
A quote from article:
Shigeru Miyamoto: For me, the most interesting thing about video games is taking the controller and using it to move something around on the screen.
Hmmm, indeed. Is everybody sure this is the actual genius behind the classics like SMB?
why run from Vincenzo?
I found Seamus Blakely's remarks interesting but hardly exhaustive. It seems to me that the simplest way of describing the problem with the games industry is this: "Hollywood".
As computer games have become big business, the process of creating one bears a striking resemblance to the process of developing a film idea: no-one (as William Goldman famously said) knows anything, and they're all terrified of risk.
1) Avoid Technical Risk -- don't develop new game engines. Use an existing engine and plug new content into it.
2) Avoid Financial Risk -- sequels do better than new titles, so invest in sequels.
3) Aim for the lowest common denominator -- dialog needs to be localised, so avoid too much of it. Everyone understands explosions -- so do lots of them.
4) Spend as much on promotion as development. The key is to sell a lot of copies at full price really soon after release, because if you don't, people will figure out how unoriginal your game really is and you'll be selling at a tiny margin.
And as in the film industry, most of the interesting stuff is done by small independent developers on shoestring budgets. Of course, once they have a hit they get converted into a commodity product that spawns huge budget low innovation sequels.
Is it just me or does everyone else think that the older systems, like the atari and nintendo put out way higher quality games (as far as gameplay goes)than the modern systems seem to provide?
Well, it has never been successfully tested.
Maybe he said something else, *cough*tenticlerape*cough*, but they translated it differently.
Sometimes we'll sit around when we're bored and think of ways games could be better; different implementation systems and cool ideas that would just kick ass in games. Developers should just randomly show up at lan parties and ask questions. =)
I was happy to see that he pointed out that there is a fairly sizable difference between game reviewers, and the average gamer. Now, don't get me wrong, I love Gamespot and IGN as much as the next guy, and I always yank a few reviews before I buy a game, but most of their reviewers have a different philosophy than I do.
They sit there and carefully and systematically work through each game, taking notes on the sound, music, graphics, etc. They evaluate the game the same way Roger Ebert carefully picks through a movie and sees it's good bits and bad bits.
But then, every once in a while, the normal non-professional movie fan just says "Fuck it," and rents Six String Samurai.
It's the same thing with games. I mean, I loved the depth and careful construction that went into the last Final Fantasy game. I appreciate the graphical detail in the last Warcraft game. But unlike a professional game reviewer, I'll occasionally just say screw it all and toss a quarter in the Ms. Pac-Man machine in the local arcade.
The average gamer often just wants something fun. Games that start as 300 page design documents just don't sound fun, no matter how much effort went into them. Now, maybe if the game started out as a 15 page comic book.....
"Isn't that the sweetest little well-balanced undergraduate-level philosophy of life."
Video games are evil! They inspire the youth of our nation to kill and... All been said before. Game developers should work on quality RPGs and 1st person shooters instead of quantity.
I have a younger friend who is considering some level of involvement in programming/designing games. Particular questions include:
- What specialized areas of knowledge will be most useful (math, physics, for example?)
- What's a reasonable expectation for an annual income?
- If one is using a pre-existing gaming engine, what exactly is it that needs to be programmed (he's thinking c++)?
Basically, he's wondering if he can turn his passion for playing games into one that involves creating them, but he also wants to sure he won't have to starve in order to do it.
I hope this isn't too far OT.
I am taking a game design class at school and here are some readings that you all may find interesting. I wonder whether after reading the articles below and sticking to the concepts, will we become better game developers?
. asp
_ tools_01.htm
"Game Engine Anatomy 101" by Jake Simpson - http://www.extremetech.com/article2/0,3973,594,00
"Formal Abstract Design Tools" by Doug Church - http://www.gamasutra.com/features/19990716/design
"2000: Formal Design Tools: Emergent Complexity, Emergent Narrative" by Marc "MAHK" LeBlanc - http://www.algorithmancy.org
Lack of innovation, thats right, a serious lack of innovation, and too many "me too" games.
Waaaayy back in the day, the atari 2600 was the #1 console. It died a horrible death mainly because of all the crap "me too" clones of astroids, combat, and pac man clones (actually the 2600 pacman stunk like turds)
Later we got the nintendo 8-bit. OOh wow, easter eggs in mario, now every game has easter eggs and secret codes. Now everyone wants to program platform games because "If mario is such a popular platform game, mine should be too!"
Later we saw the puzzle game "me too" phase where everyone and their brother was doing some sort of "tetris" clone. Nintendo had Dr. Mario, Sega had columns, Atari came out with some shit game called "klax". For a while there it seemed everyone and their brother was trying to do some spin on tetris.
Now it's the same old crap, and game companies STILL haven't learned their lessons. Yay we have procedural textured mapped polygons on a box that can do 3gabillion vertices per second. Who cares about the game! Just look at those fill rates! Wow look it's tetris, but it's better because it's IN 3D WOW! Yeah i'm just lining up at best buy before they open so I CAN GET MY COPY TOO!
I suppose when they release the next generation of consoles, we're going to see the same old crap, but with more wizzbang graphics than you can shake a stick at.
In the words of Roddy Piper, "It's like putting perfume on a pig."
Well, that's half right, he certainly does talk a lot. Honestly, I think the main thing that's wrong with the games industry is pricks like Blackley who are more interested in acting like rock stars than in making games.
A programmer can only code for so many hours every day. It's not like turning a light on or off; programming takes time, the right moment, and deep concentration to be done right.
I love programming. It's like a cross between a fine art, such as opera, and a deeply complex science, such as molecular physics. There's a math portion of it, and there's an art portion of it. But the bottom line is that there's no business part of coding. So, when managers and the other suits try to tell the coders, "OK, well put in a good 8 hrs of coding today, and Mike and Punjab will as well, and we'll have 24 hrs of coding done today on NewGameApp v1.0." Unfortunately, it doesn't work that way.
Go read Mythical Man Month [Link]. It's all about these typical manegerial expectations and how they're blatantly wrong.
You want to fix game development? STOP WORKING THE PROGRAMMERS SO HARD.
31 people regularly point & click my G-spot
Games should be released _when they're done_ and not a day sooner. Duh. It's not just an art vs. business thing either. Releasing a buggy or incomplete game is just a stupid business decision bent on making Wall Street's quarterly earnings targets- instead of improving the long term success of the company.
Oh, and people who have spent most of their lives passionately making cool games should realize selling out to a greedy, stupid and public company like EA isn't necessarily going to make their lives better- even if they are very (very) rich.
Video games nowadays are becoming much more complicated beasts and require much larger teams... they are much more a product of their process and much less a product of the talent creating them. If the process is broken, you get crap no matter how good the individual developers are. All is not lost, though... Hollywood uses the same model. I think we will see the video game equivalent of a "Director" emerge... someone who manages the process to create something of quality. I think companies like Blizzard already do this well (although their "Directors" are fairly anonymous, I'll bet they are there).
Finally, it's being said. I had time to play endlessly long games when I was in junior high, but now in college, I just won't touch the 30 hour game (let alone the 70-100 hour group!). I don't have that kind of time. Maybe the "no-life" crew still has that kind of time to blow, but I'd say a good majority of us have outside engagements. And what's more, I'd MUCH rather play 3 excellent 10-hour games instead of one 30-hour one.
2 - No change of the storyline. As soon as someone integrates diablo2 with doom3 we will have a game everyone can enjoy.
3 - NO FREAKIN COOP GAMES. I'm personally very sick of playing Quake1 coop over and over simply becuase its the basically the only one out there. I'm sure there are others, but they've hidden pretty well from me.
4 - graphics card manufacturers. It takes much longer to port a game for multiple vid cards that it does for just one, and you get much more performance if it was just one. ATI and Nvidia need to agree on a set of standards - that would help immensly.
High-quality gameplay back in the old days was the sole focus of developing games. They didn't have the gimmicks of fancy graphics or the capabilities massive hard drives or even memory. It all had to be stored in a ROM that fit into a few kb.
The gamplay was great because it had to be. I recall seeing an interview somewhere with Nolan Bushnell of Atari fame saying as much.
The concept of FUN was a core idea. It sounds simple but the core idea nowadays is often COOL. What's cool is not always what's fun. That is a lesson that many producers need to learn. (I say producers because the developers are rarely in control of the games they work so hard to create.)
Just because you can use the latest eye candy it doesn't mean you should. I like great looking games as much as the next person, but I like great-playing games even more.
Most of ID's work could be concidered open source. ID has popped the cherry for 1000's of programers/wannabe developers.
The gaming industry as a whole allows easy access to employment if your any good. I've watched at least thirty people go from newbie to getting jobs at some of the biggest companies and still are friends with a few.
How about a game about disaffected 30-something black bloc anarchists who go around trashing Seattle during a WTO meeting!
This way we get a cool "rebel without a cause" video game AND we get to co-opt the anti-globalization movement and sell it back to the very people who are supposed to be so anti-commercial in the first place thus compromising their "street cred!"
Mac OS X and Windows XP working side by side to fight back the night.
... but it's worth saying again.
I think money and time are largest reasons games haven't been making big leaps forward. Right now I'm working as a rather bland game server developer professionally, and as a RPG game developer part-time at home, and I can tell you the only issues I'm constantly fighting are time and money. Not how to integrate creative game ideas, not optimization, not balance and not storyline. All the things that when focused on create a better game.
There's been a post already talking about greed in the commercial market, well that's partially true, but the simple fact is that a game is a huge piece of work, and only the best games make money for any extended period of time. That maks game development very difficult to be profitable with. Think of the difference between Office and a game isn't their inherit complexity - but the time that they can stay on the market and make money.
If you think that writing an application like Word or Excel is more complicated than writiing a 'good' game, you're wrong. In fact in many ways writing a good game can be more difficult because it requires SO MANY variables be perfectly in sync. Artists, developers, scripters... people work around bugs in Office, they return games that aren't fun. On top of which Office type things may be resold later with bug-fixes and inhancements whereas all of the assets in a game have to be redone, even if the engine doesn't.
And already considering all of these things, games only make between 50-70 bucks a sale, and the Office's of the world are making 3 to 5 hundred.
If you consider it for a moment, games are targetted (largely, not always) at the youngest market groups, the ones that are often most critical of gameplay, the shortest attention spans, and the least money. The last factor is especially noticable when you realize that no company ever mass purchased a game to standardize it on all their desktops.
Anyway, I could continue to rant about this for ages, but the truth is I want to get back to work. I'm already months behind on my personal game project, and there are months left on it.
Aaron
AaronCameron.net
No, Doom 3 is what is right with the game industry.
By not releasing the game until it is really complete and the finished product matches the initial vision of the developers we are much more likely to get a quality effort (a few exceptions with standing). Too many developers are now driven by quarterly reports and rush shoddy efforts to the market.
--- I do not moderate.
What happened to DirectX and OpenGL?
"ATI and Nvidia need to agree on a set of standards - that would help immensly."
...well, I'm getting ahead of myself. You're fired for trying to explain things rationally and undermining my authority. See Lisa at the front desk for the charred remains of your belongings.
It's the whole Netscape v. IE html tag thing (or Microsoft v. Apple v. *nix (insert favorite difference here)). They incorporate/add/change things in order to leverage their product. If they get something to be adopted that's exclusively theirs and people think it's super cool, they've instantly gotten a leg up. They don't care what a pain in the ass it is for the developers because developers will use whatever various protocols are popular (like focusing on DirectX or Glide instead of OpenGL or programmable vertex doo-ma-hickeys) because those manufacturers have a market hold and the developers want a piece of it. It's an endless cycle until everyone merges into one uber-corporation called "ALL (not the detergent)" and everyone has ALL brand socks and ALL brand computers that we type on to use ALL ONLINE to order more ALL socks (and maybe the DVD of ALL: THE MOVIE). Then ALL (the detergent) will sue them and make a fortune off royalties and... and...
1 - the developers don't really know how to cater to all of their audience. One person that likes HALO might not like C&C.
So, developers should somehow make games with universal appeal? How? You can't please all of the people all of the time, in any medium. Name a tv show that gets 100% of the audience, or a book that everybody likes.
2 - No change of the storyline. As soon as someone integrates diablo2 with doom3 we will have a game everyone can enjoy.
I don't even know what you're trying to say here.
3 - NO FREAKIN COOP GAMES. I'm personally very sick of playing Quake1 coop over and over simply becuase its the basically the only one out there. I'm sure there are others, but they've hidden pretty well from me.
Rainbow Six?
4 - graphics card manufacturers. It takes much longer to port a game for multiple vid cards that it does for just one, and you get much more performance if it was just one. ATI and Nvidia need to agree on a set of standards - that would help immensly.
It's not the games developers that have to build in support for various graphics cards, it's the designers of the rendering engines that the games use; Direct3D, OpenGL.
When was the last time you played a game you honestly thought was innovative?
For me, it's been a long time. IMO GTA3 is close but not quite ground-breaking. The concept was new, missions in a big city as a gangster, but it still had a lot of old concepts like shoot stuff, blow stuff up, shoot stuff, drive cars, and shoot stuff. There are two games I'm looking forward to playing: Star Wars Galaxies and Doom3, but I can't say either of them are anything new once you get passed the fancy graphics. Where are all the radically new ideas for games like we had 10 years ago?
So... whats wrong with game development? Or rather, why does the games of today seem to suck compared to the ones I played when I was young?
I think there are many reasons, some off which has ben adressed by other posters. Still, beeing me, I'm gonna list up the ones I think are among the most important.
- Lack of any attemt of original gameplay. Most, or all, of todays games are simply 'more of the same'.
- Too much focus on 'eyecandy'. Modern games look the part, but often I find that too much development has gone into good looks, and too little into things like plot, levels and gameplay.
-Rehashing of old ideas. What is 'Medal of Honor'? Simply a better version of the original 'Doom'. And what was 'Doom' in the first place, but a souped up version of the original 'Castle Wolfenstain'?
Don't misunderstand me. I still buy and enjoy games... but I'm not sucked in as I was before.
The downfall of the gaming industry, I feel, began when the graphicsadaptors started becomming good enought to allow for 'nearly real' gameplay. That shifted the focus away from good games and towards games that looked good. Maybe because it was easy to describe a scene where you had to feed a 10' carrot to a mutant spacebunny as long as you had to rely on text, but impossible to do it visually. That, and while a textphraser could actually make sence out of what you wrote, a visualy based game was dumbed down to walk about and clicking on stuff.
Maybe a game like Valhalla could solve that last problem - eyecandy and a reasonable smart textphraser.
Everything in the world is controlled by a small, evil group to which, unfortunately, no one you know belongs.
"I am taking a game design class"
Resource links for people interested in getting into the game industry
I found it to be very helpful.
Saying that a 300 page game design stifles creativity is completely wrong, unless for some reason your publisher is requiring you to stick to the letter of it instead of being flexible. How do you think you get a team of 20+ people to produce a coherent game? Normally you can't see which parts of the game was made by which artist and so on, why? BECAUSE THERE IS A GAME DESIGN DETAILING HOW THINGS SHOULD LOOK AND WORK. Of course if something is not fun, you come up with a new design for that part and update the game design document accordingly.
He also seems to think that everyone can do business like Microsoft where it does not matter how much money you lose because there is always the operating system monopoly there to feed you... Saying that developers make bad games because they have to make them on a budget and a timeschedule is of course true, but not very interesting as this is likely to continue to be the case for the foreseable future...
The interactive way to Go -- http://www.playgo.to/iwtg/en/
Blackley's comments are all well and good, but will someone tell me exactly what he's done to improve things? He's been directly responsible for 2-3 games in his career, none of which were particularly earth-shattering. He seems to be most famous these days for leaving Microsoft. Is this really someone that developers and publishers should be looking towards for inspiration? The proof of any theory is in the results, and so far I haven't seen Blackley's new company spewing out anything amazing that the world should be paying attention to. All I've seen is Blackley himself using his company as a platform to complain about the industry.
Meanwhile, guys like Miyamoto - working at the largest game developer in the world in terms of sales and the number of projects released yearly (yes, bigger than Microsoft) - keep on churning out games like Pikmin and Animal Crossing, which I would consider pretty innovative. Then the guy gets derided for saying things like "what I find most interesting about games is being able to push a character around the screen with a controller." Well hey, ever think maybe the guy's onto something? He's only the most successful individual game developer and producer in the history of video games, going back to the original Donkey Kong. Again, it's the results that prove the validity of a theory, and Miyamoto's theory has always been that simplicity and innovation are what count. He doesn't go around complaining that the publishing system is broken; he works within that publishing system and continues to make great games (and games that sell quite well - when less than a million is considered a "failure", you know you've set the benchmark pretty high).
I'm not sure the system is broken when we continue to get games like Super Monkey Ball, Rez, Animal Crossing, Pikmin, Samba De Amigo, Dance Dance Revolution, and plenty of other highly innovative games that very often become popular without the name recognition that "branding" provides. And I don't see Seamus Blackley's name attached to any of these games.
I think we need to all finally agree that Blackley is not worth talking about. He's at best a footnote in video game history; one of the two guys who convinced Bill Gates to release the Xbox. But he's no longer involved with Xbox and didn't do much but evangelize it while he was. And I don't see him doing much of note since leaving Microsoft. Miyamoto, on the other hand, says lots of things that lots of people don't seem to "get" but has been directly responsible for 4-5 major hits and highly regarded games in just the past year, with an indirect hand in 20-30 others. Whose opinion counts more here?
Needs more Shatner.
Games like Contra and Bionic Commando (NES games) have yet to be challenged in terms of gameplay and entertainment value.
However, games like the Kessen series (PS2) and the newer Mechwarrior games (Save that one for the X-Box) have breathed life into stale genres.
I'd like to point to Moo3 here, but I haven't played it yet. However, Moo2 can easily be called one of the greatest games of all time. I'll be horribly disappointed if Moo3 is nothing more than eye candy..
Now, on the other hand, you have games like Squaresoft's endless Final Fantasy series, which were, IMO, lackluster from the start. Nowadays, they're nothing more than clicking a few buttons occasionally while you watch video cutscenes.
You also have such great 'gameplay' as that which can be found in DOA: Extreme Beach Volleyball. Now there's a fun game! No, really! It's fun ogling blocky chicks that all have the same body!
Frankly, the gaming industry hasn't changed since the days of the 8 bit console. There's still gems out there, and they're still floating in a sea of shit. The problem is that the gaming industry is much, much larger now - so the gems are harder to find.
Now, if you'll excuse me, I have to go code up Killed in Action: Extreme Dog Beach Volleyball!
Yarr.
Yeah, I'm sure a GIAA would make lots of people happy...
If your theory is different from practice, then your theory is wrong.
A proprietary library like DirectX is the problem with most game companies. Sure it save time and money, but lacks being portable.
Now he has a Master (publishers, the market, whatever) and it's not for himself anymore. That's the problem with turning pro: in the end, the only thing you really do for yourself, is get your paycheck. I face the same problem in my job; I don't always get to do what I want. That's why it's called "work" instead of "play."
Don't like it? Quit working 16 hour days, and save some of that passion and energy for your amateur projects after you get home. The market never shares your values. If they did, they wouldn't have to pay you.
He seems to think the problem is with the middlemen, though, and that he would be happy to serve the end users (the "audience"). I'm not convinced this is really the way to happiness either (ahem, I said: the market never shares your values) but I guess he disagrees. I guess it is a fairly decent compromise to have at least a little fun, but still make a buck.
As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
and I don't know why anyone listens to him.
He thinks 300 page game designs stifles creativity, but how does he suggest you get 20+ people to work together to produce a coherent result without a detailed design? Idiot.
Furthermore he thinks that it stifles creativity to make a game on a budget and with a timeschedule... Well, of course it does but unless you have an operating system monopoly paying your bills this situation is not going to change anytime soon. Idiot.
And his suggestion to use focus groups in game development -- I've tried that, but the average joe is not a game designer and does not produce valuable feedback apart from "I like it" or "I don't like it". One example of why this fails is a game I worked on that had a bug in the collision response in one of the focus group builds -- it was slated by them, but _none_ of them mentioned the collision response being bad. Idiot.
The interactive way to Go -- http://www.playgo.to/iwtg/en/
I think this article is trying to address why the production companies can't call a predictable hit and are looking for a *just add water* receipe.
IMO, 80% of games *fail* cause they're incomplete due to ($place money here$). There has always been a few great games that come out every few years, hell I still play duke3d if the inspiration hits just right. Mind you; it would be nice to see a real scripting engine come out that can tell a story in the FPS genre with out guns and a storyline to get lost in.
On a side note--I've always wanted a well scripted game that manipulates me into sitting in a smokey country bar with Dwight Yoakam rhinestones and all, playing to a rowdy crowd of hicks. But my tastes my be a little pecurliar.
OK, so as far as I know it's only available on the PS2, but Gran Turismo 3 is so realistic it hurts.
In GT3 you have to get different levels of licenses to drive in the different classes of races and even getting the early licenses is challenging. You make $$ from winning races (highly ghetto races to start with) and as you get enough you buy better cars and mod them. There are so many mods; I have no clue what most of them are, but the game handily gives you before & after horsepower figures (for the power related mods) in your current vehicle.
And the racing is awesome. Great graphics, great sense of speed, but most importantly every little thing you do with the controls has an impact. Some cars handle it better when you take a short cut through dirt and grass on the side of the road than others. The rear wheel drives are soo hard not to spin out. Each car is different in it's feel and road handling, etc.
Anyway, are there problems with the game industry? Yes, of course. However, it's preposterous to suggest that there are no good games out there.
And if you think there are no good driving sims, you must be playing the wrong ones. Unless you're looking for a good non-racing driving sim ("Supermarket & Back: Station Wagon III"). If that's the case I can't help you.
I'm sure I'm not the only slashdotter whose written games for personal amusement. Nor am I the only one whose distributed them to friends and gotten positive responces (I think honestly, but they might have just been being nice to me).
Now picture all those games coming unsorted through some sort of web portal. Combined with buggy games, games which only run on an SGI mainframe, games with trojan horses, over-used joke games (thermonuclearwar, the game that just pops up a dialog saying "You lose") and downright trolls (a game built around goatse.cx).
Now, I'm not saying publishers are the only way to strain this down to something acceptable. Gaming magazines can give reviews (though less than 1% of games would ever get reviewed at all); players would have favorite game authors; there could even be something like slashdot moderation (we all know how well that works -- actually, IMHO, it's one of the better forms I've seen).
I'm just saying that publishers can't just "get out of the way" -- they can only be replaced by something better.
A lot of the ideas here are based on an essay of Eric Flint's. He expounds in detail.
.sig: We go to war with Iraq to prevent them from building nukes and using them against us, destabilizing Pakistan, allowing Al-queada to get nukes, and use them against us -- oh the irony!
Sig:Why copyright isn't a fundamental human right
Same as with everything else. It's hideously bloated and aiming for shareholder value rather than doing the creative fun stuff in between once in a while.
Look at ID Soft, my favorite example: I don't like their games very much nor are they extremely innovative, but they've remained the same 15 head team since god know's when and something like twice a decade they release a game they like and their fans like. Just like it should be.
The counterexample: Dynamics and their last hit Tribes2. Great game. Best Multiplayer only game out there. I LOVE it. It rocks and still kicks UT2k3 and whatnot around the block fun and varietywise. UT2k3 will take another 2 years till they've patched the server overview to meet T2s standard.
Yet the fan base built up to slow for the VCs so they shut them down. That's what happens when you get greedy. Game developers should do just that without getting greedy: Develope games. And nothing else. Then their products would be better, they would be fewer, they would make a fine living and I as a gamer would be happier and have to spend less money on crap. And I'm shure they would be happier too.
We suffer more in our imagination than in reality. - Seneca
What is wrong with game development?
Microsoft, and even moreso: Electronic Arts.
Both are large corperations that don't practice much innovation (Honestly... Madden 2000, 2001, 2002, 2003???), but since the mid to late '90s have been running around buying out smaller developers, milking whatever profits they can out of the franchises, and letting the studios wither on the vine.
It was only a few weeks ago that it was announced that Westwood (now a subsidiary of EA) was closeing up it's Las Vegas development offices. When WAS the last time anything good came out of the C&C series? I bet it predates Westwood's fall to EA.
Westwood in particular stings ME hard, because, before EA, they used to do some REALLY cool games outside C&C. Remember the Blade Runner "adventure" game? That was one of my faves. Do you think that, under EA's flag, we'll EVER see anything from Westwood but more played-out C&C's?
Or take microsoft's assimilation of one of my other previously-favroite game developers: Bungie. I STILL dig out Marathon and Myth every so often. And who else remembers all the previews of what Halo was going to be before gates had it stripped down to become the Xbox's flagship yet-another-generic-FPS.
Back to EA... Remember Origin? Remember Autoduel and Ogre? What about the Wing Commander series? Crusader? BioForge? Remember the excellent storytelling in the old Ultima series? I sure do. What is Origin all about NOW though, under the stewardship of EA? Ultima Online, Ultima Online expansions, and a sequel to... Ultima Online!
Remember "Jane's"? Remember the excellent military simulations of the '90s. 688i, in particular, STILL has quite a following. Quite an achievement for a game released in 1997! Where is Jane's now? Electronic arts. What has Jane's done recently? Nothing since 2000.
Remember when Maxis had a sence of humor? Remember when they released some really WIERD sims? Remember Sim Ant, Sim Earth, and Sim Tower? NOW what does Maxis do? Well, they just released another Sim City... one which I'm told is STILL not as fun as Sim City 2000 was. Oh, and they do expansion packs for The Sims. Quick check of EA's site to be sure.... yup.
I'm sure there are MORE game studios that others could name that have been assimilated by microsoft or EA. The above are mostly my pet peeves in the "large corperations buying and destroying small game studios" world. But I think THAT is the problem with game development. In my experience as a gamer, studios have been so much more creative, and... well... FUN when they were independent. The big corperations seem to forget that games are supposed to be FUN. They just see a trend (FPS, RTS, MMRPG, etc.), and want to milk it dry.
cya,
john
Imagine all the people...
cars don't break in gt3..
and the tuning is _very_ simplified(and limited)..
what i want is a proper remake of street rod(and don't come saying i should play motor city online, it ends later this year totally.)
the problem with gaming industry is the same as ever, only few classics come out per year and the rest is crap. also the life span of games has reduced to way too short time to get into a game properly..
world was created 5 seconds before this post as it is.
Story = How many games have a story tacked on ~just to explain~ why you're shooting at people or aliens or terrorists? It's not length of story, but quality of story.
Interactivity and joint Story Telling with other living people in a virtual environment. MMO'a remind me of table top pen and pencil gaming of the early 80's. Mud's and dungeon crawls dressed up in fancy gfx, but little more. Sure, there are RPing guilds in EQ, but that's not what i'm talking about.
How many game designers have stopped to actually read Aristotles' Poetics?
"There is always some madness in love. But there is also always some reason in madness."- Friedrich Nietzsche
I only played this game briefly on someone else's machine, and I guess the other physics and stuff might have been realistic, but this seems to me to be a fatal flaw.
With the amount of time you have on your hands to post in every story with your brand of vapid comments, I publicly question your $$$$$exyness.
Is this not all just little bits of history repeating. If memory serves me correctly this is the time for the out-of-nowhere game that is not quite polished but at times like these we are more willing to except flaws that are unexceptable in booming markets. Also while I rellize my game a minute craving is not being satisfied but Neverwinter Nights by Bioware is a MASTERPIECE OF GAME AND COMMUNITY.
Co-op games are what I have been waiting for for the last 5 years of my life. Rainbow 6 and the other FPS games are good in co-op mode, but I don't think Co-op has been fully explored by the gaming industry. Where is Zelda co-op mode? Maybe it's out there and I haven't been bothered finding it, but I think there are many Genre's that could be developed into co-op that still haven't been. Co-op in PC games like RTS's would be awesome. But also consol games, when your playing games casualy with mates, the only choices you have are blinking racing games or fighters. I have had countless times sitting round with mates watching them play Final Fantasy series, thinking wouldn't it be cool if we were both involved. Damn it... bring on the co-op revolution.
I have first-hand experience here, working on Infinity for Gameboy Color. Sure, GBC is obsolete, and we really should nuke that web site right now, since it isn't going anywhere, but a few years ago it was hot stuff.
The GBC glaringly lacked RPGs. At the time, I could safely say that the best RPG for the platform was Final Fantasy Legend 3, and that was for the monochrome GB! Infinity was going to change that. It was a game SquareSoft would have made, had they stayed around to make GBC games. Our game played a little like something between FF2 and FF3, with a full 25,000 word story. No real innovation here (except for maybe the battle system), we were simply trying to fill a nitch on the platform. For that reason, we got so many emails from gamers wondering when this thing would be released. After all, their only other choice was Pokemon. Many of them wondered if we would face a similar fate as Mythri, another GBC title that you never saw (both games were highlighed on RPGamer).
Unfortunately, Infinity never saw the light of day because we couldn't land a publisher. We sent a letter out to nearly all publishers, but in only three cases did they contact us back: EA, Nintendo, Crave. I actually flew to Washington to meet a guy at Nintendo (pretty cool place, looks just like the stuff in the pictures), only to be denied an offer. He did, however, show me a GBA prototype with Mario Kart. Sure, Mario Kart is a cool game, but I wanted to play an RPG. On the first day we met with Crave, the guy asked if we could substitute the characters with some from a movie. We tried to get them to go along with the game as-is, and we had a long negotiation period, but they ended up just stringing us along with no result. At one point, their plan was to show the game at E3 2001, but we were denied that also (I even have the 1 poster of the game we had made for the occasion, hanging on the wall behind me right now).
What I learned from all this is that publishers generally only want to take safe bets. Why go for a risky RPG when you can just make Men in Black 2? It pained me to walk down the GBC isle at stores and see something featuring the Olsen twins. How on earth do these games get published, but ours not? It is the sad state of the game industry.
In music, I think we have good case studies
now which show that it is possible to "say all
that is worth saying" within a genre. Look
at the "big band music" genre -- by the end
of WWII it had all been said, and the innovators
moved on to create new types of jazz. The
bands that play that music today do it as
historical preservation. Given a set of
instruments, and stylistic rules for
writing to the instruments, there is only
so much one can say.
cars don't break in gt3..
Yeah, it kind of jars you out of the game when you face-plant into a barrier at 100Mph, then just back up. It should at least kick you out of the race.
"We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
Games these days cost millions to develop.
Because of this, they have to appeal to the LCD of the computer game public.
This means they have to be very dumb, at all levels. 90% of people won't "get" a smart game.
Back in the day, a game could be wildly successful with a small niche audience, because production costs were so low.
well said.
Blackley was the "producer" for that game, and also wrote (unsuccessfully) the physics engine. "Why did physics code that was barely usable actually ship?" says Game Developer's postmortem, which names Blackley as the major problem with the project.
Blackley has since turned to evangelism and punditry, at which he's better.
GT3 is a fun game but it's not a sim. It's just a very nice looking arcade driving game that's a bit more realistic than the average "arcade style" racing game.
It's faults? Some of the cars can manage impossible cornering without any braking. The tires don't wear out, the cars don't become damaged, the modifications are not based in reality, I could go on. It's still a fun game, but it's no sim.
Grand Theft Auto 3 and Vice City are in many ways more accurate and realistic driving simulators. The cars and tires can sustain damage, all the vehicles drive very differently and can even flip over. But the most accurate driving Sim I've seen on the PS2 is EA's F1 sim. Unfortunately, modern F1 cars aren't much fun to drive, because of this I find the game to be an utter bore.
The truth is there are very few driving "simulators" available on any of the consoles. The console market is an arcade market. If you want a real driving sim, you'll have to look toward some PC games like F1GP or some of the rally games. But watch out, in many cases the same game title on the PC will be "arcaded" for the consoles, pretty awful.
I've had a lot of free time lately, and I began writing a short paper related to just this topic. The gist is that people are designing video games from a software engineering standpoint or a movie standpoint. And that many video games aren't "games" at all (according to definition 4a in the Oxford English Dictionary, which is the important definition). Many of them are interactive movies or multimedia puzzles. Which, is fine, but because they aren't designed from the correct standpoint they come out crappy. I later go on to discuss how games need to be designed as games, just like sports (which are games) and board games, and card games, etc. Doing this results in higher quality, better selling product.
The GeekNights podcast is going strong. Listen!
They sit there and carefully and systematically work through each game, taking notes on the sound, music, graphics, etc. They evaluate the game the same way Roger Ebert carefully picks through a movie and sees it's good bits and bad bits.
That's only one thing that a game reviewer is supposed to do. They are also supposed to review the game as a whole. More often than most would care to admit, there is nowhere near that level of attention to detail when conducting a review. How many times have we seen so-called reviewers exposed for being nothing more than fanboys on the take from publishers (bribes, junkets and payola)? Or even worse, how often do they write reviews without ever seeing or playing the game in question (fraudulent reviews)?
As long as the publishers know that they can manipulate reviewers by the carrot --bribes, junkets and payola-- or the stick --threatening no review copies of games or no access to staff for interviews-- they know that they can get away with just about anything when publishing games. Is there any wonder why 95% of games published don't make a profit?
At Geartest.com we have faced the latter problem, where publishers will not send us the actual products, even when we occasionally request them.
They send us press releases, screenshots, more PR about promotional offers, bundle discounts and contests, but they rarely send the software.
Maybe it's because we have repeatedly told them that we won't publish non-news, and we won't publish features without direct access to the game in question and/or the staff who made the game (in the case of interviews/features).
Meanwhile, you get self-proclaimed 'journalists' like Marc Saltzman who carve out a cottage industry for themselves while doing nothing to advance serious, legitimate, journalistic or critical coverage of games.
There are an endless number of Web site and so-called 'game press' that are happy to publish PR and advertising and call them articles or features. As long as there are gamers who give these sites and magazines their traffic and pay for this type of PR content, the game companies, their marketing agencies and the publications themselves have no incentive to stop pimping, whoring and publishing lousy games.
DOOM co-op was the best. I didn't like Quake 1. Too bad, DOOM 3 won't have co-op. Diablo games did. I enjoyed them.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
I see all the claims about "lack of innovation" in the gaming industry, and while I can't wholly disagree, I think many of the complaints come from simply taking too narrow a view.
What we have is akin to an evolutionary process. Good ideas (easter eggs, puzzle games, platform games) get copied shamelessly, until you have hundreds of games that fully explore the design space. First we had simple games like Breakout and Galaga, because that was really all that computers were equipped to handle. Then when the hardware was sufficiently beefed up, we got scrollers like SMB and Metroid. Within that one genre, a lot of new ideas were incorporated. Just look at how much evolution happened between Super Mario Bros. and Super Mario World, despite sticking to the same "run/jump/scroll" formula.
The way you describe it, Tetris was the only "real" puzzle game, and the rest were merely wanna-bes. That's a difficult assertion to make, since Tetris wasn't even the first puzzle game (Q-bert, for example, preceded Tetris by three years). All that can really be said is that the success of Tetris led all the other game publishers to see the potential of the genre.
It's especially strange that you dismiss Dr. Mario as "just another Tetris clone." Its conceptual lineage is blindingly obvious, but I would say that it was just as playable and addictive.
Ideas get stolen, rehashed, reworked, combined, pushed to the limit, and distilled back down until they're nearly unrecognizeable. What you need to understand is, this process actually strengthens the gaming industry. Sure, it sucks when some company decides to dash off a half-hearted clone of Warcraft. But if a great game spawns ten paint-by-numbers clones and one mind-blowing twist on the original formula, gamers are better off than they would be if nobody had copied it for fear of being "derivative."
You want the truthiness? You can't handle the truthiness!
> Now, maybe if the game started out as a 15 page comic book.....
;)
IIRC, Flashback had something similar: starts out as a comic (found in manual), cool storyline, fun gameplay, great sound and amazing atmosphere.
Maybe the closest description would be "2D Half-Life"
I'm 50 years old, lots of disposable income, but I'm not interested in computer games.
When I want to play games, the wife and I go to Las Vegas. Nothing better than standing around a craps table, watching the giddy blondes spend their boyfriends' money. Then we have a nice dinner, wine, and we go back to our room and fuck each other brains out.
When a video game can do that, I'll buy.
Wow, a lot of that stuff is just the opposite of what I like in a game:
...
He feels that more of a focus should be made on the mass-market consumer
So, basically we already have the entire entertainment industry boiling products down to the *lowest* common intellectual denominator, and this guy proposes that games design be further trimmed down and be based even *more* on more consumer polling data??? Great.
Yet we make games that require 10, 20, 30, or more hours for the gamer to fully enjoy
And I thought that we already live in an instant-gratification culture that has reduced our average attention span to below 10 seconds! And now we need more ego shooters and mario clones that don't require your brain to be used *at all* because having something esoteric like a story line (or any kind of in-game development process, for that matter) is taking away too much of our time?
Well, that's all not what I think the direction of games development should be. Computer games are becoming a more important social factor every year. Soon, they may take the place of television in the areas entertainment and education, especially for children. I don't care what marketers say, the nature of the games we play *does* reflect and even influence the state of our society. And please, I'm not talking about sex and violence here. But we should think hard about if we want to align our entire society by the lowest common denominator. I think not.
Fallout 2 is sui generis and you know it. Two words: "Final Fantasy".
I say "two words" because apparently it's branched into some kind of n-space where Roman numerals don't apply. Also, any kind of Electronic Arts game involving inflated spheroids. Also, any FPS where you sneak around. Also, any left-to-right platformer.
Now go wash out your mouth for invoking Fallout 2 among that rubbish.
It was so good, Damn...
Everyone should set up systems with legacy DOS support, dig out said game somewhere (could be hard), and play. Maybe even orgasm mentally.
One major problem about the game was that it was short by today's standards, but otherwise, it was perfect.
A realistic driving sim models:
a) tire temperatures/wear curve/slip curve
b) aerodynamic drag and downforce (very important for simulating slipstreaming effect)
c) weight distribution (shifting fuel load, engine placement and ballasts)
d) suspension geometry (camber and toe changes, caster angles, and the effect of anti-roll bars)
e) suspension dynamics (damper rates and spring rates)
f) powertrain
g) drivelines (differentials, gear ratio, clutch)
The parameters listed above are not reserved for some pie-in-the-sky simulation program written in the academia. Every *realistic* driving simulation games have had those parameters modelled, and in some case user-modifiable, since 1998.
Here is a list of realistic driving game:
1) Grand Prix Legends
2) Nascar 2003
3) F1 2002
4) M3 mod & GTR2002 mod for F1-2002 (free)
5) Viper Racing
6) NetKar (free and add-ons)
7) Live for speed (free during beta testing)
8) Racer (free)
My personal favorite these days? M3 mod for F1-2002.
But maybe there's nothing wrong with taking something and making it a thousand times better.
Something that can be done within games fairly well, since the technology updates. Films, well yea special effects get better, but I think the way in which films are made now means remakes tend to trash the original. But back to my point...
Looking at Doom3, the engine is innovative; the graphics, the sound- all of it is doing something new, and that's one of the things the games industry needs, is people to push the envelope so we get better end products. Plus I feel Doom3 might be more innovative in gameplay than most. More cinematic gameplay is a good thing in my eyes. It's one of the reasons I rate Mafia highly, it took things that maybe weren't new, but polished them and put them together to make a superb end product, that was one of the most cinematic, and engrossing games I've ever played. And I think Doom3 will do that, engross you in the gameplay and make it to some extent, an interactive movie.
And somehow gaming mags and people are still wanting to actually TALK to him. Go figure.
I'm not really involved in game developement so I have no authority backing this but..... Is it possible that the work environment is a big issue. Lots of programmers working in very specified areas having no say in the games creaticity; because with the complicated level of todays games they need a lot more programmers working on one title?
Blackly said:
Though design documents can be useful tools that help organize a team's efforts, Blackley feels that often times they're a hindrance to creativity. Design docs help publishers set milestones for the developers, which shifts the focus from making a novel game to reaching a milestone to ensure payment. He also noted that the documents themselves have become bloated pieces of work that inhibit innovation. "A 300 page design document is not a very good way to be creative. Design documents actually discourage quality," says Blackley.
What a load of crap. I would think just about _every_ project has milestones...it's the damn _schedule_ that forces early shipping, kills innovation, etc.
As for discouraging quality...if the document includes QA design, then it is quite the opposite.
What a moron this guy is.
Queens of the Stone Age - they rule
This is good, but I wouldn't go so far as to call it great. It just seems, for lack of a better word, too obvious. Keep trolling, Deepside Niggaz.
I couldn't have said it better myself. You are spot on. Miyamto works directly with everyone. Nintendo of late have been farming out games and game ideas to 3rd party dvelopers and working directly with them. When all is said and done, the games are FANTASTIC. It's one of the main reasons Nintendo is still regarded as the last lone true console available. Sony and Microsoft are becoming the bane of everything I DISLIKE about console gaming, every day it becomes more and more like crappy PC games. I hate it. I want that simplicity and fun to stay. That is why I am scared for what will happen to SEGA. While they have lost the console battle, I dont want to see them absorbed by anyone other than a die hard console game company so that their gameplay and franchises dont go down the drain. If Nintendo had any compassion they'd invest into SEGA heavily. I dont want to see these go, otherwise they've got my $$$ .. The future of console gaming is NOT online, its NOT hard drives and ethernet connectors, or large $200 joysticks, or DVD players with 5.1, and all this other uselss crap. It's all about FUN games, and that's it.
Same deal, years of planning, plenty of money, and full backing of Microsoft. Not only are they losing BILLIONS every year, he convinced them to just invest even MORE money into the system and they FELL FOR IT. A month later, get this, HE LEFT THE COMPANY. Unbelievable!
Look at Suzuki's work. How many of those games do you have really fond memories of? How many are truly innovative versus how many sequels and clones of existing games? He's a typical, non-inspired game designer. He shouldn't be allowed in the same room as a true genius like Miyamoto. But Suzuki's publisher needed a "star" to draw attraction like Miyamoto and Suzuki got the job. What was his big game, this masterpiece? Shenmue, an embarrasment to the industry. Sure, it had neat graphics, changing weather, and the ability to wander around randomly. But the plot was innane, plot holes abounded (apparently skipping school for a month isn't a big deal for Shenmue), and the actual gameplay was extremely linear. The action sequeces were extremely linear, in many cases as simple as "hit the button when the game tells you to." Miss the button? Redo the scene until you succeed. Being able to buy stupid trinkets from a vending machine and play an emulated version of Hang On does not compelling game play make. (And if Shenmue is really so interested tracking down his father's killer, why is he wasting time raising kittens?)
When Suziki comes out with something truly innovative again, maybe I'll be interested in listening to him. (And to be fair, Virtual Fighter was pretty innovative, as were several of his 1980s games.) In the mean time he deserves the anonymity most game designers have.
Search 2010 Gen Con events
The two games that illustrate the differences the best (IMO, that is) are Descent and Carmageddon.
In the case of Descent, you had an original game good graphics and exciting game play and well balanced weapons, tactics, and phenominal AI.
Descent II came out and was heavy on the "WOW" factor, despite growing pains with places to get stuck and problems on 1 or two boss levels, but the result was a much Improved game, despite dated graphics (why they never put out a 3dfx version I'll never know).
Descent III: Modern graphics, excellent game play, better AI, more interesting enemies and levels that were just plain awesome.
The formula stayed the same, and the gameplay as well with improved graphics/AI.
Not much changed, but it is the reason I'd probably buy Descent 4 when/if it comes out.
Now, Carmageddon OTOH is a slightly different story.
Carmageddon I was *truely* original as well as *shocking* when it first came out. Running ppl over? Smashing into other cars is ?allowed?, nay, **ENCOURAGED**?
Know what? That game fscking ROCKED!
Hours and hours of mindless fun, mayhem and high speed.
Carmageddon II (carpocylapse now):
Better (much better) graphics, same gameplay, and a little bit better AI. But, the introduction of special missions annoyed me to no end.
If it were not for a skip level code, I'd probably never played the rest of the game.
Not much changed except for every four levels was and annoyance/inconvenience/challenge.
Carmageddon TDR 2000 (CIII, essentially):
OMFG!! What did you *DO*!?! It's ruined, totally ruined. Yeah, you can run ppl over (no points/time awarded), yeah the same powerups are present with some slight differences, some better {coff*NOT*coff} graphics.
You wan't to know what made me uninstall it after 40 minutes?
Suddenly Carmageddon was about *racing*.
(insert choking sound here)
What bright bulb thought *that* was a good Idea?
I doubt I'd ever buy another game of the Carmageddon series unless the only improvement was graphics/gameplay/weapons/enemy AI.
What I honestly thought the next step would be, was, the ability do disallow/remove some powerups (the annoying ones) or more level variety.
I suppose it is sort of like coming into a position of responsibility/power;
Rule one: Don't change too much.
Rule two: Don't change too little.
Speaking of game development, how's Duke Nukem Forever coming?
(I'm gonna burn for that one)
Have you read the moderator guidelines? Well, have you, PUNK? (and I want a Karma: Gnarly option)
If you think the ability to read a good reviewer's "dissection" of a game before buying it is not a godsend, you've obviously never plopped down $65 for a new game only to find that it's a) a steaming pile of super-unfun crap, b) terminally buggy or sold with misleading system requirements, or c) okay but completely not what you were expecting based on the adverts and not really interesting to you. _Love_ the serious, detail-minded reviewers, they are your Yoda of game-purchasing. After all, that initial outlay is now about the cost of 250 "games of Ms. Pac-Man at the local arcade"!
Freedom: "I won't!"
> I've ever played. And I think Doom3 will do that, engross you in the
>gameplay and make it to some extent, an interactive movie.
>
Too late. Silent Hill 3 for the PS2 has already beaten Doom3 to the punch. Doom3 is just another lame FPS shooter. Silent Hill 3 is basically redefines horror gaming . Which do you think will have the more lasting impact? It's not going to be Doom3 that's for sure.
this must be why team fortress 2 is taking so long!
--
|-_-| . o O ( bEef!)
I make games I know. The problem is you building the next generation game to work with 4 year old hardware at least. You got to realize if you build it state of the art almost nobodys computer will be able to handle it (well according to marketing) so they have really strict rules usually on what can be done and how big this game your building can be. That really cuts down what can be done in a game. This is the thing that pisses me off the most. I want to build for the future not the past. If they can't play it to bad buy a real computer but marketing don't like that point. From there it's down hill all the way. The mods are better because those people don't care if you can play it or not but cause lots of the limits are hard coded by that time unless you write your own engine your out of luck. Quake III cost at least 4 million to develop probibly a hell of a lot more. Who's got that kinda spare cash hanging around? Even if you do that it boils down to, do you want to sell your game to 2% of the market or 50% of the market? It's a no brainer if you want to recover the investment you have to spoon feed the older computers. We already make each game several times already, pick your poison.
All games have a least two settings crappy computer and real computer. That's usually even seperate files. Then you got Direct ZZZZZZ and Open gl. Top of that it take about 2 years to get it out the door. Time it's out it's old.
So do us a favor and don't complain and keep your computer state of the art if you want to play state of the art. It will never happen though so you can probibly save your cash.
Even then every 2nd week a new os comes out. Ya can't win. It's hell and the titles show it.
Things like zbox are none games IMHO, there dead in the water. If you can't get in there and set them up the way you want there dead. I call them AB games. Don't matter what you do the game starts point A and you play till you get to point B. That's it. Boring. You can't fix that it's burned into a chip. I don't build those games. I refuse.
You get what you pay for.
Computers are game machines, settop boxes are garbage. Talk about limits. Now what can be done on those redefines limits. If you buy them your nuts. A good computer game will blow them all away in a second.
Sure the computers are finaly getting powerfull enough to run these complex games but the OS is sucking the life out of these new faster machines.
Again where is your market? It sucks but that's life. Be nice if peope only used linux to play but that's not the reality right now.
The biggest problem with the game industry is that it harbors many phonies, who in turn hire other phonies. By "phonies", I mean people who are unqualified for their job titles. Because game's sucesses and failures are essentially unpredictable, when a game becomes successful through a combination of luck and hard work, the politically aggressive people are the first to take credit and get promoted into positions of higher power by executives who are not quite sure why the product was successful and are too lazy to dig into the details. Once you get into the "senior executive" title, it seems like no amount of your own incompetence can dislodge you.
...as a VICE PRESIDENT for XBox marketing at Microsoft!
A case in point is Sega's former executive, Peter Moore. Moore was a former professional soccer player from the UK who got an MBA and worked at the athletic shoe company Reebok. When Bernie Stolar was CEO at Sega, he hired Moore as the vp of marketing. In a political fight just before the Dreamcast launch, Stolar got thrown out for insisting on the inclusion of a 56K modem with the console. With Bernie fired, Sega filled in his position with a "temporary" executive from headquarters in Japan. All eyes were on the advertising campaign Moore had put together up for the launch date called "Inside the Box". Dreamcast sold very well in its first few months after the initial launch -- thanks to the groundwork that Stolar had laid down before. Flush with the huge sales, Sega promoted Moore to President.
This was the moment where higher executives demonstrated that they had no idea why the initial Dreamcast sales were successful, and promoted the wrong guy.
As the year went on, the Dreamcast sales flagged. Despite Moore's best marketing attempts, which were ill aimed and ineffectual, the numbers grew bleaker and bleaker. Moore spent money like water, creating elaborate sets at E3 where professional roller skaters did tricks on ramps to promote "Jet Set Radio", renting out the entire Great America amusement park for one day for the Game Developers Converence attendees, and getting Sega to sponsor the MTV Music Video Awards to promote "Space Channel 5".
All for naught. Within a year, sales were so bad that Dreamcast was discontinued. Despite all of the failures, Sega allowed Moore (clearly out of his element) to stay on as CEO, as Sega branched out to support other platforms.
But look what happened: Last Christmas, Moore thought that Sega's football game could beat EA's football game if Sega continued to throw money into advertising. It was once again Moore's theory of spending money like water.
How much money? Almost all of the entire allocated budget for the year 2003! Moore's plan failed badly, which punched a huge hole in Sega, a hole so large that the company began looking for a buyer. Eventually Sega wound up with Sammy, the Korean pachinko manufacturer, which was posted on Slashdot a few weeks ago. Moore announced his departure from Sega, and three days later, he resurfaced again...
If this story doesn't illustrate the illness of the game industry, I don't know what does.
Actually, Super Monkey Ball was a Sega game, and you actually move the screen around your character. (Insert joke about Soviet Russia here.)
Yes, I know that's not what you were talking about, but here's to another game that proves Miyamoto's point: good controls are fundamental to making a good game.
It's alarming how few game designers are well-known, even within video game circles. Miyamoto-san is probably the best-known because he's been there from the (new) beginning in the early 1980s. How many others are known by name? Nagoshi? Suzuki? Kojima? Spector? Garriott?
Attack its weak point for massive damage!
LOL! that was the funniest thing i have heard all day, and its been a long fucking day!!
thanks
ôô
Does anyone remember a game from 1997 called Total Annihilation? Now that was a damn good game. great graphics, lots of options, decent stroy and online gaming. It was a truly revolutionary game. and the problem is we haven't seen innovations like that since. And for all you fucks who dont think this was an incredible game, go do a search for total annihilation units and maps, you will be amazed on how much shit is out there for that game and its 6 fucking years old. so fuck all the creative wasteland games that are coming out now, such as C&C generals, god damn when are they going to come up with somehting else? i personally dont give a fuck about eyecandy, i want story. GIVE ME BACK MY MUD!!!!
Sorryuabout the rant
Yeah, well he can gripe about the lack of communication between developers
and publishers but I don't see him solving the problem. Try and make any
contact with his company CEG. All you'll find is an email address that nobody
responds to and voice mail that never give a call back.
We've got a game with a large following and great reviews and would like to find a publisher
to help us reach critical mass and get the game into stores on and to console platforms.
CEG might as well be a P.O. box in Fairbanks for all of the response you get from them.
Very unimpressed. I mean, even if he thinks we suck, I would be nice to at least get some
response from CEG.
All head and no bread.
Seamus, if you're reading this, drop me a line at tranquility@mac.com.
(Not that I expect to hear anything).
Three years later, frankly I wanted to kill myself - or never play another videogame as long as I lived, whichever was easier. Luckily I got the chance to move out of games and into movies (but that's another story).
I'd been playing arcade games since the Seventies, had most of the computers that were around in the Eighties and the consoles in the Nineties. And as I got older, I realised that the more advanced the technology became... the less fun the games were.
Don't get me wrong, there have been games I've enjoyed playing in the past few years - Halo, the original Tomb Raider, Goldeneye, Crazy Taxi, MGS, Unreal Tourney (once all the Futurama mods are put in). But these days, the 'big' games just require too much of an investment of time for too little reward to be worth it. I was talking to a guy I used to work with who's now on an Xbox mag, and he told me that a senior designer at one of the majors had admitted that his company doesn't bother spending too much time on game ending sequences "because hardly anyone can be bothered to play that long". Chicken or egg?
Certainly, the only big game I've played through to the end in the last few years has been Halo, and even that had some infuriating bits where I was very close to putting it down forever. FFVII I gave up on when I got stuck fighting Barrett's ex-mate and had to keep sitting through five minutes of exposition before getting killed again. MGS - getting blown up by Metal Gear Rex for the fiftieth time was just too much. Even something like Jet Set Radio Future's skyscraper stage... life is just too short!
I actually get more fun out of a quick blast on MAME or Frodo or Spectacle, or Robotron on GBA, or 30 minutes of Crazy Taxi on DC, than any of the so-called megagames of the moment. I have no interest in committing 70 hours of my life to some game (which I know is going to frustrate me with the die/retry trial-and-error loop that designers still think is *soooooo* clever) when there are other things I could be doing.
Not even Miyamoto is infallible - I couldn't be arsed to play through to the end of Ocarina Of Time, simply because I got caught in a die/retry loop and decided I couldn't face playing through the same section yet *again* just to reach the next checkpoint.
The idea of the 'short, sharp shock' seems to have all but disappeared from modern designers. But right now, those are the only kind of games that I have the time (and patience) to play. I've seen everything already - there hasn't been a new gaming genre for years, and nobody seems to even be bothering with new twists on what's already been done. (After three years on an N64 mag, I'd rather eat my own toenails than play another 3D platformer with a cartoony hero. Oh look, the ice level! The volcano level! The minecarts! The jungle! The haunted house! FUCK RIGHT OFF AND DIE, YOU UNIMAGINATIVE SHITEHAWKS!)
The only problem is, nobody's developing games that are designed for a quick 10-15 minute blast, because the focus groups want FMV and level bosses. I couldn't care less about FMV if the game's playable, and I *hate* level bosses, so that's why the big, bland game companies that thankfully I don't have to deal with any more aren't getting any of my money...
You must think in Russian.
Open Source developers unite! We are not bound by the $$, so we are free to create any game we wish. Forget about cool programming techniques, think about a great game idea - the game you've always wanted to play - then check out sourceforge to see if anyon'e building it. If they are, join them. If not, start it yourself and finish it.
Then we can see if we can produce some unique, high quality games.
The only fucking thing that is wrong is that character development is so E$$$PENSIVE.
You have to shell out a grand for decent software. And then when you finally get your character skinned and boned, YOU HAVE TO WRITE A THOUSAND FUCKING LINES to get it rendered in your game. And you have to WRITE A THOUSAND FUCKING LINES to get your character to press a button, pick up an object, etc.
This just goes to show how stupid computers really are and how sorry the state our game API's are right now.
So basically he wants to reduce the amount of sequels by making videogames more mainstream. Uhm...There was plenty of innovation and less sequel-whoring going on before the eminently mainstream PS, and it just got worse as gamers flocked to PS2 and XBox, and even Gamecube, though for sheer lack of games it has also less sequels.
The point is, mainstream public audiences feast on sequels. But then, this is the same guy that blamed all the industry in Shigeru Miyamoto, and how until we start making 'adult' games (read "2XTreme!" games) the industry is going to stagnate. Has he forgotten that Shigeru Miyamoto is the only person who still actively innovates within videogames *and* sells well?
One of the largest problems with the video games industry is the fact that Seamus Blackley is involved at a high level.
WWWGD? The fact that certain companies (no names... but come on...) go around purchasing games developers (Bungie, Rare, and that recent one who's name escapes me now). Depriving people of the ability to run games on their chosen platform (unless they don't want to wait two extra years for the porting). This practise sucks - I thought we were getting away from proprietary game development that seemed all the rage in the early 90's with the SNES and Megadrive/Genesis. In those days it was *SO* rare to find a game on one platform that was also available on another. About 3-4 years ago until recently it was looking very favourable for the independent developers and cross platform games.. but now greedy guts comes along and becasue it discovers it can't just wade into this particular market as it had expected, is throwing a tantrum an gobbling up developers so that no-one else can play any more. 2 cents... 2 cents.
This sig has been deprecated.
I'll agree GT isn't a pure realistic sim, but it definitely hit a sweet spot of balance between simulation and arcade that appeals to lots and lots of people. I still learned a lot about real driving from GT (how rear vs. front vs. all-wheel handle, how to drive through curves with pre-braking and acceleration through curves, etc). Some versions did have tire wear simulation (the endurance races), but hopefully flips and car damage will be added in later releases. I'll never forget the first time I successfully did the Laguna Seca corkscrew...
Hey, I'm just your average shit and piss factory.
ways.
Barriers of Entry. These days you definitely a larger development team and more cash..... not so much the programmers but artists, musicians, what not. Sure, programming need increased, but artists are much more needed now as well. As well as the things you didn't need before, motion capture for good movement, etc.
As for the games themselves. I never play hard to get into games, something that needs manuals to read before you can have fun, and these complex games are getting more common, imo. Many games start off assuming you have read the manual when I think it's better to have beginning levels which you can just skip if your experience. To me, Metal Gear Solid's practice missions are a perfect example.
Fun... I don't know how you can measure this... some games are and some aren't. I'd never thought I like a golfing game when I was in high school but now I'm addicted to playing rounds of Golden Tee Fore! golf at the local arcade. I used to like 3d shooters..... but I'll be damned if I had to sit through one of those ever again.
The biggest problem with the game industry is that it harbors many phonies, who in turn hire other phonies. By "phonies", I mean people who are unqualified for their job titles. Because game's sucesses and failures are essentially unpredictable, when a game becomes successful through a combination of luck and hard work, the politically aggressive people are the first to take credit and get promoted into positions of higher power by executives who are not quite sure why the product was successful and are too lazy to dig into the details. Once you get into the "senior executive" title, it seems like no amount of your own incompetence can dislodge you.
...as a VICE PRESIDENT for XBox marketing at Microsoft!
A case in point is Sega's former executive, Peter Moore. Moore was a former professional soccer player from the UK who got an MBA and worked at the athletic shoe company Reebok. When Bernie Stolar was CEO at Sega, he hired Moore as the vp of marketing. In a political fight just before the Dreamcast launch, Stolar got thrown out for insisting on the inclusion of a 56K modem with the console. With Bernie fired, Sega filled in his position with a "temporary" executive from headquarters in Japan. All eyes were on the advertising campaign Moore had put together up for the launch date called "Inside the Box". Dreamcast sold very well in its first few months after the initial launch -- thanks to the groundwork that Stolar had laid down before. Flush with the huge sales, Sega promoted Moore to President.
This was the moment where higher executives demonstrated that they had no idea why the initial Dreamcast sales were successful, and promoted the wrong guy.
As the year went on, the Dreamcast sales flagged. Despite Moore's best marketing attempts, which were ill aimed and ineffectual, the numbers grew bleaker and bleaker. Moore spent money like water, creating elaborate sets at E3 where professional roller skaters did tricks on ramps to promote "Jet Set Radio", renting out the entire Great America amusement park for one day for the Game Developers Converence attendees, and getting Sega to sponsor the MTV Music Video Awards to promote "Space Channel 5".
All for naught. Within a year, sales were so bad that Dreamcast was discontinued. Despite all of the failures, Sega allowed Moore (clearly out of his element) to stay on as CEO, as Sega branched out to support other platforms.
But look what happened: Last Christmas, Moore thought that Sega's football game could beat EA's football game if Sega continued to throw money into advertising. It was once again Moore's theory of spending money like water.
How much money? Almost all of the entire allocated budget for the year 2003! Moore's plan failed badly, which punched a huge hole in Sega, a hole so large that the company began looking for a buyer. Eventually Sega wound up with Sammy, the Korean pachinko manufacturer, which was posted on Slashdot a few weeks ago. Moore announced his departure from Sega, and three days later, he resurfaced again...
If this story doesn't illustrate the illness of the game industry, I don't know what does.
Your skull is full of shit. Shenmue was one of the finest game series ever made.
Unfortunately, it seems like scripting a single-player perspective to a two-player perspective is too hard for most people. Is anyone willing to experiment with a system where each person sees something different, and they have to both play through twice together to get the full effect? So for, no.
In Perfect Dark, Baldur's Gate: Dark Alliance, and Time Splitters 2 (all co-operative capable games), the co-op modes are merely 2 people in story mode, instead of one.
Some games accept this, and only add it where possible (like Secret of Mana or FF6). But there's still a dearth of co-op games. This is why I want to buy Doom 2 for my GBA -- so I can co-op link play with my friends a good game again.
--
Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
The real title should be along the lines of what's wrong with Non-Sony game development.
I'm not talking about PC vs. Console flame wars, nor PS2 vs. XBox, but it is important to point out that the first article mentions NOTHING about Sony and it's relationship with developers. Or, for that matter, the sales of PS2 gaming consoles and games vs. those of X-Box and Nintendo.
It's not contested that Microsoft and Nintendo need to get their act together. PC makers have it the hardest, given the wide variety of hardware out there (and the combinations thereof).
But Sony isn't exactly hurting in this economy. In fact, they quadrupled their profits just last year.
Plus, Sony wants to eliminate any charge for development on the PS3, adding a freedom that PC developers have enjoyed for some time.
The Playstation 2 is technically inferior to the GameCube, XBox, and most modern PCs, yet it continues to net a more than substantial share of the market. This alone, if anything, is a sign that graphic/hardware superiority in games isn't "all that".
All rebuffs/criticism welcome.
Well, I was speaking as a PC gamer only. I don't have the cash to fork out for consoles and the prices of games for consoles is somewhat scary frankly (GTA:VC still selling at it's original release price on PS2, the PC version coming out in May starting at £25 already).
And in terms of the game engine not only is the PC capable of so much more than any console, but John Carmack is by far the best coder in the industry.
I am unsurprised Silent Hill has continued to do so well in the horror genre, bu in terms of gameplay it never really got me involved, whereas an FPS (ok, I suspect Doom3 will not actually be termed an FPS, but it's first person so straight into the FPS genre it'll go, 'cause there's shooting too) is a far better way to get people further into the game, to feel the horror more.
Plus, well, play it before you judge it!
"We want to monopolize the videogame industry and drag the quality down but increase th prices. Sony and NIntendo should be destroyed or absorbed. We want people to think that we create the best games there are, so we can maintain our evil powers. Its a good thing we are getting there, Rare, Sega, and soon the entire videogame industry."
Yeah, when I said "mod this post -1 off-topic but +5 fucking insightful" I should have specified an order! Now it's below all the mod's thresholds... :)
I'm STILL playing through Baldurs Gate, let alone the 4 sequels/other games of the same engine that have come since it.
Heck, I still haven't finished Starcraft or Diablo, and Diablo II has come and gone.
"For a successful technology, honesty must take precedence over public relations for nature cannot be fooled." -Feynman
But with Quake 3 they were making a multiplayer only game, why not make it pretty as well.
With Doom 3 they are slowing down the action some and using the "cinema level" graphics to more fully immerse the player in the game by creating more of a mood to the level.
"For a successful technology, honesty must take precedence over public relations for nature cannot be fooled." -Feynman
I have yet to forgive that man for Trespasser.
There's a WHOLE lot of attonemet to be done there, buddy.
Some themes in games hae been done too many times. Look at shooter games. Metroid Prime is really just Doom with different enemies and nicer graphics.
Would it hurt somebody to make a new kind of game and not think of the risk it entails to develop it?
But Hitchcock required a camera where Lovecraft only required a pen where greek and American indians only required their voice.
Do you think "Pyscho" would have been as good if it wasn't a talkie?
"For a successful technology, honesty must take precedence over public relations for nature cannot be fooled." -Feynman
...bacon is gooood...ham is gooood...
Maybe you didn't play enough of that GT3. My roommate and brother both have it so we've tinkered around with it. Looking at that list its like you didnt even play the goddamned game. Every single one of those things mentioned is a factor, but you're gonna have to spend some in game money for parts. You can adjust camber angle, toe angle, gear ratios, downforce angles (if the car has them), tire type, etc.
The game does start off very arcady in that you don't need to (I don't think you really can) modify the car to race. But once you get out of the amateur division, its gonna take some fine tuning (or maybe just an escudo). It starts displaying tire wear when you run into 5 lap races, complete with tire heat and grip curve modelling.
The real missing attribute here is damage. But a hardcore racer player like yourself should know that manufacturers are reluctant to let their shiny car models indicate a dent or scratch. Thats why most of your fancy sim games in the list are either custom car, fictional car or unliscenced.
And of course, its Gran Tourismo, not Grand.
I Browse at +4 Flamebait
Open Source Sysadmin
Ever play Unreal? At the time it came out it was one of the most interesting and captivating games of it's time. I took the FPS and put vast and explorable maps and a sublime and unspoken plot behind it.
At it's heart it was nothing more than an FPS -but the eye candy of the time made it visually beautiful. The story, though simple emulated the characters situation more by what wasn't presented than by what was. It was simple, by happen stance your morooned on a alien world. Alone, clueless and surrounded by beauty, hostiles, and an unfolding story of a world of peaceful natives dominated by another alien race that have no compunction what so ever in fragging your ass - the mission stay alive, find out what the hell is going on, and get off the planet alive. In the playing of the game you learn the plight of the crew, the natives, and in turn how to help yourself by following the source of this places plight to the center and in doing so escape.
The player interaction with the environment was not so much scripted as free form. There were secrets to be sure, but also a moral factor, such as intervening when the alien Skaar would attack the benevolent Nali by drawing the attackers attention to yourself - and reaping the reward at time that the grateful Nali would afford you. Likewise, if too weak, on could use the Nali (if the circumstance arose) to deflect an attack away from yourself so the attacker would focus on the native and you could escape unharmed.
The Original game was full of these sorts of aspects and much more. So was it any surprise, given the large cult following the ensued, that the faithful waited quitely for the next version to be made and released. The same holds true for Unreal Tournament - an extremely popular multiplayer version of the Original Unreal series.
Well, Unreal Tournament 2003 was released with mixed reviews. It didn't have the same appeal because it seemed more like a console game ported to the PC, it vainly tried to be original but lost many of the aspects that the orginal had while trying to "innovate" the graphics and technology - the game however was essentially a bad imitation of the original in many peoples view - and sales and online populations are no where near what the original games had.
Now, Unreal 2 is slated for release. The faithful anxiously await the release and I was to be counted among them. I picked up Unreal 2 the day it was put on the store shelve. I went home to install and climb into a world of fantasy and intrigue. Well, first it ran like a beta - EAX crashes galore. Frame rates for a 1.5 gig Athlon XP with a GF3-ti200 were dismal. No settings would change this. Turn all the glitze and glamour off. No AA or AF. No trilinear filtering or any setting above mid, switched to low, and the same results.
Now, I get this beast working somewhat - despite it's many and blaring problems. 12 missions into it and it's over! I look around the game and various sites to get insight into what this game is all about. It's preported to be 23 missions. But wait! 11 of the missions are extensive cut scenes. Taking place on the mothership, the "the base of operations". The storyline is very linear and the player feels as if he/she is more along for the ride then actually interacting with the game - dissappointment abounds. The official infogrames forums are a plethora of flames. The moderator (many of which are the developers and project heads) have become onminously quiet and post no comments or answer any querries.
Many people are short of full out enragement about the short playing time of the game verses the cost. Between 6 to 12 hours of game play vs $49.99 price tag - many finish it in a weekend (bought late afternoon on Friday and finished midday Sunday). An unusual amount of posted along the lines of "Where's the line to get my money back" and "Release a patch you cheap bastards". Not what one would consider garnering further partonage or brand loyality.
Many did not expect the game to be a rehash of the original, but just as many expected it to consist of at least some of the aspects of the original. Vast expanses to explore, mysteries to solve and unravel, and many many hours of playing time in an immersive world. They were baffled by such things and the 5 or 6 hatchings in the mothership that opened to nowhere, or next to nowhere (leading to a ladder that went to a level under the decks with nothing there but a panel that opened to... nothing).
I have talked about what Unreal 2 was not, but let's talk about what it is. It is visually stunning. The graphics engine is spectacular. Eye candy abounds. The facial expressions, the shadows, the textures, and many many more things. It is truely a step forward in 3D graphics. But, unfortunately that's all it is. The mapping is painfully linear, as is the storyline and game play. There is no divergence from the plot, no alternate paths in the storyline, maps or decisions a player might find interesting aren't there - it's flat. Furthermore, what plot it has is predictable and depressing. They spend half the game in character development only to kill of the crew, and this after one of the few successful atempts to involve the player and draw them in. This too made many of the gamers quite upset. And the end.... It ends with no point, no succuss, no conclusion, and the hero (you the player) is left to a mundane and unsatisifying feelling of defeat and futilism at the end.
This is not my opinion, but those of the vast majority of the few thousand posts in the Ureal 2 official forum.
As a business goes this is folly to say the least. Infogrames, Legend, and unfortunately "Epic" have done more to annoy their fans then to engender further patronage in there offerings and products. Sony is the parent company. Many feel that Sony is behind the direction that was ultimately pushed on the developers. Whether or not this is true the bottom line is this. A fair percentage of those that were averant fans of the Unreal and Unreal Tournament series are completely disenchanted with the latest and greatest offered up in the series.
There is a distinct negativity towards the developers and the companies. I strongly suspect that many will avoid purchasing any future release from Legend and Epic, as well as Infogrames and Sony.
What mystifies me is what led them to believe their present offerings were going to be successful. There's little innovation outside of the graphics work. They don't seem to place any emphasis on a story or plot. It seeem more about make stunning graphics as if one didn't need to have a point to the game - however simple.
I can't help but feel, especially with UT2k3 and more so with Unreal 2, that someone somewhere in these organizations believes that they need to market to those with a short attention span that are more interested in glitze than content. They have bombed. And if they continue to create products such as these last two they will soon be going belly up if the indication regarding their reception are used to gauge the clients desire for what they create.
Blackley hits the nail on the head: "The number one problem we have with design is that we don't know who we are designing for" when commenting on the design process. And I think his statement that the focus is in his question:
"Are we designing for ourselves? Are we designing for publishers? Are we designing for EB salespeople? Are we assigning for reviewers? Are we assigning for the audience? The problem right now is that we're designing for publishers and not the audience."
I have to agree with him on many of his points. And if these companies keep this up - then let the publishers buy these game because I'm not!
Just my humble opinion.
Ok, hope this isn't redundant because it's stating the obvious and needs to be said.
The percievd wisdom is that games are stale;
they're unoriginal with not much progress being made. Little imagination and creativity, especially compare to what it used to be like.
While it's true that it's harder to be creative because the bar is raised in terms of things like graphics it's lots of thing related to this:
It's hard to get into a creative mood when your paycheck is resting on it.
PRAGMATISM and CREATIVITY aren't known to mix.
Also:-
You have to work in a team because there's more code => harder to just let your imagination run wild.
The same situation happens/is happening with music, around the money orientated side of it because people think too much.
You can't be original though reason alone. Logic can't create without luck.
To appreciate the setup try imagining what its like to try and make a living from art such as music. If someone asked you paint the best picture in your life how would you fare?
So what's the answer?
I think the thing to do is look at how the top advertising people do it. The really successful agancies have got to be the best bet for finding out how to make money and art mix.
A blog I run for the wealth
A few years back my ex-girlfriend and I went shopping for a game for her.
She liked computer gaming but had one small problem: She would get motion sickness from playing 3d games (FPS were the worst).
So we agreed that a platform game was probably the best option for her. Guess what, not a single store had a platform game for the PC, NOT ONE.
In the end I gave up and downloaded a slew Commodore 64 games and an emulator, worked like a charm.
On another note, if you want to write your own game and avoid a lot of the hassle go and check out Blitz Basic. Easy and allows you to focus on being creative. The downside is that it is windows only.
So was Tetris a 10 hour game, a 30 hour game, or a 70-100 hour game?
You're taking about triumphing in the challenge, not *playing the game* which can go on as long as you like it to. Just start again.
Before I get the Automatic Microsoft Flame response, I say this with some rather unusual supporting evidence: Microsoft's Project Gotham is the most realistic game I've played. On one of the beat-the-clock tracks at the Very Hard level, I was falling short of the lap time required to close out the final level with a gold medal. After failing to make that lap time by thousandths of a second for many weeks in a row, I went to the Panoz road racing school at Road Atlanta for four days. (No, I didn't go because of the game, heh heh.)
I learned a lot at the school, and really hadn't given any thought to games or anything other than real driving. (That much racing is very exhausting.) I still had a few days off when I got home, so one morning I said what the hell and fired up the XBOX, and immediately nailed the lap 0.021 seconds faster than the gold medal time. I used the car control techniques which I had just learned at the school. Braking, cornering, the whole "friction circle" concept, all of it "feels" as if it applies exactly as it would in a real car. In fact, once you understand those principles, you can easily "sense" the difference betwen cars in Gotham unlike any other game I've ever played. You can fix a loss of control doing exactly what you'd do in a real car. (I wish they'd use that same engine for a bunch of racing games. I'd kill for an IMSA GTP Group-C era racing game using the Gotham engine...)
I'm not claiming I'm the best driver who has ever lived (far from it), but since then I've been to two more racing schools and a bunch of events, and I have probably 200 hours of road racing time under my belt now. From that perspective, I'll say I played a lot of GT3 at a friend's house and it's fun, but it isn't even a little bit realistic, sorry.
On the other hand, I can at least say that your original point stands -- we DO have a realistic driving sim out there -- Project Gotham.
Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005
I agree computer games are (sometimes) a form of art. It's an industry too, anyway...
I see a big problem in the capitalist approach for creating games: if you invest a lot, you can't risk yourself into doing something too new most people won't understand.
That's what killed innovation since the 16-bit era.
Ahh somebody bring the good ole' 8bit-early16bit days back...
The thing is that even the small publishers think that EA and MS have 'the perfect buisiness model' set up and that they should at least try to immitate them, which means churning out sports titles every year and adding a bit more creative titles when somebody happened to stumble on a good idea once in a while. Unfortunately the smaller publishers only have the good idea, and not the sports franchises or the OS'es to lean back on. EA has done very well and has turned itself into a monster. You have to give them credit for all the crazy titles they put out in the 90ies.. but as said, their business model has killed origin and janes, and probably many others.
With great power comes great electricity bills.
Due to the nature of the game there are several operations that are better performed in pairs (opening en clearing doors etc) and the choice in role/equipment makes everybody useful.
We usually play with 3-4 players, but your mileage may vary. Make sure you allow respaws because at least one idiot is bound to get killed in the first 60 seconds of the mission :-)
Pathman, Free (as in GPL) 3D Pac Man
yeah. uhm. pikmin.
actually, pokémon, too. don't laugh. it really *was* innovative and new.
Hmmm, indeed. Is everybody sure this is the actual genius behind the classics like SMB?
Absolutely. To make good games, you have to enjoy good games yourself. You have to never lose interest in the grandness of the (once unique) idea that pushing those buttons gives you control over what the character in that fantasy-world known as a video game. People who can't enjoy Atari games probably don't have this trait. For example, I design little mini-games for myself and my friends to play. I tried to design one that my girlfriend would like to play, and after talking to her about it for a while, brainstorming to find something she might like, I realized that she doesn't grasp this simple concept. She gets tired of games really fast (Not an Atari fan). The "coolness" of the game is what pulls her into it. She'd like to play as her favorite rock stars or cartoon characters, but no matter the game, no matter how fun the play or random the levels could be, she'd get tired of it soon. Not surprisingly, she's a big movie buff. She prefers to watch, not interact. And I'm not saying this in a negative way, but she does have a short attention span. Game designers would do best to see her as a target audience instead of a repeat customer.
Miyamoto relies upon the repeat-customer. There's nothing stupid about "For me, the most interesting thing about video games is taking the controller and using it to move something around on the screen." -- it shows that he truly understands what many people don't (and assume they do). Nothing at all.
Remember "Bring 'em on"? *sigh
Zero Magazine, zero mag for the zero decade. [zeromag.com]
In A.D. 2101, magazine was beginning...
Well, I know, i just saw a quote that struck me as funny.
Sometimes I think that if a game at least feels like it's open-ended can also make it fun for longer than usual. Like i remember first playing police quest and having to be responsible to shower, get into uniform, and be on time for the morning briefing or i could get in early and read the paper while i waited.
The game was really linear, but it was so cool how it felt like you had a virtual life to manage and could interacte with 'real' ppl (don't think of any jokes, i've already thought of all of them and made fun of myself to save you the trouble.) on another note...
"She prefers to watch, not interact."
well, well, she prefers to watch, eh? perhaps me and you can -- oh, shit wait. forget it.
why run from Vincenzo?
Allow me to bring you up to speed:
Nintendo's future
The X-Box's woes, and the price of Microsoft's sacrifices.
Heck, a quick search on Google has yielded this, and that's just scratching the surface.
As for relationships, this is a good article to start.
I'm certain a bit more hunting around Google News will yield what you're looking for.
What's wrong with game development is the same thing that's wrong with Hollywood...They are trying to roll stuff out to appeal to the lowest common denominator to make up for the insane production costs. Every once and awhile, though, some gems come along, but they are few. The rest is just fluff designed to get people to buy in. The reasons for a breakdown are obvious; the publisher is putting up the money for armies of musicians, artists, programmers, mappers, etc, etc to work on a game for three years or so, and they're going to want to see that money come back, otherwise it's bye bye developer. Gone are the days where all you needed to make a great game was ten (or less) people who didn't write the entire game eyeing the bottom line because they had to sell their souls to the publisher. They just wanted to make a game that would be fun.
-R
I run a game company, and am writing a book about making games. I see numerous things wrong with the industry that really must be addressed. We've had several projects on the go for over a year. We *could* release them but as I review our work, I find there is a flaw and must be fixed. When making games, I take every little detail into account and everything must be perfect. My personal belief is that if I wouldn't spend the money on the game, why would someone else?
With this in mind, there are all sorts of issues with the game industry.
It gets irritating to listen to some people speak about game development yet have no experience. Making games in your basement is one thing, releasing them in stores is different. Just because you play a game, doesn't make you an authority, moreover, just because you make a game doesn't make you an authority.
It's rather funny to listen to some of these companies like Valve's Gabe Newell. Yes, Valve's Half-Life was good, but at this point in time their a one hit wonder. I remember being at E3 '98 and seeing Team Fortress, then E3 99, then E3 2000..The damn game is still not out. Development time should decrease when their not creating their own technology from scratch. Even if they are creating their technology from scratch, it shouldn't take this long. This whole rockstar like attitude that some developers get is rather ridiculous as well. Many of them leave their original companies because of "creative differences" and begin their new companies to "change the industry". Romero tried this, and 2/3 Ion Storm projects failed miserably. He went from working at one of the most influential companies (id Software) to writing inexpensive PDA games, how degrading...
Marketing and ignorance is another issue. Game developers, in many cases, are saturating the market with useless games honing from one hit title. Remember Roller Coaster Tycoon, how many tycoon style games came months after that? People always overlook possible exposure aswell. Rather than using DirectX, they could use somesort of middleware or SDL to get three platforms working rather than one (Win, Lin, Mac), without wasting huge time in development.
I put my faith in the indie game market. It seems that many fresh ideas are turning out from that area these days.
I for one don't follow the traditional rules and I hope the rest of the industry will see that. I write my engines to work on at minimum 2 platforms, including both on the CD. Provide bonus art of the characters on the CD and believe in cheap prices for games...If only the rest of the industry followed suite.
If you want an example, refer to Hironobu Sakaguchi at Squaresoft; he's the 'Director' of the Final Fantasy series. And he's becoming as pretentious an "artiste" as Roman Polanski.
I've noticed that looking over these posts is like listening to grandparents talk - everyone's moaning for the "good old days" where things were better - the gameplay was exciting, the game was fun, and every neighbor was there to help out when you were putting up your new house.
However, if you look at most of those old games - they were just as bad as the majority of the new games that people are complaining about! Hello, ET: The video game, one of the worst games of all time, and it came out for the 2600. There are thousands of examples of bad games you can come up with, no matter what decade/system you look at.
Hey, EA used to make good games too back in the day. I remember on my Atari 1200 there was this game called "Worms?" that was really great. You can read a short discription of it at http://www.atarimagazines.com/creative/v9n7/260_Ou tpost_atari.php
but lets face it, that was a long time ago. They also produced really great games for the Commodore 64, like "M.U.L.E." and "Seven Cities of Gold" (which was actually decent on the first release, though the updated VGA version for PC totally sucked). In fact, if you check out HotU and show EA titles by year you'll see that their early stuff was actually pretty good. You'll also notice there are only 16 games listed (ie good games) for 1995-2002, compared to 11 listed for 1986 alone. Granted, its a site for old games, but I don't think they've left much out in this case.
This is SO educational! -- Kintaro Oe
Imagine seeing the same amount of people driving space shuttles as trucks.