The Future of Game Design
IGN has the beginnings of an interesting series up entitled The Future of Game Design. The first part of this series covers game design elements that we've seen in the past that the author would like to see show up more often in future games. From the article: "We need better art direction in our games. Not just more polygons or slicker textures, but games with a better sense of visual style. Off the top of my head, one of the first games that really showed a distinct sense of art direction and style in this generation of games was Sly Cooper and the Thievius Raccoonus. That game oozed with style, and even though it was simple and quick, it became one of my favorites because the main character, Sly, had real character." As we start to get into Uncanny Valley territory I hope more artists take the approach that Sly and WoW have.
It gives me hope that there is still a future (that doesn't suck) for video and computer games.
Art direction is good and all, but is anybody writing games to convey *atmosphere* these days? Take the first two Thief and System Shock games. These games had atmosphere. You felt the panic and dread in SS2 as a former human rounded the corner, lead pipe in hand, swinging at you while moaning, "Kiiilllll mmmeee!" Your heart pounded as you crept up behind that guard and clocked him over the head, picking up his corpse just in time to duck into the shadows before his friend saw you.
These were games you could play at night, with the lights off, and actually scare the crap out of yourself. And it wasn't because of toonish graphics or special effects - it was because of atmosphere.
I don't think that the graphics are as important as the gameplay. That's why we download emulators! Why else would perfectly intelligent computer geeks knowingly navigate spyware-ridden web sites searching for games? They must be good games.
Of course I'm glad that graphics are becoming more realistic, but that's not good for every game. Who really wants to play a game starring an overweight plumber or an actual hedgehog.
"May evil beware, and may good dress warmly and eat plenty of fresh vegetables." -The Tick
"Off the top of my head, one of the first games that really showed a distinct sense of art direction and style in this generation of games was Sly Cooper and the Thievius Raccoonus."? I just do not know what this guy is smoking... has he played Amplitude, Battle for Middle-Earth, Splinter Cell, DDR:Extreme... the list really does go on and on... I mean seriously... did he just forget about Rez?
I can agree with the author on just about every criticism he makes, but some of the things he wishes were better are huge hurdles. For instance its trivial to say "We should have better AI in games!" but, in reality its damn hard to try to make AI better. Most current AI (the AI the author was talking about) is scripted and is therefore limited by the programmer's ability to think outside the box. Yeah, when you're in a game and the enemy does something weird we automatically think "Duh! Its obvious that this is stupid!" But when you're designing and writing the game, its not always obvious. The designer has to think ahead "Well, what would happen in this situation?" and then program that particular situation in.
Or take voice recognition AI. It would be great in KOTOR if I could simply tell a companion to go attack the guy on the left and then I attack the guy on the right. Again, this is not a trivial hack or by any means some hidden conspiracy to prevent ease of use. The AI would have to understand the idea of left, right, and attack along with actually understanding when I state into a microphone "Attack the guy on the left." Yeah, we could script this, but see previous problem.
I realize the author is critiquing games to make them better, which is good, but failing to understand how some problems are very difficult can sometimes aggravate more than motivate. Nothing aggravates me more than a fanboy who simply states "How hard could it be to do X?"
The author mentions the desire for cutscenes to be less static and more interactive, citing Metal Gear Solid 3's zoom feature. Looking at Eva's boobs was the only thing I saw anyone ever use it for. Does anyone remember Shenmue's interactive cutscenes? You would sometimes run into situations that would require you to push buttons at the right time a la Parappa the Rapper. Say you were being hassled by some punks, get the sequence right and you lay the smack down, mess up and you get layed out. A lot more interactive than MGS cutscenes. What do you think about a system based on this for cutscenes? Too simplistic? Not appropriate for most types of games?
Sleep is futile.
After following your Google image link, I know who wants to play a game with an actual hedgehog...
My girlfriend! Even I have to admit those pictures are cute. She would love it!
My stupid web site
Aren't today's game systems still 32-bit? I know for a fact that the Xbox is, because it's powered by a crippled Pentium III. The graphics architecture is certainly still 32-bit.
"I want.. like a friggin' orgy!"
This guy just takes a handful off the latest buzzwords and says he wants them "only better." What's new?
Nothing he mentions actually relates to real GAMEPLAY. It's all just buzzword nonsense. Better AI, better art, better physics. I'll tell you what, I've played plenty of board games that can't conceptually have any of that and are 10x more fun than any video game. Or look at great games that are still fun today. Mario? Physics? Yeah right. Tetris? Art style? Not a chance. Robotron? AI? Laugh! Would they be better if they had these things? No. They're games, not a cyber utopia.
Get over yourself, Mr. Douglass C. Perry. Just admit you want to get jacked into the Matrix and you don't really want to play games.
How about Alien Hominid? That game oozes style, though it's rather short. I've beaten it on Hard and I'm still playing it. Armies of ridiculous FBI and KGB agent enemies, crazy guns, hilarious huge bosses, cartoony gore and a smiling alien that my girlfriend thinks is cute.
It's hand-drawn graphics, but not cell-shaded. It doesn't push any technical limits. It doesn't need to.
You can't go wrong.
My stupid web site
There were just as many bad games Back in the Day (tm) as there are now. You've simply forgotten about them. In 5-10 years, you'll forget about the bad games taking up shelf space today and only remember the stand-out titles, and make the same complaint.
This doesn't just apply to games, either. It applies to almost everything. The "Good Old Days" were not necessarily any better than today, but the effects of time have made you forget the bad and remember the good. That's why people want a return to the "values" from the 1950s, or complain that Hollywood is just churning out mindless blockbuster action flick after mindless blockbuster action flick, or complain that the airwaves are overrun by Britney Spears wannabes. Do you really think that there wasn't divorce, death, rape, abortion, violent crime, or any of the other ills of today's society back in the 50s? Do you really believe that back in the day Hollywood only released one or two films a year, or even went years without releasing antyhing because nothing was good enough? Do you really think that there were entire stretches of years where no artist released any music at all? Of course not. The collective consciousness has just swept all of the bad behavior, bad movies, bad music, etc under the rug and idolized what came before.
Tuck this thought away in the back of your mind, and drag it out in 10 years when you find yourself lamenting that the current crop of video games pale in comparison to the gameplay found in the "classic" Half-Life 2.
Grim Fandango - Dang that was a clever plot, voice acting over the top excellent, and artwork that was spot on. If you trimmed a few scenes it would be a great Tim Burton movie. The final scene about killed me...
That should be naturally decreases, as in, you see innovations less and less often. Alternatively, I could've said that the interval between innovations increases, but I only previewed the comment once and didn't skim through it. Oh well.
I think he's right on about art direction. I think one of the reasons I like Katamari Damacy so much is that it has a really unique, coherent visual aesthetic (bright psychedelic colors, boxy shapes). I haven't played Viewtiful Joe but from what I've heard it also benefits from great art direction. Realism gets boring, so does standard cartoonishness or tired anime style characters. I want to see more stuff that diverges from the norm.
This article is actually worse than most of IGN's bilge.
StoneCypher is Full of BS
This article really is awful.
Why do I always run out of mod points right before I read a comment that really deserves to be modded up?
... it says most of what I wanted to say. So go ahead and read it
I read the IGN article, and I'm sorry, the guy doesn't know what he's talking about.
I was planning to write a long critique on the article, until I read the link in the parent post
siener's youtube channel
Graphics are meaningless. But you can't sell a game unless it has cool screen shots eh? What I need are story lines! Also an atmosphere and good characters. Take a look at games like Final Fantasy VI and Xenogears. These are good examples. To be honest, I haven't come across a GOOD game for a while. Pretty sad eh? Oh well.. gives me more time to study! :-)
More Rez, less EA.
Dear diary: Today I stuffed some dolls full of dead rats I put in the blender.
On a side note, I don't think anyone would have predicted that open-design games such as Grand Theft Auto, sandbox games such as Battlefield 1942, and innovative customizable games such as Deus Ex would be such huge influences on the future of game design.
GTA is simply an elaboration (though a great one) upon the ideas in the Zelda series.
The biggest disappointment in this generation of games has to be the lack of innovation in artificial intelligence.
Oh so wrong, Altoid-breath! The biggest disappointment this generation is that games are still largely as they were in the LAST generation. The same old genres, for the most part, are still the most popular. Not even Nintendo has escaped this as far as one would expect.
Ugh, the Emotion Engine. What a disappointment. Sure, I've played games in which I felt intense emotions besides fear, anxiety, rage, and excitement. But not that many.
Wow, so someone actually *did* drink Sony's code name marketing Kool Aid? You don't get emotion from a chip, foo! You get it from artistic direction. The best emotion I've ever seen in a game comes from a PS1 game, Grandia, that didn't even use 3D for its characters.
That game oozed with style, and even though it was simple and quick, it became one of my favorites because the main character, Sly, had real character. He wasn't some fuzzy-ass thing with pointed ears and an attitude. He was a smart, slick thief, and a raccoon no less. Not so strangely it worked.
I've never played Sly Cooper, but I want to like it if just because Sucker Punch made Rocket: Robot on Wheels. That said, it sounds like this guy is two steps behind the curve -- not having "attitude" helps something not to be bad, but is not necessarily good by itself. I'm frankly unsure where his racoonness comes into play.
Former Naughty Dog President Jason Ruben once said that the amount of polygons you have on screen doesn't matter anymore, it's what's you do with them. He is often right, and on this point, he is dead on.
Well, lah-de-dah dude, welcome to the obvious party.
New ideas in sports games have really accelerated in the last three years as Visual Concepts and EA have fiercely fought for market dominance. But things could always be better. For instance, in the latest NBA Live, when a new rookie talks to a coach, you should see him doing it and see the reaction of the team players.
Oh, I'm sure that'd add so much to a sports game.
Why hasn't anyone taken a clue from this revolutionary game and made a newer better one?
Hopefully because they're working on their own unique new concepts, but I know better than to invest in such a pipe dream. Probably because they don't "get" it, or think they have but failed due to one of those unique ways developers have of missing the point in so many subtle ways.
Why isn't there some smart developer out there making a better, smarter, faster version of Warren Specter's Deus Ex?
Dude, I think you just nailed it. It was designed by Warren Spector! That is not an easy act to top.
The article talks more about game superficials as it does about true game design. It's not really that hot a story, I'd say. The author sounds like he might be at the beginning of true insight in his gaming journalism career, but I'd give him a few years first -- assuming he's still playing games by then.
There's too much 3D shooter lately. There are some decent games, but a lot of them just repeat the same old stuff with better graphics.
One great game I played recently was Sacrifice (Shiny). It's just great. The game you play is a story that the protagonist tells. The creature are all really strange, done with this style Shiny uses that's quite unique. The replayability is nice as well, with the wizard gaining different powers depending on the missions that are done.
Graphically, these days it's not that impressive. The mechanics themselves are simple. And still, it's really, really good.
Jet Set [Grind in US] Radio for the Dreamcast was simply oozing style and innovation back a few years ago. This game was one of the first real cell-shaded console games that looked close to cartoon graphics. Plus this game had a killer soundtrack and so much colour/bad-ass personality to it.
If anyone doesn't have an old Dreamcast kicking around, you can also pick up Jet Set Radio Future on Xbox (for dirt cheap).
You want to know the real reason that there is genreally a lack of interesting visual style in today's games?
Take a look at the top ten games at the moment. I don't know what they are, but I can tell you that there will be a sports title, a racing title, a shooter game, and that many of the ten will invariably be published by our beloved Electronic Arts.
These big titles aren't sold on their artistic bent, but on selling sure-fire derivative formulae to the mass-market. In order to convince publishers that the true art of game making needs to be realised it is up to the buying public to convince them.
I'm sure most slashdot readers are already buying quality titles - but maybe we can do our bit to encourage our friends and families to play these as well?
No, we need challenging gameplay, not CHEAP gameplay.