God of War, Counter-Strike, 360 Design at GDC
Some more great writeups of GDC events are now available. Gamasutra's coverage continues to be comprehensive, with articles on the localization of Counter-Strike, the development of God of War, and the a design postmortem on the Xbox 360. God of War: How the Left and Right Brain Learned to Love One Another discusses the ways the dev team balanced the needs of the artists, designers, and programmers to create a cohesive title. The Localization of Counter-Strike in Japan gives the reader some object lessons in what it's like to take western ideas and translate them to an eastern culture. Finally, Ophelea wrote to mention a GamersInfo.net story on the design of the Xbox 360. From this last article: "The user interface was one of the more difficult designs to accomplish. While the original Xbox had 250MB of space to utilize, the Xbox360 had only 4.5MB uncompressed or 1.5MB in total! Not only this, they expanded on the original Xbox's 45 screens and grew it ten fold to 450 screens! Several iterations were gone through with the end result being a combination of several of these schemes."
Blah post, first@
From the CS Neo article:
Hiding and sniping are no-nos
I'm confused as to why they would include the sniper rifles (as seen in the original picture) if they didn't want you to use them as originally intended.
Where are these Ledzone Counterstrike arcades? Anyone got some addresses? Or, better still, GPS co-ordinates (Japanese addresses are tricky.)?
I quit!
The characters are gritty, burly, and not particularly appealing - so Namco got an artist to anime them up a little, replacing sweaty gringos with guys in primary-colored spandex and PVC shoulderpads
...but I can live with it.
This isn't looking too good...
and hairy guys in fatigues and ski masks with antigravity-busted women in three square inches of purple nylon.
'Loose' is when your pants are three sizes too big. 'Lose' is when you misuse 'loose'.
More information on their offical website.
Seems to be built on the Source Engine rather than the original. Models look interesting though, along with the levels.
Fractured Element
And not a single screen dedicated to setting the bitrate used for ripping music from CDs to be used as a soundtrack in the games.
Why design a 5.1 hifi Dolby Digital Surround capable box if all you're going to do is rip audio at the equivalent of 128kbits?
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Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
Wow. In a game like CS where kills actually count for something (since you don't instantly respawn), the karma idea is pretty lame. Oh no, you shot someone from too far away. Don't ambush them as they approach their objective, either. And if you turn a corner and find a dope staring in the opposite direction, don't shoot him until he turns around or you step in front of him.
After all, killing him wouldn't be fair unless he knows you're about to do it and has a chance to kill you first.
If they'd fought WW2 by those principles, it would have been a SHORT war.
120 characters for a sig? That's bloody useless.
I found the fact that he didn't think Japanese players could handle the scenario of terrorist/counterterrorist, especially if the terrorists won. Is this some kind of crude stereotype? are Japanese hypersensitive about this issue specifically? Or just in general? I don't know, but I would speculate they're also pretty sensitive about WWII games, no? More or less so than the Germans?
If you don't know where you are going, you will wind up somewhere else.
On the other end of the karma stream are cheap hits. Hiding and sniping are no-nos; Taninami wants to encourage players to always fight fair, and shoot each other from the front. The system can detect when a player shoots someone from behind, and will send a warning. If a player is camping, again with the warning; if the player persists, he will show up on the radar. Taninami is fascinated that even with this disadvantage, still some players persist at misbehaving.
This is what happens when you hand game design over to a shitty player. WAHHHH STOP AWPING. Sickening.
If you have lots of hearing damage in the high end, perhaps it is ok. However, to me, I can hear the distortion in vocals over the engines in Sega GT and Project Gotham. That means it's bad.
What's bad about a higher bitrate? Nothing. It chews less CPU time to encode and decode (after all, the trade off is compressed representation vs. CPU power), and results in a better representation of the music file. The Xbox HD is fast enough loading that you can have your 64mb of ram section up such that you have a buffer window of 128kbytes - 512kbytes, which can cover several seconds of MP3 data at 192 or 256kbits (4 - 16 seconds depending on if you pick lower or upper size). This assumes CBR encoding -- VBR encoding will be better.
So there are no technical reasons they could not have done this. The XBox is, as you pointed out, limited, so people wouldn't be loading their entire MP3 collection on to the device without running out of room for save games.
On the other hand, I would be able to load the songs I like onto my Xbox. Even 1gb of music would be plenty (my Shuffle is only 512mb in size, and with my 10-15mb MP3 files, I still get 3 hours of non-repeat music, which means I hear every song twice before the battery dies). So storage isn't a problem either.
The fact is that these people at Microsoft put out half-baked products. They put in just enough to get a bullet point on the box, but don't really invesitage the use cases or consider it in the context of the rest of the device. The only equivalent half-baked thing I can think of from a company like Apple would be the Spotlight feature in Mac OS X, which performs so terribly as to be useless.
Half-baked designs are why iPods are more popular than all those other, more complex players. They're also why I have no desire to buy any WinCE PDAs depite the half-baked feeling of modern Palm devices. Microsoft just happens to be another company that lacks vision in this space; it's hardly unique to them.
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Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
From the article:
"we didn't want to change it; we didn't want to ruin it."
uh... yeah. The core mechanic, maybe, but I'd say you can only loosely call the game counter-strike now. I find it funny that (I have been lead to believe) the japanese are pretty xenophobic when it comes to western games but a lot of the character designs are not only western but overtly caucasian. What's up with that?
abort, retry, fail?
nuff said
Well there's always the pen and ink style.