Monthly Archives: March 2009

GDC 09 Art: The Brutal Art of a Legend

At GDC 09, Lee Petty, the art director for Brutal Legend, gave an inspired, energetic talk on how the art of his team is grappling with the creation of art in Double Fine’s upcoming metal-powered game, Brutal Legend.

Brutal Legend is an action-adventure game combining massive open-world conflicts with a strange blend of musical actions, and of all things, driving gameplay. Players step into the shoes of a Jack Black-voice-over character, complete with belly, sideburns, and oogly eyes, and confront the visually arresting, organic world of metal. In truth, the lead character looks like a blend between Jack Black and Tim Schafer.

I captured a few shots from Petty’s slideshow presentation from the conference to show what some of the art looks like.

What I especially like about this conference was how rowdy, supportive, and enthusiastic this crowd was for Petty’s presentation. The entire presentation was interrupted with hoots and screams from the filled-to-capacity room. After having attended this meeting, it’s clear to me that the attending game developers see Tim Schaefer and his team at Double Fine as heroes of independent development.

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Starbreeze’s New Syndicate

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If Gamesindustry.biz is correct, then indie developer Starbreeze will resurrect the Syndicate, the classic real-time tactical game originally created by Peter Molyneux’s Bullfrog team. Only now, the game is under EA’s publishing umbrella, and goes by the temporary codename RedLime.

Starbreeze’s previous games, The Chronicles of Riddick: Escape from Butcher Bay and The Darkness, were characterized by their distinct atmosphere and inventive takes on the first-person shooter genre, so there is a good chance this will be a first-person shooter with stealth and tactical additions.

Given the irregular ability of developers and publishers to resurrect old classics, Starbeeze will have its work cut out for it. Like Andy MacNamara, who said in the God of War III issue of Game Informer, that if all developers put as much care and attention into their old franchises as Capcom did with Street Fighter IV, they would have much better success (see the recent Sonic the Hedgehog or Shinobi games as examples of that didn’t quite pan out). Of course MacNamara was also referring to resurrecting old 2D franchises in 2D, which doesn’t necessarily suit a new remake of Syndicate all that well, given its isometric viewpoint.

Syndicate was originally a tactical-action PC game that caught the attention of avid hardcore gamers, but didn’t lend itself to the mainstream audience as well as one might think. For instance, my memory of Syndicate isn’t all that positive, even though I respect others’ opinion of it. I owned it for the Genesis. For whatever reason, we had no instruction manual. Therefore, my experience lasted about two levels and ended in frustration because I had not idea what to do or where to go. Let’s hope Starbreeze can change that.

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Sweet Mix

Normally I would say, “There’s this guy I know in PR who has laid down some sweet tracks, blah blah blah.” But he’s not just a phat, sick, bad, chill, swiggity-swag guy, he’s Kjell Vistad, bad ass former hippy-haired Ubisoft and Eidos PR dude.

He’s created some sweet mixes that shouldn’t be missed. Check these out.

Happy listening.

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Your Daily Bread: Wii Fit to Die

behmothgamethree


What’s going on in the game industry? Here are the top headlines of the day with a twist, of course.

Wii Fit to Die

Tim Eyes was jogging on the Wii Fit when he collapsed and died.

MegaMetalGear Skit Goes Awry

Awesome yet terrible?

Xbox Live Community Game Sales

Don’t quit your day job yet…

Disney’s Warren Spector Says Prices Are Too High

Why can’t you buy a game for $20?

OnLive: Publishers Use New Excuses to Overprice Games

More than 6000 Dead Rising?

How many dead people is too many dead people?

The Behemoth’s Game Three Trailer

The insanity continues with magic number three.

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OnLive: What No One Is Talking About: One More Thing…

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Bill Harris of Dubious Quality wrote an interesting story about OnLive. I agree with pretty much everything Harris says in the story, except for the reasons he cites game publishers use for not lowering their prices.

“See where I’m going here?” he writes. “Publishers, at the same time they have been screaming that current piracy rates represent the apocalypse, have also told us over and over again that game prices would be cheaper if it weren’t for pirates. They’ve also been screaming that the resale market is just absolutely killing them.”

“Well, if this service actually launches, we will all see if, to put it delicately, they were full of shit. They have every reason in the world to want this technology to succeed, and one of the ways it has a much, much better chance of succeeding is if they reduce the price on games sold through OnLive. I don’t mean $5 off a $59.95 game–I mean at least $15, and preferrably $20.”

The main reason game publishers increased the prices of their games after nearly three generations is due to the increased cost of development. I guess it’s natural for games to become more sophisticated, and it would have eventually happened, but we can look at Grand Theft Auto III as a big culprit. It offered top quality gameplay, a massively huge world, excellent music, and great production values.

Personally, I don’t like the idea that game prices went up by $10 in 2001 with Xbox 360 games leading the way, but one has to remember that games cost more to make. The cost of development has increased–due to more animation teams, more physics teams, console systems built around more complex hardware including the Xbox 360 with three cores, and the PS3 with 11–and so now we have all these awesome, beautiful games that cost $59.99. I guess that’s one of the reason why cheap DLC and casual games have made a comeback.

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GDC 09: And the Winner is Hump Hump Revolution?

At GDC 09, I attended for the first time a session I have been meaning to attend for years, The Game Design Challenge. This year’s session, entitled, “Game Design Challenge: My First Time,” tied in the panel contestants’ biography and sex. The challenge is to come up with a game design using these two elements and to tie them into a presentation, which is then judged by the crowd by the unscientific mechanic of applause–whoever gets the most applause wins.

This year’s winners were the female tag-team duo of Heather Kelley and Erin Robinson (Wadget Eye Games). What is especially cool about their design is that they created it in less than 36 hours due to Valve’s Kim Swift’s withdrawal at the last minute (because of some vague Value restriction). They stepped up the plate, and in a run-off with Steve Mereetsky, VP of game design at Playdom, they eeked out a win.

The moderator was Eric Zimmerman (Chief Design Officer, Gamelab), and the contestants were Steve Meretzky (VP of Game Design, Playdom), Sulka Haro (Lead Designer, Sulake), Heather Kelley, Erin Robinson (Wadget Eye Games).

Here are some key shots from that session…



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GDC 09: Indie Devs Say Microsoft Wins DLC

In a four-person panel held Wednesday at GDC 09, the majority of independent developers attending said that making independent games and getting them to market for Microsoft was easier than Sony because the company was more organized.

“I’ve worked with both systems and from an ease factor, as far as getting the game out there, Sony has been helpful, but Microsoft is more organized,” said Vlad Ceraldi, president and CEO, Hothead Games, speaking at the GDC 09 session, “Braving the Stormy Waters of Xbox Live Arcade and PSN: Smaller is NOT Easier.dlc_whowins

Microsoft wins in that argument,” said Mike Mika, creative director, Backbone Entertainment. “Sony, however, is better about exploring new ideas and exploiting the platform, but they weren’t as organized as Microsoft.”

Other attendees included Jonathan Blow, creator of Braid, and Kraig Kujawa, director of Design, PD, Capcom USA. Very little was mentioned about developing indie games for Nintendo’s Wii. Indie developers, such as Telltale Games’ Strong Bad or 2D Boy’s World of Goo, and European indie developers, weren’t represented.

Instead of those, iPhone games were mentioned multiple times.

“With Apple, you don’t get much interaction with them, but they have a 97% pass-through rate, so if you put a concept or a game through, and you’re likely to get it out there,” said Mika. “That’s how games like iFart gets out there. So in that regard, getting a game out there and into the store and making money, it’s so much faster on the iPhone than on these other two platforms. And if we can get those other two platforms to that space, you’ll see a much more interesting market and more variety than you do today on PSN and XBLA.

Blow, the creator of the successful DLC XBLA game, Braid, runs his own business and has only published one game to date. His efforts were also self-funded; he spent approximately $200 over three years to make Braid with a staff of two people, he said at the show. Known for his outspoken opinions on matters of game quality, Blow added this lengthy comment on the XBLA experience.

“My only game release has been Xbox Live Arcade, so I would say that, as I have detailed in my blog posts stuff, any time you have a platform like that, they have a priority structure,” Blow said. “The problem comes in, with any publisher anywhere who sees their role as gatekeeper doesn’t understand what a good game or a bad game is in the first place. So what they green light and what they turn down is not actually necessarily in their best interest even though they think it might be, right? And the processes have been put in place that they hope establish quality can in many cases result in lower quality games because you spend all your time working on things that don’t impact the player experience that much, like, ‘oh, what happens when the user does this or that?’ Whereas meanwhile while I’m fixing that, I can’t fix this twitch in the animation where the player climbs a ladder or whatever, which by the way, they don’t test for in their process. And that’s a fundamental piece of gameplay. So there are all these processes in place and they help you meet a minimum quality bar, for a certain definition of quality, but they don’t actually help you make a good game. So you have to keep that mind.

Added Ceraldi, “There is one other aspect. These are large companies and as far as companies go, you might get the luck of the draw, but what happens is there is a lot of churn in personnel. So I’m working with all new people now then when I started working with Microsoft three years ago. So if you get good people, and it’s a big enough organization where it’s not just one guy that can sway opinion toward your camp. I have heard some good stories with Nintendo, but I haven’t worked with them, so I can’t say any more than that.”

“From a design standpoint, Xbox Live’s strengths are shoveled around in the same way, so you know how to create multiplayer and you know how to do this and that, but it’s a little more rigid and you kind of what to push the boundaries and see what you can do,” added Kraig Kujawa, Capcom. “So that can create a lot of work hurdles and workarounds, things that may or may not be the best thing for the designer, or for the publisher. But they have been really good about working with us on our last two titles without being difficult. Sony is so much more open. It’s an open architecture, that’s a strength and a weakness as well. So it gives you more latitude as a developer.”

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GDC: How to Love a Fat Princess

If ever there was a game that balanced the childlike joy of gaming with smart, adult multiplayer ideas, Fat Princess is it.

An exclusive downloadable PSN game scheduled for summer, Titan Studios’ Fat Princess appeared at the 09 Game Developer’s Conference at both the Sony bloggers lounge and on the expo floor in full playable multiplayer form.

fatprincess_032609_1More than just Battlefield in medieval clothing, the GDC version of Fat Princess puts players in a bright cartoonish setting, pitting two rival teams against one another in a capture the flag-style game with up to 32 players. Only here, you’re capturing the opposition’s princess, who rests rather uncomfortably in the dungeon on his resident castle. Your goal? Muster your energies, coordinate your team, and hack through the wall of enemies, plunder into their dungeon, lift the fat princess into your arms, and carry her–without dying–back to your castle.

Of course, that’s easier said than done. At first, you’ll have to support your newfound castle. Whether you’ve fully staffed with real people or NPCs, your team will need to mine ore and chop trees surrounding your castle RTS-style to open up and upgrade the five “hat engines” in the castle. Each engine’s hat represents a character class–engineer, mage, warrior, archer, and healer. With full upgrades, pick any character and hit triangle to switch weapons. The archer for instance, switches from long-range arrows to fiery arrows; the warrior changes from a heavier slow two-handed axe to a faster, shorter one-handed axe, the mage switches from hurling icy chards to fiery blasts.

As with everything in Fat Princess, there is more depth than its simple looks belie. The characters can charge up and strike with vicious blows. There are posts on each side of the map that, when captured, provide more resources and therefore better upgrades. There is a secret passage in the Princess’ dungeon that leads characters down a watery passage, Hobbit-style, into mid-map lake. You can run faster while on the stony path, than on the grass. Using teamwork and multiplayer players to capture the princess speeds up characters as they traverse through the enemy ranks. The engineers can build ladders on the opposing castle to climb the walls, and players can hack and destroy the opposing castle doors to provide straight entry into the castle. The list goes on and on.

The game’s goals are straight-forward, but the amount of cool, fun, and inventive stuff in it add layers of fun and depth beyond the straight hack and slashing. A standard battle, with no strategy looks like this: you grab a hat, jump off your castle wall, hobble across a bridge or two and then encounter a swarm of little angry blue dudes and in less than a minute or so, you’re hacked to pieces, and a puddle of blue appears near your inanimate Lego-like body.

Add in a little strategy, and you’ve got a game. Pick a warrior and team up with several others including archers, mages, and healers. Move in a mass group across the bridge and wade through the water. While you’re at it, plan a second movement across the water near the water fall. Place a few faster, leaner characters in the middle of your horde and have them split out and make a break for the opponent’s princess. A slightly more resourceful way to bust into the enemy castle is to have an engineer build devices, such as a trampoline that launches characters across warfare and directly into the opponent’s castle walls.fatprincess_032609_2

Of course, the trick isn’t just the strategy in, it’s the strategy out. Developer Titan Studios created make the princess live up to her name by giving you the option of feeding her cake, making her fatter and therefore heavier, making your carrying time much slower. So, you’ll want to keep a few guys back in the castle to plump her up.

At GDC there was only one level playable, but the final game, due this “summer” for a reasonable price (comparable to other PSN games), will offer eight at launch, the likelihood of more coming out afterward.

The Sony PlayStation blog posted an interview with Sony’s producers, if you desire even more.

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GDC 09: Evolving Game Design: Today and Tomorrow, Eastern and Western Design

Would you believe that taking a poop is actually a good way to come up with a good game story? Goichi Suda has used that “technique” to come up with one of his more successful game ideas.

During the GDC 09 session “Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design” hosted by former EGM Executive Editor Mark McDonald (Executive Director8-4LTD), three of the world’s most influential game designers discussed the ins and outs of development, design, story-telling, and more.

The panel consisted of Goichi Suda aka Suda51 (CEO/Game designer Grasshopper Manufacturer Inc.), Fumito Ueda (Sn. Game Design, Int’l Production Department, Sony Computer Entertainment Inc., Japan Studio and creator of Ico and Shadow of Colossus), and Emil Pagliarulo, Lead designer, Fallout 3, Bethesda Game Studio.

Mark McDonald: How do you come up with stories, plan your games, and implement your designs?

Udo-san: First and foremost we focus on graphics because it requires programming and the amount of time that demands must be addressed. When the last certain version (of the graphics engine) is done, then we can start on our goal of making the game.

Suda-san: When I plan design on games, how can I achieve my goal? That’s what I think about first. I use TV, films, and games. Then I address ideas…then I got to the bathroom and I try to poop, and then I came up with a great story. That’s a true story! (Laughter)

Mark: Now we know where No More Heroes came from. (Laughter)

Emil: At Bethesda, we like to say, “We like to play our own games.” This is the moment of truth: sitting down and playing your own game. This is the skill that’s acquired and you have to develop. And it’s only through brutal honesty that you can address your game. But you really ever know until you play the game.

Mark: During development, what parts of you game have you had to cut, you know, that had to be trimmed but that you liked or initially thought was a great idea?

Emil: Let’s see. We had this portion called Rivet City, a quest that got cut. No…That’s a bad example. Here’s a better example, Liberty Prime. He was supposed to be a giant robot five times bigger than anything else, and you were supposed to ride in his head. It was going to be awesome, and it took a lot of convincing to get people to believe the idea would work. People thought we were crazy. That never happened. We had to scale back our plans.

Ueda: With Ico, we started with one idea but it changed. The final game was more vivid. With Colossus we originally had a team gameplay plan with several characters attacking the giants at once, but in time we had to modify it. I love the development process, and in the end changing from that idea to the final idea was a good thing.

Suda: Well, I make a perfect game design plan and there is no way to change it. It’s perfect from the beginning. (Laughter)

Actually, the game design is always changing. It evolves. I have to try new things. I don’t want to cause trouble to the development team, but I do want to try new things. It’s always changing.

Mark: How and when do you know when to change your original idea during development?

Emil: It’s always a matter of trusting your own instincts. You have to truth them and try them out. They don’t always work, but it’s important to trust and go with them. There are other times you go with the team’s ideas, and the truth is the final result is due to constant back and forth input from all sides.

Look at Broken Steele, our upcoming DLC for Fallout 3. We created an ending for our game, and all games have endings, but somehow by creating a final ending for our game, we received some disappointment from our fans. Games have endings. But when playing Fallout 3, many people felt in a way that the game was an extension of Oblivion in style and design, so with our DLC we are changing the ending. That’s the great thing about DLC.

Mark, asking Suda: So how handle these types of design decisions? Do you use often just say to your team, “Hey, this is how we’re going to do it because I am the boss.”

Suda: I do use that trick sometimes. With Killer 7, the problem I faced was that when I explained the ideas I had in my mind, I wasn’t always sure that the staff understood exactly what I wanted. So as a producer I found that what’s important is that we can step back a little more than the rest of the staff and look at the game a little more objectively. Producers have a better perspective than the team. The team and focus testers are important, but it’s important for the producer to provide this more objective perspective.

Ueda: With Ico and Shadow of the Colossus, that team that came with me was very good and so we didn’t have any major differences from a world view, so I really had no opposition.

The problem I face is that I can’t really tell if the game is fun or good when we’re developing it. It’s just a series of tasks. I stand behind the testers and try to think from their points of view.

Emil: That’s a good point, Ueda-san. When I am playing during development I just see a series of systems and missed opportunities.

The best thing for Todd Howard and I is when we read a design document with ideas we hadn’t thought of, that’s when we get really excited and our brains start to churn.

Mark: Do you have any regrets about decisions have made on your games?

Mark…Anyone? No? No regrets? So we have three designers from the George W. Bush School of design. (Laughter)

Emil: We’re not as arrogant as we might be coming across here…

Suda: My main regrets were standing in line at the airport. In truth, I always wish we had more time and could do more play testing. I wish I had more time to make each game.

Ueda: Often I wish I could go back and do something again. But because of time restraints, I cannot.

Emil: I have a lot of micro-regrets. You know, like fixing little typos or change a line of dialog that I stumble back on and realize I really felt like changing it. But the problem is that the issues are small and they could change things and maybe cause a trickle effect of bugs. So, I often feel like I have to pass on those little things because our games are so big.

Mark: Where do you see game design headed in the future?

Ueda: I have a sense of emergency. The storytelling ability is important and bringing more immersion to each game is important. We need to bring players more into our games and make them crazy about our games. I look at The Matrix and they put parasites into people’s bellybuttons, and I want to do something like that in games before I die. (Laughter)

Emil: I want to achieve the idea that developers were addresses in the early ’90s with virtual glasses and the Lawnmower Man, you know, without the gadgets. I want to create a fidelity of worlds and real people that aren’t just cardboard cut-outs.

Mark: So how do you do that? Is it changing AI? Is it through visuals?

Emil: I’m not interested in 30 minute cutscenes. I look at the game Call of Duty 4; that game is looked at as a great action game, but it doesn’t get the credit it deserves for its story. That game starts out with you experiencing your own execution. That’s great. Sometimes throwing a ton of words out there is not a good idea.

Ueda-san: I think the head-mounted display idea is a good one. I want to create more immersion where players are more drawn in, but also where they can step out of that reality for a few moments before dropping back in again, and then move out again.

Emil: We can improve story-telling. It’s often more difficult and interesting to push the story through action and gameplay and not through dialog and story trees. I see us going in that direction as much as we can.

Ueda: Character conversations are difficult because you are often forced to create unreal conversations. I eliminated a lot of conversations in my games because Im not that good at it. If it’s a character who can think on their own, that’s interesting.

Mark: I one of our earlier interviews I asked you what kinds of drugs you took before you created your games.

Sudo-san: Before I write a story I take cold medicine. (Laughter)

That’s a joke. First I write a story and then I try to translate that into a game. The best thing is to have a story that is happening in the background. With Emil, I would like to open his head and look inside, because even the smallest characters in his games have their own stories. With Ueda-san, your stories are so eloquent and vast.

Mark: So what are your next games? What are you working on next?

Emil: We’re working on DLC. We’re also working on lots of things…we’re working on what stuff like, you know what new things we can destroy in Japan…(laughter). Wait, that didn’t come out right. (More laughter.)

Ueda: The sense of our new game is similar to Ico…who is your partner? Um, oh I am going to get in trouble here. Please stop asking these questions… (Laughter)

Question from the audience addressed to Ueda: Some people say your games are like the Beatles White album, they see them as art. What is your response to that?

Ueda: We are trying to create entertaining games, that’s our main goal. I came from art school, so it’s interesting to know people are seeing our games as art.

Suda: In making entertainment, it’s a hard goal to make art. Art students and teachers see these games as art and see them from an artistic perspective, that’s interesting. The power of videogames is different. We put all these lights in games and we have power to make other artists jealous, but we should have a good relationship between entertainment and art.

Emil: We’re all gamers. We know what the deal is. But I disagree with Roger Ebert. We are entertainers and art is in what we do. We’ll come onto our own. The art will come.

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GDC 09: Red Alert, SSX for iPhone

I’m covering the mobile sessions at GDC 09 for Edge-Online this year. See the full story here.

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