Monday, March 30, 2009

I Went to the GDC and I Learned How to Make Broad Cultural Generalizations


Hello and welcome, loyal VCCL readers! I apologize for the unprecedented period of radio silence over here, I spent the last week attending the Game Developer's Conference in San Francisco. I've got all manner of reportage I'm working on, and I can promise you that this reportage is simmering in an aromatic broth even as we speak. I'm gonna give that GDC coverage a nice braise until the connective tissue loosens and it slides right off the bone. I have copious notes. Stay tuned.

The GDC was my first time encountering game developers in the wild. I've read some fantastic blogs written by developers-- Steve Gaynor's Fullbright and Clint Hocking's Click Nothing-- but otherwise I haven't heard many actual game creators discuss their practice.

My impression was that while game designers are a generally whimsical bunch-- irreverent, enthusiastic, irregularly clad and ill-shaven-- they exhibited a clear-eyed sobriety when it came to the craft of game design. They could describe the process of design in clean, functional terms: in this game we wanted the player to feel this way towards this character; we wanted the player to cooperate with his team members; we wanted the game to have a certain pacing. With these aims in mind it came down to knowhow and trial-and-error: we tried this and it didn't work, we tried this other thing and it worked better. The game makers I heard speak often showed an impressive command of how to manipulate the various elements of the game's design-- lighting, game mechanics, level design, sound, controls, UI-- in order to achieve the desired effect.

Maybe this is a cultural thing, because the talks given by Japanese developers displayed none of this pellucid clarity. Mike Abbot wrote about a panel with marquee Japanese designers Fumito Ueda and Goichi Suda, and his overriding impression was that these men were fundamentally inarticulate about the magic of the creative process: “Watching Ueda today, I saw a designer who struggles to articulate his philosophy of design, as if he were being asked to elaborate on something that requires no elaboration. At various points in the discussion he appeared at a loss for words, often deliberating on a question before finally answering it with a few basic and seemingly obvious observations.” Keita Takahashi, the designer of Katamari Damacy and now Noby Noby Boy, gave a talk that was a celebration of whimsy-- a catalogue of his creative frustrations, unusuable ideas, and miscellaneous opinions. (His description of his recent opus: “Noby Noby Boy' is a ticket to go to a festival to change the solar system.”)

Perhaps this is not a matter of geography so much as sensibility. Suda Ueda and Takahaski were artists-- sculptors, painters, conceptual artists-- before they were game designers. Like Shigeru Miyamoto, who seems incapable of describing his creative process except through an occasional gnomic utterance, they gestured towards the irreducible mystery of inspiration when asked to describe the task of game development. Suda's explanation that "I go the the bathroom to poop, and I get ideas." seemed like a reductio ad absurdum of the mysteries of artistic inspiration. The challenge is about translating this bathroom vision into code rather than engineering a player response.

Their North American counterparts seemed far more practically minded when it comes to heeding the Muses. Perhaps this is because they tend to enter game development through programming or software design; they seemed more inclined to think of a game as a piece of software that will be used by human beings, human beings with certain known propensities, than their Japanese counterparts. They tended to view the game as a functional object-- so much so that Randy Smith drew on Donald Norman's “The Design of Everyday Things,” a book about door fixtures, stovetops, and teapots, to illuminate puzzle design in games. While they were palpably excited about the idea that games can rival other arts when it comes to delivering emotion and narrative and memorable experiences, these same designers were also conscious of the fact that these marvellous experiences hang on the creation of an uncluttered and intuitive user interface. In short, I got the impression that you couldn't be a good artist without also being a good technician-- for any given project there is a right and a wrong way to accomplish your goals and technique is the matter of knowing the difference.

Obviously I'm speaking in generalities here, and I clearly have a limited sample. Maybe the Japanese nuts-and-bolts dudes can't afford the trip. But after spending this weekend fighting Resident Evil 5's grabasstical interface I am somewhat persuaded that there's a real divide when it comes to eastern and western design sensibilities, and this divide has everything to do with the design-centric and productivity-centric tendencies of North American tech culture.

More to come!

Thursday, March 19, 2009

I Caved


If, for some unfathomable reason, you would like to read more of my occurrent thoughts, you can now follow me on twitter. Here Comes Everything! Everything that I am thinking!

The Game About Nothing


I've been meaning to play Yakuza 2 ever since I heard Steve Gaynor enthuse about it on the Gamer's Confab in late December. Steve has this running theory about the nature of games as a medium: what they're best at, he says, is presenting the player with an immersive world-- creating a convincing and responsive environment in which the player can cultivate a sense of agency. He's much better at articulating this view than I am-- make sure to read his articles on the subject, as they're pellucid. What follows is clumsy abridgment slash application.

As I see it, there's two sides to this design philosophy. On one hand you have this imperative to make the narrative structure responsive to the player's choices-- the player should shape the plot and their character. It should matter whether I kill that special someone or let him live, because it's being able to make that choice that makes him my character. Having this choice is what separates an interactive medium from a didactic medium like film or literature.

Yakuza 2 is not that kind of game. Its plot is a linear narrative-- a Sonatine-cum-One Life to Live-style gangester melodrama-- told through cutscenes. So far as I can discern, nothing you do in the game makes any difference to the love and death that transpires in those scenes.

But there's another side to the immersion model of meaning. Immersion is also about conjuring up all the specificities of lived space. Gaynor sometimes says that a really good game can feel like visiting a foreign city, and this is where Yakuza really shines.

When it's not compelling you to pummel legions of suited gangsters and starving tigers, lets you loose to explore simulated versions of Tokyo and Osaka at your leisure. And this is the paradox: the game is most compelling when nothing is happening.

Yakuza 2 is all about the local color, the needless frittering-away of time, the pointless minigames. The random guy in front of the Club Sega who wants you to find his cat, and the random guy inside who asks you to fish a robot out of the crane machine. The guy at the bar has a spiel about every whisky you order. I just sat there drinking one after the other, just to hear the guy wax poetical over Ballantine's 17 years. You can while away precious minutes of your life at the batting cages, or chatting up the dames at the hostess bars. Men on the street will stop to discuss the virtues of Osakan cuisine or decry the drinking habits of the modern woman.

All this is just to say: the real story of Yakuza 2 lies in all these unnecessary sidepaths. The virtues of the game don't lie in its clumsy brawling, its clumsier camera or even its byzantine melodrama-- they lie in its offbeat brand of cultural immersion. It presents a field of inessential, supplementary, specific actions to the player. Games should do this more often.

Monday, March 16, 2009

The Hotness

From the department of good ideas: they got MF DOOM and Ghostface back together to do a track for GTA: Chinatown Wars:


As a bonus, I recently found this video for Quasimoto's Rappcats pt. 3, it's pretty fantastic:

(courtesy of rappcats.com)

Sunday, March 15, 2009

The Local Dialect

I had no idea this stuff was going on:

Ohai, Annipuss, and conga-rats for teh tawp spot!

Cin I hi-jack this spot for a liddl nouncemint?

Munday is Princess Mu’s burthday. She and I has planned to meet in teh Mu Meadow to check on teh progress of teh bulbs we has planted there last fall. We is meeting there at noon Eastern U.S. time. (I has nawt dun teh maths to tell whut tyme that is awl arownd teh whurld.) I duz nawt noes if she wuld mynd owr mayking a fuss over her beeg day - but awl of yoo is welkum to joyn us ther to see teh posies.

Oh, and as teh Mu Meadow is teh playce where we brings owr hart-kittehs and hart-goggies (those that has passed over teh brij) and lets them owt to play, and then puts them back in owr harts agin - I fings yoo wuld be welkum to bring yor hart-kitteh or hart-goggie along to meet us there. I has nawt thot abowt noms but mebbe I kiin tawk Maus into sorprising Mu with a liddel array uf sortmints frum teh NOM menu. Kthxbye!

Friday, March 13, 2009

Wherever You Go, There You Are

Ah, the PS3. That sinusoid black box is damned expensive, but once you have it ensconced beneath your television, I have some good economic news: 60 bucks will get you very far with this thing. I still haven't played a single disc-based exclusive I'd kill my grandmother for, but that PSN runneth over with affordable ubiquity. The Pixeljunks were some of the of the finest games of 2007, and Everyday Shooter is one of my favorites of all-time. (Full disclosure: just as Flower got Chris Suellentrop to buy a PS3, it was hearing about Everyday Shooter on the 1up show that sold me on the PStriple. Je ne regrette rien.) And then, there is the fact that you can download Burnout Paradise. When you boot up the PS3 and start up your medialess copy of Burnout Paradise you are playing the future.

This isn't the only way that Burnout Paradise is forward-thinking. Criterion's decision to periodically dole out content updates gratis, long after its initial release, has already earned it well-deserved praise. Its integration of simple and elegant multiplayer functionality into the open-world structure should be emulated by other titles.

But what I really appreciate about Burnout Paradise is that its innovative take on open-world game design addresses some of major complaints with open-world gaming and the racing genre at once..

One of my major problems with the sandbox games is that they often don't give the player all the tools they need to set the pace of their own experience. There's two ingredients to open-world cookery: scripted missions you initiate by appearing at certain points on the map, and scattered incentives towards exploration. The idea is that the player can mix these two to suit their own tastes. But the mixing isn't always easy. I love to wander around and get lost in the scenery every once in a while, but when I'm tired of playing the flaneur and get the yen for more structure, the mission node I want to find is often a long slog across the map. This turns exploration into business travel, and that's a problem. (This was a huge problem in Far Cry 2: often there were 10 minutes of thickly murderous transit between you and your next desired objective.)

It's surprising enough that the exploration side of the open-world recipe works at all using a car as your main character. Matt Gallant's friend said that Paradise is “a platformer whose dude just happens to be a car” and that's totally right; it's kind of incomprehensible that this conceit functions at all. But the genius part of Burnout Paradise, to me, is that the moment you get bored of wandering around-- getting new cars and looking for stunt jumps and smashing billboards-- there's always a variety of structured events to do right where you are. More than any other open-world game I've played, it succeeds in offering the player everything they need in order to tailor the pace of their experience. I never feel like I'm more than a block away from whatever I want to do.

On the other front, I love the way that this same mission-density in Paradise overcomes the fail-and repeat cycle you find in so many racing games. Even the previous games in the Burnout series, despite falling on the more arcade-y end of the arcade/sim racing-game spectrum, often forced you to commit to trial-and-error memorization of each course in order to proceed. (This is a problem I have with videogames in general: the only way that the designers know how to teach you to play the game correctly is by forcing you to repeat the same identical task.) I happen to love wipEout, too, but in the end the gameplay often amounts to rote memorization-through-constant-repetition. In order to pass the higher ranks, it comes down to always hitting that one speed arrow on the left side after the third turn. If you miss that one speed arrow on the left side after the third turn, you might as well restart the race and save yourself the time.

I think a lot of racing game fans, and those on the fringes of the OCD spectrum, enjoy the experience of perfecting their lines (lord knows, I even did this in the original Mario Kart when I was 15 years old, so the idea is not alien to me), but I squander enough of my life already. After a while the grinds down the experience for me.

Burnout Paradise doesn't have this problem, because by the time you fail you're usually on the other side of the map and ready for something new. Scott Frazier recently wrote that “Failing in racing games has never been fun before Burnout,” and I feel the same way. The thicket of new challenges awaiting you just past the finish line takes the sting out of defeat. Criterion patched in a restart option in the last update, but it goes against the spirit of the whole experience, which incentivizes novelty and experimentation over memorization; like Flower, it's essentially non-punitive. Why impose punishment on yourself?

Burnout is such a gorgeous, smartly-designed racing game that we are likely to lose sight of the fact that it's a gorgeous, smartly-designed video game. I hope that other developers will swipe its many good ideas.


Wednesday, March 11, 2009

Don't you Wonder Sometimes 'bout Sound and Vision

One of the interesting things about first-person shooter games is their marriage of vision to power. If you're out to kill some dudes, your primary task is to look at them directly. The protagonist of a first-person shooter game is essentially a murderous, swirling vision cone. Maybe this is why games in the genre occupy the front lines of the battle for visual supremacy.

And this is why I think the sound design of Halo 3 is so ingenious: it uses sound, rather than vision, to expand your hegemony.

Let me explain. One of the big challenges when playing multiplayer first-person shooters is that it's essential to expand your spatial awareness beyond what's going on withinin the frame in front of you. Even when you get acclimated to the maps, and develop this ingrained lizard-brain consciousness that there is a wall behind you and to your left, you must understand where your enemies are in order to succeed. And this is possible when you learn to map the blips on your radar into your lizard-brain wall-consciousness. Once you have all this under you belt, there's still a last thing to consider, which is what weapon your opponent has. You have a split-second to gauge how you're going to approach this encounter-- whether you're going to charge them, or let them come to you, or whatever. These tactics all turn on how your available weapons match up. Often you have to make these calculations before you even see the person you're about to encounter.

The brilliance of Halo 3 is that you can get some of this information by listening. I play with headphones sometimes so as to avoid waking up the housemates, and one thing I notice all the time is that every significant aspect of Halo's gameplay has a distinct and differentiable sound. Each weapon, each piece of equipment, each vehicle is instantly recognizable. They even have different dynamics; some are loud and some are relatively quiet. It's really remarkable once you notice it. I remember once, when I had been playing Halo for about three months, I heard the tic-tic-tic of a minigun in the distance. And I thought “Holy crap, I don't just know that there's someone using a turret, I know how far away they are from me now. They're on the opposite side of the map but that one gun is louder than the rest.” You can use sound to get spatial information that your eye's can't give you.

On an encounter-by-encounter basis this information is often tactically invaluable. (This is why the game also visually represents sounds using yellow arrows at the edge of your field of vision.) Like, you'll hear that the guy in the room below you has a shotgun, a deadly close-range weapon. Which means: for god's sake, don't just drop in there. Engage from a distance. Or you'll come out of a base and you'll hear a Warthog joyriding around nearby and slaying your teammates well before it appears on your radar. Which means: do some cowering inside the base until you figure out how to take it down.

I think a lot of people in the critical-blogging line don't particularly like what Halo represents. It's a totem for the kind of game (maybe even the type of gamer) us we'd like to see less of. At the very least we'd like to see fewer games attempting to be what Halo is. Hell, even I hate Halo some of the time. But the basic truth is that good design conquers all, and this is where the game shines.