There are loads of ways to improve our gaming experience. I’m sure there are more than a few out there who’ve happily guzzled some mind-altering drugs and freaked when they came across their first feral ghoul in Fallout 3. You’ve also got those people who like to immerse themselves in the game: from the people screaming sexist and racist insults over headsets while playing [insert FPS of your choice here] to the people who spend mortgage-sized chunks of money to bring their MechWarrior fantasies almost to sweaty life. That’s not forgetting the bunch of mates who get together, have a few drinks and gradually get more sullen with each other over Need for Speed or FIFA 2012*.
Just like any art form it’s as much about what we bring to the table that determines our level of enjoyment. I mean, studying a Matisse for colour and technique in a gallery is just as valid as sitting in your underwear of a night, playing Modern Warfare 3 and eating Doritos from your navel. It’s all about what makes you happy. The medium is there to form a framework on which you hang whatever experience you want to create. It depends on what that framework is and what you want it to do for you.
Of course that doesn’t divorce developers, creators and publishers from giving us, the average gamer, the framework and experience on which we base our leisure time. If they could get away with it publishers would release ‘games’ like The Life of Sticky the Stick in which the whole game is moving the eponymous character from one side of the screen for two thousand levels. No variation, other than which side of the screen you started on, for hours of mind-numbing fun. And they’ll charge you fifty or one hundred of whatever currency you use for the pleasure of doing it. If you don’t think this is true your cynicism is woefully underdeveloped and I suggest you go and read some comments sections and some forums. Once you’ve wept the first time things get so much easier.
Fortunately we don’t live in that alterna-world where consumer rights are so flagrantly disregarded, and we don’t have to suffer through games in which we convey simple shapes from left to right, right to left, endlessly and forever. It would make game pad design that wee bit simpler, mind you, only having left and right buttons. We live in a world of glorious complexity in which control pads consist of arrays of buttons, D-pads and analogue sticks promising to take us through adulthood with carpal tunnel syndrome and arthritis. The games we play demand this level of hand-crippling controller design in order to deftly or, as is often the case, not so deftly negotiate the games of the 21st century.
Humanity, however, has this habit of not being completely satisfied with anything. There had to be a few people who looked at Da Vinci’s Vitruvian Man and said, “Whoa! Do we really need to see that?” or thought that the Mona Lisa looked a little on the podgy side. Then again we have to thank the guy who looked at those early cars trundling out of the Ford factories and considered them a bit boxy. Without a bit of critical thinking nothing in the world would ever improve. We wouldn’t have dazzling games like Uncharted, Batman: Arkham City or the constant stream of indie games that challenge those who want to go looking for them.
With this in mind, I would like to offer some of my humble thoughts on what could be tweaked in order to make our mainstream games that little bit more enjoyable. Now, there are well-worn paths in this kind of thing: story, blah blah blah; mechanics, yada yada yada; and offensiveness, um, wibble, wibble, wibble. These are THE BIG ISSUESTM and I think I’ll avoid them as much as possible, because, frankly, they activate all kinds of crazy. I don’t want to get crushed under that particular juggernaut, thank you very much. My wife would be pissed at me, I’d never hear the end of it and I’m not a courageous man. What I’m going to suggest here are some minor(ish) things to perhaps make things better in just small ways.
Number one: Bigger, clearer text. Start with something small, shall we. Or something I perceive as small. We don’t all have wall-sized screens that show reality-altering vistas from the dimensions of sight, you know. Some of us semi-luddites still possess CRT televisions** that were once considered big. I’ve come to accept that sometimes not seeing a character because my TV doesn’t have the chops is going to happen. But the least developers could do is give us the option of larger text for those prompts or important bits of information that make the game go easier. My ambitions in this really are quite humble.
Number two: Let’s split off the hardcore gamers from the casual gamers. Yes, I’m using some quite fascist language there, just to get your attention. I love getting trophies on my PS3. I’m not afraid to admit that. It stabs at the poor, twitching OCD part of my brain when I can’t get all the trophies for one game. Batting all the arguments about challenge and playing games for fun aside, I feel somewhat downhearted when I see a trophy for something that I clearly will never have the skill to do pop up on the list. I’m not going to sit for hours or days vainly trying to perfect my skills in this area to get the trophy, even though I want to complete the collection sooooo much.
It’s crazy and is aimed at really good, often dedicated, gamers. My proposal is an alluring one for publishers: have two tiers of trophy, one of which you pay extra for. When you buy and install your game, you get a basic set of trophies or achievements to collect that are straightforward (but can still be weird and time-consuming) to do. If you feel you want more of a challenge spend a little bit more, something like a dollar or a pound or a euro to get those tougher trophies. People with the same head-sickness as me can sleep easy and the dedicated gamers can still have their prizes for having skills I can only dream about.
Number three: Graphics aren’t everything. Okay, thinking about it, I may be wrong, this does encroach on THE BIG ISSUESTM, I think. But does every game need to have such insane work done on the graphics? Realism doesn’t always improve a game. Take L.A. Noire, for example, it was an okay game with a lot of ambition. You can’t fault what they were trying to do with the facial motion capture business. It didn’t quite work. Trying to read the expressions in an interrogation turned into an excruciating exercise that makes you question just how far along the autism spectrum you are.
Graphics take up a huge amount of space that could be used for interesting game mechanics and more content. Squeezing in more realism doesn’t instantly make a more enjoyable game. It doesn’t even always guarantee greater immersion. Using L.A. Noire again, it could have been done with simpler, stylised cartoony graphics. I can’t imagine it would have taken more work than the hours of filming actors and then mapping their faces. Just imagine how huge and immersive games could be if developers had water thrown over them when they get too excited about the pretty, pretty visuals.
So there you go: three minor (or two minor and one not so minor) suggestions to make the world of gaming smoother for everyone – or perhaps just me. Perhaps these thoughts will become moot as the games industry evolves. Though that just means we’ll find different ways in which it can be further improved. And that’ll be nice.
* It kinda looks like I’ve got it in for these games, but I don’t really. Although, strictly speaking, I wrote this article first.
** Since upgraded to a big LCD, but the argument still stands.
Will
Here I am, burbling away about the world. I know you get it. Sometimes I'll even tell you about stuff I'm writing and give you a heads up on what's being published. You're lucky people, you know.
Showing posts with label games publishers. Show all posts
Showing posts with label games publishers. Show all posts
Wednesday, 22 January 2014
Some Minor Points
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Wednesday, 15 January 2014
So, Your Favourite Feature's Gone...
There are some ways in which I envy developers: the money, the fame, the adulation. Mostly the money, though. However having the power to create worlds in which players can get lost for hours is a tempting prospect. Being a writer affords you a little of that, but there’s something mesmerising about how a good game can worm its way into your mind and you find yourself thinking about it at odd times*. A funeral somewhere has to have been inappropriately interrupted by some derp shouting, “Shit! That’s how you kill Crawmerax!”
Developers hold the keys to our gaming experience. You can see them as benevolent overlords, handing out nuggets of golden gameplay to while away your hours, with a beatific smile and generosity of heart. Or you can see them as cackling bastards, sitting atop their piles of shimmering experiences, demanding body parts for the privilege of just a few moments of rapturous joy and then peeing on our shoes and asking for a kidney when we want to extend the game**.
Whatever your view of developers, they are the ones who control the content of the games that we see on the shelves. If they so chose they could fill their game chock-full of whoopee cushions that every time you did anything in the game you made a fart noise. Actually, I think I’ve just created gaming perfection, go me! Just imagine it: the climactic fight between you and the Great Murder Soul Hellstomper and with every move the hilarious sound of a violent evacuation of gas from the backside. Thinking about it, it might be a bit crap.
We have to believe that the people who put together the games we buy have the best interests of enjoyment at heart (you know, outside of the fame and money) – though sometimes it’s hard to see it that way. When the developers look at a mechanic or option they have to make a decision about whether it’s right for the enjoyment and feel of the game. They are human and sometimes they make mistakes, after all there are lots of considerations to putting together a game, even with armies of people working on it, but they also quite often, through study and experience, get the decision right on the button, and we as gamers do a little happy dance – well I do anyway, don’t you judge me. Then there are the other times, the instances where you look at the choice that’s been made and you think, “Someone should have sobered up before they stuck that in.”
This is more of a problem, I suspect in sport simulation games. I read about people muttering about the loss of a mechanic from FIFA 12 or the latest Need for Speed. I don’t know much about that kind of thing, since sports games aren’t really my bag. Football’s never been of much interest to me and driving just bores the hell out of me – except maybe Chase HQ, I was crap at it, but it was fun. Having said that these games aren’t the only ones to suffer or gain from feature shuffling.
Games franchises where the basic gameplay elements never really change can live or die on what’s added and what’s subtracted. Up to a point for a lot of games it’s mostly about what’s added that makes them better and better games. Take Assassin’s Creed as an example. The first game in that franchise was okay, for about half an hour, and then the boredom set in. And what boredom it was. The same pattern of climb, do viewpoint then go to a dull mission, repeat. In Assassin’s Creed II (along with Brotherhood and Revelations) the addition of more flavourful and enjoyable missions made for a more interesting game. Yes, they maintained the same basic gameplay, but it was made more fun with the variety of what you got to do with the character. For me they did go a step too far in a desperate attempt to cash-in on the multiplayer market, but I seem to be the only one in the world who thinks multiplayer Brotherhood and Revelations are both as much fun to play as cornering a rabid rat.
Features are, of course, a hotly contested element of the super-money-spinning industry of FPS, whose multiplayer elements bring out some of the best and worst of the feature shuffle. You can see that these guys watch each other very closely and, quite often, you can see that they’re gleefully lifting ideas from their contemporaries. It sort of looks like they’re walking up to each other in the street, saying hello and then taking that packet of M&Ms right from the other’s pocket and grabbing a handful. That kind of handsiness makes me worry about ever meeting them – it could get awkward.
Arguably the most controversial feature in the recent Call of Duty games has to be the ‘quick scoping’ ability. This, for anyone who doesn’t know, is something that apparently predates Call of Duty 4: Modern Warfare, but these games have run with it. In a nutshell it’s the ability for snipers to run around and shoot people at close range with a minimum of aiming. Since most sniper rifles in the Modern Warfare games are one-hit kills, you can see that some people can get a bit frustrated with it. I have to admit, it frustrates me too, even more so when I experimented and discovered how easy it is – I got a lot of kills and I’m a middling player at best. As you can imagine there are a lot of people who detest this feature’s very existence. So, when Call of Duty: Black Ops came out Treyarch decided to ditch the ability. Can you guess what happened next? Yes, in a fit of ‘oh dear, human nature’ there was an outcry; a huge vocal group started angrily asking what happened to their favourite annoying feature. And, like that, in Modern Warfare 3 quick scoping was back to test just how far a game can increase my blood pressure.
And then there are the baffling omissions. As annoying and unfair as quick scoping can be you can understand why it was put back in place. Insomniac Games, going a little crazy, did something that almost beggars belief. In Resistance 2, a game that a lot of people were lukewarm about, there was included a multiplayer co-operative mode. This was a huge amount of fun, if a tiny bit repetitive, with groups of players working together to complete missions of varying difficulty. It included three classes that could, in fine RPG style, be boosted the more you played. I sure, correct me if I’m wrong, this game managed to boost the life of a game that otherwise would have disappeared into dim memory by perhaps a year. I waited in patient hope when Resistance 3 was announced to see if they would update and expand this mode. When I got my copy and discovered there wasn’t anything like it available on the disc, there was a tear in my eye. Yes, they vastly improved the single-player experience, but they gave us a clunky and buggy multiplayer that was like everything else out there – don’t even get me started on the disheartening swarm mode, blech. Discovering, the other week, that Insomniac Games were finished with the Resistance universe I fell to my knees and bellowed at the heavens. They’ve moved on to the Ratchet and Clank games leaving no possibility of replicating that wonderful gaming experience from Resistance 2†.
Developing games is clearly a juggling act, sometimes it works and sometimes it doesn’t, why don’t you take to the comments and give an airing to the game features that you love, lament, mourn the passing of or would happily dance the grave of?
* Fuck that was prophetic, considering what I did last year.
** Or they’re a bit trollish and like to take this piss and frustrate players. They still giggle like the nasty cunts they are.
† Turns out Insomniac yoinked it for Fuse and kinda screwed up the experience by making it a deeply mediocre game.
Will
Developers hold the keys to our gaming experience. You can see them as benevolent overlords, handing out nuggets of golden gameplay to while away your hours, with a beatific smile and generosity of heart. Or you can see them as cackling bastards, sitting atop their piles of shimmering experiences, demanding body parts for the privilege of just a few moments of rapturous joy and then peeing on our shoes and asking for a kidney when we want to extend the game**.
Whatever your view of developers, they are the ones who control the content of the games that we see on the shelves. If they so chose they could fill their game chock-full of whoopee cushions that every time you did anything in the game you made a fart noise. Actually, I think I’ve just created gaming perfection, go me! Just imagine it: the climactic fight between you and the Great Murder Soul Hellstomper and with every move the hilarious sound of a violent evacuation of gas from the backside. Thinking about it, it might be a bit crap.
We have to believe that the people who put together the games we buy have the best interests of enjoyment at heart (you know, outside of the fame and money) – though sometimes it’s hard to see it that way. When the developers look at a mechanic or option they have to make a decision about whether it’s right for the enjoyment and feel of the game. They are human and sometimes they make mistakes, after all there are lots of considerations to putting together a game, even with armies of people working on it, but they also quite often, through study and experience, get the decision right on the button, and we as gamers do a little happy dance – well I do anyway, don’t you judge me. Then there are the other times, the instances where you look at the choice that’s been made and you think, “Someone should have sobered up before they stuck that in.”
This is more of a problem, I suspect in sport simulation games. I read about people muttering about the loss of a mechanic from FIFA 12 or the latest Need for Speed. I don’t know much about that kind of thing, since sports games aren’t really my bag. Football’s never been of much interest to me and driving just bores the hell out of me – except maybe Chase HQ, I was crap at it, but it was fun. Having said that these games aren’t the only ones to suffer or gain from feature shuffling.
Games franchises where the basic gameplay elements never really change can live or die on what’s added and what’s subtracted. Up to a point for a lot of games it’s mostly about what’s added that makes them better and better games. Take Assassin’s Creed as an example. The first game in that franchise was okay, for about half an hour, and then the boredom set in. And what boredom it was. The same pattern of climb, do viewpoint then go to a dull mission, repeat. In Assassin’s Creed II (along with Brotherhood and Revelations) the addition of more flavourful and enjoyable missions made for a more interesting game. Yes, they maintained the same basic gameplay, but it was made more fun with the variety of what you got to do with the character. For me they did go a step too far in a desperate attempt to cash-in on the multiplayer market, but I seem to be the only one in the world who thinks multiplayer Brotherhood and Revelations are both as much fun to play as cornering a rabid rat.
Features are, of course, a hotly contested element of the super-money-spinning industry of FPS, whose multiplayer elements bring out some of the best and worst of the feature shuffle. You can see that these guys watch each other very closely and, quite often, you can see that they’re gleefully lifting ideas from their contemporaries. It sort of looks like they’re walking up to each other in the street, saying hello and then taking that packet of M&Ms right from the other’s pocket and grabbing a handful. That kind of handsiness makes me worry about ever meeting them – it could get awkward.
Arguably the most controversial feature in the recent Call of Duty games has to be the ‘quick scoping’ ability. This, for anyone who doesn’t know, is something that apparently predates Call of Duty 4: Modern Warfare, but these games have run with it. In a nutshell it’s the ability for snipers to run around and shoot people at close range with a minimum of aiming. Since most sniper rifles in the Modern Warfare games are one-hit kills, you can see that some people can get a bit frustrated with it. I have to admit, it frustrates me too, even more so when I experimented and discovered how easy it is – I got a lot of kills and I’m a middling player at best. As you can imagine there are a lot of people who detest this feature’s very existence. So, when Call of Duty: Black Ops came out Treyarch decided to ditch the ability. Can you guess what happened next? Yes, in a fit of ‘oh dear, human nature’ there was an outcry; a huge vocal group started angrily asking what happened to their favourite annoying feature. And, like that, in Modern Warfare 3 quick scoping was back to test just how far a game can increase my blood pressure.
And then there are the baffling omissions. As annoying and unfair as quick scoping can be you can understand why it was put back in place. Insomniac Games, going a little crazy, did something that almost beggars belief. In Resistance 2, a game that a lot of people were lukewarm about, there was included a multiplayer co-operative mode. This was a huge amount of fun, if a tiny bit repetitive, with groups of players working together to complete missions of varying difficulty. It included three classes that could, in fine RPG style, be boosted the more you played. I sure, correct me if I’m wrong, this game managed to boost the life of a game that otherwise would have disappeared into dim memory by perhaps a year. I waited in patient hope when Resistance 3 was announced to see if they would update and expand this mode. When I got my copy and discovered there wasn’t anything like it available on the disc, there was a tear in my eye. Yes, they vastly improved the single-player experience, but they gave us a clunky and buggy multiplayer that was like everything else out there – don’t even get me started on the disheartening swarm mode, blech. Discovering, the other week, that Insomniac Games were finished with the Resistance universe I fell to my knees and bellowed at the heavens. They’ve moved on to the Ratchet and Clank games leaving no possibility of replicating that wonderful gaming experience from Resistance 2†.
Developing games is clearly a juggling act, sometimes it works and sometimes it doesn’t, why don’t you take to the comments and give an airing to the game features that you love, lament, mourn the passing of or would happily dance the grave of?
* Fuck that was prophetic, considering what I did last year.
** Or they’re a bit trollish and like to take this piss and frustrate players. They still giggle like the nasty cunts they are.
† Turns out Insomniac yoinked it for Fuse and kinda screwed up the experience by making it a deeply mediocre game.
Will
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