Posts Tagged: gaming

How should a game be?

Mike Barthel, writing for The Awl:

These are the lines on which the critical battle-lines have been drawn: narrative-heavy AAA games get pushed to a mainstream audience as breathtaking advances in realism and size; critics respond by championing the difficult and the handmade. Each side represents a competing argument about how games can justify themselves as art. AAA games, and consumer game reviewers, use the logic of Hollywood blockbusters: big budgets, big successes, big names, big pictures…

…Indie games, on the other hand, are justified in the same terms as mid-century modernist art, especially poetry. They are not for the masses, but for a discerning elite. They are intentionally out of step with current trends. They are by single creators, generally, and those creators are lauded as heroic…

…Both of these approaches feel incomplete.

Great, thoughtful piece.

Indie studios, not corporate giants, are the future of videogames

Excellent opinion piece from Wired’s Chris Kohler on the indie game resurgence in quality and risk taking:

The question used to be, could independently produced games compete with the big studios? Now I think the question should be, can the big-studio model continue to exist? Right now, indie games are serving niche audiences that were left behind by big studios. What happens when small teams start to make shooters that can pull audiences away from Titanfall? Football games that are more fun than Madden?

For players, it really doesn’t matter where the great game experiences are coming from, as long as they’re coming from somewhere.

Street Fighter 2: an oral history

Like many others who grew up hanging out in arcades in the 90s, Street Fighter 2 was a fixture, a game you agonized, fought, and obsessed over. I’ve got an indelible teenage memory of finally beating the game with E. Honda in the arcades. So naturally I can’t help but highly recommend this Polygon long read compiled by Matt Leone. Some really incredible, revealing interviews charting the game’s history.

And for web designers/developers there’s a special treat with that intro. It’s not only a clever recreation of the SF2 title screen, but there’s some smart HTML5 canvas and CSS treatment as well.

How much does it cost to make a big video game?

Superannuation over at Kotaku compiles data on what the realistic costs of a AAA game, which is almost never publicly discussed. The results are pretty shocking: $27 million for Beyond: Two Souls, $68 million for Watch Dogs, five to ten million for just the marketing on Dead Space 2. No wonder we’re seeing such a small budget indie resurgence lately; there’s no way to compete with budgets this high.

Assassin’s Creed 4 and the next-gen AI problem

Gamers have focused on better graphics and game scale to mark what defines “next generation” console gaming. However, it’s disappointing that artificial intelligence hasn’t been given the same scrutiny; strong AI makes a game more unpredictable, challenging and immersive. Assassin’s Creed 4, Ubisoft’s latest adventure epic, needs work in the AI department.

It’s a shame because AC4 otherwise exemplifies what I expected out of a next-gen launch title. There’s a much larger world in AC4 than earlier Assassin’s Creed games with huge amounts of ship combat, treasure hunting, and exploration apart from the game’s main storyline. Graphics are stunning and run at a fluid 1080p resolution on the PS4. Water and facial animations are especially impressive compared to games I’ve played on “current-gen” consoles.

Unfortunately enemy AI is poor, seemingly unchanged in quality from the now four year old Assassin’s Creed 2. For example, when a group of enemy soldiers surround you in hand to hand combat, only one or two attack at a time. Also when you’re spotted, enemies run blindly at you. There’s no attempt at a sneak attack, flanking or a defensive position. In addition, AC4 has a lot of fighting on rooftops and ship decks where enemy AI is easily confused. Soldiers tend to cluster precariously near deck or rooftop edges where a quick attack can knock them off to their deaths.

AC4’s solution to this inept AI in later stages of the game is to either overwhelm you with sheer numbers of enemies, hoping you’ll make a mistake, or ramp up AI speed, making sword or gun combos more difficult to execute. But these feel like riffs on the same difficulty adaptations that we’ve relied on since 1980s arcade shooters. With next generation console hardware, I expected better.

I’ve considered an alternative reality where AC4 has its explorable world and mission count slashed in half. The subsequent millions in development savings are invested into smarter enemy AI, AI that strategizes and retreats from fights when they are overwhelmed for backup. I’d also add in a GTA-style “wanted” level on land that ensures you could be ambushed any time (to the game’s credit, this already exists for ship combat on sea) as well as some extra consequences to dying.

These gameplay changes could have huge upsides for users: repetitive gameplay (and thus boredom) decreases significantly. Hand to hand combat is more difficult and varied. Because enemies can flank and ambush you at any time, there’s a undercurrent of tension to otherwise mundane in-game tasks. And as enemy AI gets smarter, players will be forced to rely more on stealth and “hit and run” assassinations, even when artificially set mission objectives don’t explicitly require it.

Sadly, I doubt Ubisoft is listening to my suggestions; there’s a perception among AAA studios that better graphics and long, safe single player campaigns keep sales high. That attitude has to change for AI to be prioritized, but given the millions at stake for large studios that’s unlikely. So I’m hopeful smaller indies will keep iterating on AI. With their strong showing from 2013 (e.g. Brothers, Gone Home, Gunpoint) and increased presence on powerful next-gen hardware, here’s hoping it’s just a matter of time before game AI dazzles us.

The secret developers: Wii U

This Eurogamer article on the trouble launch of the Wii U has been passed around for a few weeks in gaming communities. But especially in light of Nintendo’s poor financial results and their need to shake up their business, it’s worth revisiting. This particular passage was flat out shocking:

This was surprising to hear, as we would have thought that they had plenty of time to work on these features as it had been announced months before, so we probed a little deeper and asked how certain scenarios might work with the Mii friends and networking, all the time referencing how Xbox Live and PSN achieve the same thing. At some point in this conversation we were informed that it was no good referencing Live and PSN as nobody in their development teams used those systems (!) so could we provide more detailed explanations for them? My only thought after this call was that they were struggling – badly – with the networking side as it was far more complicated than they anticipated. They were trying to play catch-up with the rival systems, but without the years of experience to back it up.

U r not (red)e

Graphic designer Sean Haas examines how the iconic PlayStation logo was designed in the mid 90s. He looks over many early prototypes and influences from both the time period and competitors like Nintendo. (via Patrick Klepek)

Why i’ve changed my mind about connecting my DVR to my Xbox One

Tested’s Will Smith gave the Xbox One a second chance as a universal remote after a negative run last month:

As far as I can tell, Microsoft hasn’t changed anything with the way the TV functionality works since the Xbox One’s launch, but my behavior has changed. I use the TiVo remote to navigate to whatever I want to watch, but if I need to pause, play, or even fast forward whlie I’m watching something I use the basic voice commands. “Xbox Pause” and “Xbox Play” are reliable and work well, even though using the voice commands for more complex tasks remains maddening.

But it looks like there’s some serious power concerns that may keep him from using the setup over the long run.

Xbox One’s uphill convergence battle

Microsoft promotes the Xbox One as an all-in-one solution for your living room needs: gaming, film, cable TV, even home exercise. But the Xbox One leans on convergence to a fault. It’s a console whose overstuffed feature set, for now, has left it vulnerable on both price and its user interface. While core gamers kept sales strong over the holidays I’m concerned that the console will have a rough future with a mainstream audience.

Its convergence problems start with its $500 price tag. Devices that already carry the same feature set of core streaming services (e.g. Netflix, Hulu Plus) as the Xbox One are $100 or less. Granted, the Xbox One adds on high end gaming, voice and gesture UI integration along with limited cable TV control, but those additions for $400 are a hard sell for everyday consumers. And I doubt we’ll see a price drop anytime soon; the console requires high-end expensive gaming hardware to compete with Sony’s PS4 over next gen gaming. The Kinect, one of the Xbox’s purported main innovations, drives the price higher. Microsoft tacks on additional fees as well: a $60/year Xbox Live subscription is required for most functionality, a policy unheard of on competing tech devices like the PS4 or Roku.

Convergence across diverse activities also adds complexity to the Xbox One’s UI, an extra hurdle for mainstream adoption. Just compare the console’s preferred interaction method – voice – against interaction on competing media and tech devices. From my own testing, Xbox One voice commands largely work. But it still feels like a feature trying to find its footing; about 20% of the time I have to repeat myself or a command takes me in an unwanted direction.

80% reliability is a good start, but that’s 15% short of what it should be given the competition’s astounding performance. Consider the 1 to 1 touch interaction on a modern iOS or stock Android smartphone or tablet. Or the tried and true keyboard and mouse inputs on a desktop or laptop. Even buttons on a remote control for the cable box. These aforementioned devices “just work.” Granted, Microsoft’s voice technology is new and will improve, and there’s a game controller for backup navigation. But historically users outside a tech or gaming enthusiast base show little patience for new input technologies that work unreliably.

Then there’s added Xbox One functionality that’s puzzling. Things like:

  • “Snapping” an application like a web page or Skype alongside the right side of the screen seems like it would be used in a rare scenario.
  • Minority Report style Kinect gestures to move around the UI that are slow and awkward.
  • A Windows 8-like interface that’s visually striking, but occasionally confusing with a menu of very similarly sized and colored boxes doing different things.

Microsoft would argue that ambition takes time and that the Xbox One’s rough patches will be smoothed over soon. And I want the Xbox One to succeed; strong competition from Microsoft’s console leads to better technology from Sony, Nintendo, Apple and Google. However, other living room tech isn’t standing still. Rumors suggest the next Apple TV iteration will be ambitious. Sony’s PS4 runs select multi-platform games at higher resolutions with a more straightforward, gaming focused UI, which could appeal to the core gaming market. Drive can only take a console so far; with Microsoft’s missteps on price and UI, it’s unclear if the company can deliver on its promise.

Ubisoft and the evolution of second screen gaming

Emanuel Maiberg over at Kill Screen talks to Ubisoft about their commitment to “companion apps” for smart devices on their big AAA games like Assassin’s Creed 4. I came into the whole concept pretty skeptical, but admittedly seeing a full, real time AC4 map on my iPad as I’m gaming on the PS4 is pretty cool. Far from revolutionary, but it’s a nice touch. Looks like Ubisoft is in it for the long haul:

In fact, Early said Ubisoft’s so committed to the companion app concept that any game being pitched today within the company has to describe its companion app before it’s greenlit.