Author Archive for Giles

Player-Avatar Alignment in Bioshock

Continuing the 2007 theme, I went back to Bioshock a few months ago, working my way through Fort Frolic (absolutely beautiful) and past the twist. I liked that latter part quite a bit too, so I was interested to read this piece by Clint Hocking, giving it some pretty sharp criticism. Hopefully I can summarise it with some degree of accuracy: He argues that the story emphasised freedom and choice, whereas the gameplay did not match up to those themes (at least at a macro level - the little sisters provide a small-scoped choice). This created a loud conflict between game and story, which negatively affected his ability to stay immersed and emotionally invested in the game world. This reached a peak for him at the twist, where he felt insulted by the manner in which the relationship between game and story was radically altered.

He makes a powerful argument, but I’m unable to decide whether I agree with him. Continue reading ‘Player-Avatar Alignment in Bioshock

Notes on Super Mario Galaxy

I’m way behind on hip platforming games. Braid and LittleBigPlanet will make it to my thumbs soon enough, but these days, I’m still trying to get through the backlog of big hitters from 2007. Today: Super Mario Galaxy.

What really brought the game to my attention was this talk from the game’s director, Yoshiaki Koizumi. Specifically:

“The concept was to play with Mario running around on spherical objects … Why spherical worlds… What distinctive features attracted us to spherical worlds? Was it just because they were novel?”

[Koizumi] explained that no matter how large you make the playing field, if you walk long enough you will run into a wall, and that will make you turn around, which makes the camera turn around and runs the risk of making the player lost.

With a sphere, Mario can run all he wants without falling or hitting a wall… a useful concept for getting players totally absorbed in the moment. Koizumi added that the best thing about spherical worlds is the “unity of surface,” and the “connectedness.”

Neither will the player get lost easily, or need to adjust the camera – by using spheres, Koizumi said, they had created a game field that never ended.

This became the overall theme of development – “we should tune the game so people can play without ever having to think about the camera,” Koizumi said. “Frankly, it took a very long struggle, but we finally found the direction we needed.”

It’s long struck me that separate camera controls should count as an unnecessary complexity in third person games. On occasion, I’ve put a 3D game in the hands of a non-gamer friend and watched how they struggle to coordinate movement and controlling their view point. The consistent result was an inability to navigate the space, followed very quickly by frustration and then within a few minutes they would give up. However, since I’ve never seen a game remove camera controls without reviewers throwing up their arms in protest, it seemed that removing camera controls was a desirable theory that might never be satisfactorily borne out in practice.

It was fascinating to read of Nintendo’s solution - to alter radically the structure of the world around the needs of the camera. How successfully does Super Mario Galaxy realise these ideas?

Continue reading ‘Notes on Super Mario Galaxy

Spore DRM

I don’t understand Spore’s DRM system. DRM is tolerable when it works and when it does something positive for me. (I adore how portable my Steam games are.) But when the game was reportedly on torrent sites before release, what business benefit are EA achieving? It’s the perfect way to put an on-the-fence customer on the wrong side of the fence (that would be me).

Instead, I’ve spent the week having a blast with X-Com. And playing a classic 15 years later highlights what I find most distasteful. If you’re serious about making games with real lasting value, why shackle them like this?

Red Ring of Continual Embarrassment

If it hadn’t gone that way already, I think this is the point at which a piece of good design (simplify the whole “my electronics device is acting funny” dance) becomes a mistake immortalised in textbooks and design courses everywhere. Microsoft sure do have a thing for iconic failure messages.

I love this doctor!

“[The blood spray] orientates itself perpendicular to the character you’re hitting, and deliberately moves outside the silhouette. So it sprays away from the character even if you shoot from the front. This is distance based. It doesn’t care too much when you’re up close to a character and it’s big on screen, but when you shoot from a distance it sprays to the side.”

‘This is all your app is: a collection of tiny details’, Wil Shipley recently said. When it comes to Team Fortress 2, the details are so damn fascinating and instructive. Oh, what I’d give for the source code to the Critical Hit system.