A Call to Game Makers
With all of the money
invested in market research, play testing and actual game
development - you’d think that the good folks who churn out the mass
majority of mediocre games would have a friggin’ clue what gamers
want.
We want good games. How
simple is that? Many of you have likely read editorials and
interviews with industry insiders who state that making a good game
isn’t important as long as it sells. I’m sure this sounds like a
good business plan in the boardroom, but in practice it doesn’t work
and never has. Take Enter the Matrix, a decent game based on
the hottest license to hit the game scene since Tron - it’s
not selling nearly as many copies as they anticipated. Why not?
Because we’ve seen it all before, seen it executed better and been
surprised when it was better than licensed games that had been hyped
from the beginning of their short development cycle.
Pay close attention,
suits - this is the equation to video game success:
A good game is
released.
Game wows critics and
gets excellent reviews.
Informed gamers (see:
hardcore gamers) get the buzz and buy it.
Casual gamers get word
that there is a super cool game and buy it, making it trendy.
BAM - You’ve got a game
phenomenon on your hands, you sell a billion copies, and you get to
buy that gold-plated Ferrari you’ve always wanted. Now I know you’re
whining, “Oh sure, but how the hell am I supposed to make a good
game?” Well shut up, bitch, because I’m going to tell you!
But first, let’s look a
few legendary games and see what made them so great:
Goldeneye - N64
Closing in on a decade
after its release, this game is still considered by some to be the
gold standard in console First Person Shooters. A hearty mix of
real-world weapons (with alternate names to keep license fees down)
make this game a joy to play. Whether playing the robust
single-player mode or the near perfect multiplayer mode, a player
can make maximum use of his weapon by taking into account the
accuracy, firing rate and magazine capacity. Many Bond games have
been made since, but none have captured the fun factor that persists
to this day as the number one reason to keep your N64 in working
order.
Half Life - PC
By tweaking the Quake
2 engine and adding elements like blood splatter, wall and glass
deformation and a slew of beam and particle effects - Valve proved
that adding new visual elements to a game can increase the quality
of the gameplay experience instead of just adding empty calories via
eye candy. Scripted sequences allowed for story elements that
unfolded within the game, instead of taking the player out of the
action for a cutscene.
Another unlikely element
elevated this game from excellent to legendary: a free game
development set. Nearly five years after its release, Half Life
is still the most played game on the gamespy network thanks
to a slew of user modifications (most popular being Counter Strike).
The addition of so many great single player and multiplayer mods has
allowed this game to remain on store shelves, to this day pulling
$40 a copy.
Grand Theft Auto 3 - PS2,
PC
An admirable game by any
standard, GTA3 defined ‘open-ended gameplay’ to the masses.
Sporting a gritty story and a huge world to explore, this game is as
fun as it is edgy… and it’s damned edgy. As a testament to a great
game design - this game ensured the enduring success of the PS2
console despite its grainy graphics and a very unstable framerate.
The sequel to this game came as even more of a pleasant surprise,
packing more substance and style into what is sure to be the most
successful game franchise of the next decade.
Halo - XBOX, PC
Highly refined combat,
awesome graphics, immersive story and environments. Halo
showed off what the XBOX could do, and not just graphically. Mixing
in strategic elements such as a rechargeable shield and a nice mix
of vehicles, This game looks and feels fresh from start to end. It’s
interesting to note that the next generation of First Person
Shooters will not catch up to Halo graphically until they
begin their release cycle this fall, nearly three years later.
There are plenty of other
worthwhile games, but these games made an assload of bread and
basically made their associated game systems. Now that we’ve got
some good examples, lets run through some common no-no’s that keep
getting done over and over and over…
Annoying Game Clichés
Most gamers hate escort
missions and jumping puzzles, but somehow they remain a staple of
typical game design. A good rule of thumb would be to limit escort
missions to one per game and unless you’re making a platformer, only
use jumping puzzles to lead to secret areas.
And then there are the
crates. If you need a place to put goodies, try and use common
sense. Place first aid kits in restrooms or infirmaries. Shotguns
and revolvers should be found in the closets of rednecks, and
military personnel should drop a standard issue weapon, while
terrorists should drop a wide variety of different submachine guns
and rifles. Sounds easy, right? Realistic? Don’t put your powerups
and weaponry in wooden crates, that’s not going to cut it anymore.
Hire Gamers for Play
Testing
You get what you pay for.
I recently saw a documentary where game designers were forced to sit
and smile while six morons gave vague, uneducated criticism
concerning their project. Do not just pull your average citizen in
off the street to test your game. Average citizens know dick. Get
someone who is going to tell you that your choice in texture doesn’t
bode well with your bump-mapping scheme, not tell you that your game
looks like crap.
Bottom line, find people
who know about the technology and artwork that goes into making
games and hire them on full-time. If they can’t sit down after a
game session and write 500 words concerning the graphical style of
the game and cite examples of possible influences, send them on
their way. I’ll admit that beyond written reports and documentary
footage, I’ve never been to a play testing session - but from what
I’ve seen you can’t rely on your run-of-the-mill focus group for
this job.
Why not trade development
teams to play test each other’s games? Publishing houses have access
to a lot of gaming muscle, and it might give either team new ideas.
Unfinished Projects
I’m not going to make a
list of crappy, unpolished games… I’d be here all friggin’ day.
Don’t release a game before you get it right. Don’t release a game
to make the movie release or the Christmas season. You’ll sell more
copies in the long run if your game is polished and bug free, if all
the annoying crap is nixed and it’s fun people will want it. If it’s
a good game and still carries enough demand to stay on the shelf
come Christmas, guess what?
What We Want
We want open-ended games
in which the story reflects the gamer’s personal style. This doesn’t
mean that you need a game with no direction, but the gamer should be
gently nudged in that direction, not forced down a singular path.
We want real-world
weapons, and lots of them. A huge pool of pistols and submachine
pistols that can be interchanged for John Woo style gunplay. Assault
rifles, machineguns and submachineguns should be aplenty - so much
so that the player can replay a level over and over and never have
to use the same mix of weaponry (thus tweaking the strategy in which
you approach said level). Crossbows, plasma weapons, melee weapons
can be used in moderation - but will never replace the satisfying
crack of an honest to goodness bullet.
We want publishing
companies to give up the idea that games should be treated like
Hollywood movies. A good story is nice, sure, but when it comes down
to the wire it’s all about the in-game action. We want to experience
a virtual world, not see a movie clip as a reward for sitting
through an hour of crappy gameplay. Cheesy character archetypes and
re-hashed plots may work for Stallone, but we’re not interested in
any of that.
We want you, the game
developers and publishers to realize what works and what doesn’t.
Why doesn’t every single action game have a ragdoll physics engine,
blood splatter, and a camera system that works? Why doesn’t every
game released use an effective water effect, reflective surfaces and
bump-mapped textures? This stuff should be par for the course by
now, people. How do we expect to make any real advancement in games
when the most effective means at our disposal are so rarely used?
Final Digs
I’m excited to see what
Half Life 2, Deus Ex 2 and Doom 3 bring to the
party. As with every cycle of new engines we will see some general
advancements to the industry as a whole, but I’m hoping this one
will bring a bit more. Imagine a world where reviewers are forced to
spend time finding something, anything to nitpick… instead of being
forced to play a game only to trash it for the same old stupid
mistakes.
Something I missed? Sure
there is!
That’s what the comment
section is for.