Understanding the Medium

What does it mean to be a storyteller in games?

I’ve talked here before about how each game is its own medium. This means that each game you make doesn’t equate to “a book”, “a movie” or “a song”; for each game you create you are both making the content and devising the delivery mechanism.

I can go into detail to prove this fact – I could point out the existence of Minecraft, or mods, or even multiplayer games in general, in which a limitless range of potential stories may be told.

Or I could discuss how the line that players draw between acceptable and unacceptable game design imitation is arbitrary only until you draw a corresponding line between medium and message. But it’s more important to talk about how we use this piece of information to further our work.

Big budget game developers understand this already or, not understanding, follow this principle and have been doing so successfully for years. The medium is the gameplay mechanics, the systems and the holistic experiential structure of the game.

The message is not just the theme, it is the content – it is everything that has been put into the game by the creator, and the experiences that are created through the player’s interaction with the mechanics.

Independent developers struggle morally with the concepts of imitation, mimicry and “sequelitis”, while seeing in the big-budget sphere that these processes time and time again have positive qualitative results.

Too many independent developers are attempting to reinvent the medium, being unable to separate innovating with the medium and creating interesting, compelling content. Count myself among this number.

This is not a call for acceptance of “cloned” games (ie. Fruit Ninja -> Veggie Samurai) – it is simply an idea to take under consideration – the idea that your medium does not have to be recreated with every game in order for it to be an original game.

Perhaps, through careful cultivation of your own personal medium over the course of many developed games, you could grow as an artist of that unique medium, and create ever more complex and nuanced works within it.

AC2: The Animus Is Incompatible With Me

Warning: Early game spoilers

Assassin’s Creed II is great – but at six hours in, I’m never going to play it again.

I came to this decision just recently – having picked it up again and played it tonight for an hour or so tonight, I’ve finally found it in me to reject a solid, fun gameplay experience.

If you feel confused, don’t worry – I am too. I’ve enjoyed the majority of the time that I’ve spent with the game, and I feel like the experience is going to be as good as it has been (if not better) all the way through. Thinking of certain elements of that game (the Assassin’s Tomb platforming, the assassination missions), I feel compelled to go back. But I can’t. Because I don’t care.

I was trying to figure out the root of my indifference toward the game, and to the events that occur within it. Initially what came to mind was Michael Abbot’s analysis of Demon’s Soul‘s environments vs. AC2‘s, but although I tend to agree with his points, it’s not the root cause of the issue.

I must admit that, compared to other gamers, I’m probably more focused on story, dialogue and characters within the games that I play. And the more I think about it, the more I believe that it is that hook that is missing for me – I don’t care about Ezio, I don’t care about Desmond, or Lucy, or even poor Leonardo Da Vinci. I didn’t care about the deaths in Ezio’s family, and I don’t care about his uncle, his friends or his grieving mother.

Why?

Because I don’t know them.

I don’t know who Desmond is, other than that he sounds like Nathan Drake and enjoys lying around all day playing virtual reality video games. I don’t know who Ezio is, other than what could be summarized in a dry, emotionless paragraph or two in a game design document somewhere. I was never properly introduced to his father, so it didn’t matter when he died – there was perhaps the subtlest glimpse that there was something there other than a stuffed catalyst waiting to be strung up, but that’s only if I’m reaching. Half the characters I don’t even know by name. The other half I do, briefly, until I kill them.

I guess what I’m getting at is that I feel the game is a complete missed opportunity for interesting characterization and an interesting plot, because it never allows itself to dwell on any particular character or story. The cast is gigantic, and each character is only allowed a criminally small of amount screen time (and what time they do get is filled up with talking about you, Ezio, and gives you zero insight into their character). And as soon as the assassinations are over and Ezio meets someone new that he will interact with for a bit and learn about, the game instantly breaks, and flashes forward to when Ezio and the aformentioned character have skipped all the interesting parts of their relationship, and are now best buds (or worst enemies).

The pacing in that game is relentless. Gameplay-wise, it’s improved greatly since the first Assassin’s Creed, but the storytelling is lagging far behind. After meeting Leonardo da Vinci, I want to spend some time with the man! I want to find out what he was like (or, and this is still interesting, what some creative person who has researched him thinks he was like). It’s fine for him to become the source of upgrades – after all, we are playing a game – but if that is all he becomes, you’re reducing him and his life to being a cheery numbskull who helps out this crazy assassin, even though he really has no idea about who Ezio is or what he’s doing.

I understand that the game cannot be focused solely on the things that I would find interesting, and I feel like some people on the development team were definitely pushing in that direction – the fact that you can buy paintings in the game from the different cities is cool, and the way they’ve interwoven the in-game character histories with actual history is novel and works pretty well. But by throwing me these completely one dimensional characters in a game that feels totally constructed and contrived, they’ve turned me off enough to warrant me not playing any more, even though I enjoy the gameplay.

It may just be a personal incompatibility, but I do believe that these are serious issues that would affect most people who tried to emotionally connect with AC2 or its characters. I’m curious to hear if anyone else has similar issues – and I’d like to hear from people who loved the story and characters, because before playing I’d heard praise.

Anyway, that’s where I’m at at the moment. Finally got around to purchasing Star Wars: The Force Unleashed, so I might give that a whirl tomorrow, if I’m not working on Shadow Field. Peace out!

Games of ’09

Resurrection ahoy! It’s about the time of the year when I dust off my blogging gloves and list what’s been keeping me from doing stuff over the past 365 (or so) days.

The format is as follows: games in bold are ones I finished (to my satisfaction) in ’09, games in italics are ones that I plan to finish, and they’re sorted alphabetically by platform.

Let’s start with the Wii. The single and only game that I played on the Wii this year was… *sigh*

  • Wii Fit

I spent a few hours on it at the start of the year – had some fun mini-games and stuff! However, doubt I’ll ever be going back to it.

DS

  • GTA: Chinatown Wars
  • Professor Layton and the Diabolical Box
  • Scribblenauts

I’ll get to them, I promise…

360 (thank the Maker for online played history)

  • Banjo Kazooie: Nuts & Bolts
  • Batman: Arkham Asylum
  • Bionic Commando
  • Brütal Legend
  • Chronicles of Riddick: Assault on Dark Athena
  • Dragon Age: Origins
  • Geometry Wars Evolved 2
  • GTA IV: The Lost and the Damned
  • Mirror’s Edge
  • Peggle
  • Red Alert 3
  • Red Faction
  • Resident Evil 5
  • Rock Band 2
  • Splosion Man
  • Scene It? Box Office Smash!
  • Shadow Complex
  • Super Streetfighter 2: Turbo HD
  • The Saboteur
  • Trials HD
  • WET

Once again my preferred platform – however, the PS3 took up a large chunk of my time with some great exclusives…

PS3

  • Demon’s Souls
  • Metal Gear Solid 4: Guns of The Patriots
  • LittleBigPlanet
  • Uncharted: Drake’s Fortune
  • Uncharted 2: Among Thieves
  • Valkyria Chronicles

PC

  • Captain Forever/Captain Successor
  • Empire: Total War
  • Left 4 Dead 2
  • RunMan: Race Around The World
  • Spelunky!
  • Time Fcuk
  • The Last Express
  • The Witcher

Similar to the DS, I didn’t really give enough time to my PC in ’09, despite getting decked out with a schw33t gaming rig. Will try and remedy that this year!

And finally, my top 5 for ’09 – a year that turned out to be pretty fantastic overall.

5. Demon’s Souls

4. Spelunky!

3. Valkyria Chronicles

2. Batman: Arkham Asylum

1. Dragon Age: Origins

With Uncharted 2, Brütal Legend, and GTA IV: The Lost and the Damned close runners up, and Dragon Age: Origins handily sneaking into first place in the final days of the year.

My goals for 2010? Turn quite a few of those italics into bolds, and to buy less games! My current plan is to buy one game a month, which is now looking like:

January: Mass Effect 2

February: Bioshock 2: Sea of Dreams

March: Splinter Cell: Conviction

April: Red Dead Redemption

May: Crackdown 2

June: Alpha Protocol

July: Mafia II

Whenever Heavy Rain drops, everything else will probably be delayed a month, and Max Payne 3, Alan Wake, and The Last Guardian all look pretty exciting as well. From what I can tell so far, it’s going to be pretty hard to stick to the plan… but hopefully it’ll give me time to finish some older games that I’ve been meaning to finish for a while, and for (hopefully) spending some more time making games as opposed to playing them.

Darkness Falls

Been a bit quiet here as of late, partly because of Batman: Arkham Asylum, but also because of the iPhone game I’ve been working on, which we’ve tentatively named Darkness Falls. After the Digital Distribution Summit two days ago, I realised that if I want this game to get noticed at all I’m probably going to have to do some more work on the promotiony side of things. Simon Carless’ speech was pretty schweet.

Anyways, part of that is the neeeeeew website! Which we’ll try to update every now and then with how we’re going, images, video, etc.

Regarding the game itself, I’m starting to get the first few lines of dialogue in (whee!) and working a bit more on the hud and visual aspects, just to try to spit shine it and make it look a little bit more presentable.

More soon!

Ze iPhone Game: Engine

On the 8th of June, my two artist friends and I sat around a table slurping down noodle soup and discussing possible ideas for an iPhone game. Six weeks, hundreds of work hours and five thousand lines of code later, we are knee-deep in the production phase, taking our initial prototype and turning it into a fully fledged game.

While I’m not prepared to reveal exactly what the game is yet, I feel comfortable divulging developmental information and thoughts, mostly because I think the notion of absolute secrecy in game development is paranoid and regressive in regards to the evolution of games as a whole. [1]

I’ll try to cover a few aspects of our development process in this journal – for starters, the choice of the foundation of the game.

I came to the iPhone a complete and utter noobcake, so I went through a few UIKit tutorials (that’s the Interface Builder and .xib files and all that stuff), before I realised that most games used OpenGLES, cuz’ for apps that need full-screen refresh (like most games) it’s waaaay faster. I didn’t like the sound of starting from scratch in OpenGLES, so I decided to look at some kind of middleware solution, and… tasted a few.

All game engines lie somewhere along a spectrum. On one end of the spectrum (let’s say, the left) is flexibility and speed, and on the right end of the spectrum is ease of use and the amount of game that is already made for you. The fastest and most flexible engine, which resides on the left limit of this spectrum, is no engine at all – you are unlimited in what you can create, and it runs infinitely fast. On the right limit of the spectrum is a complete game, which is so similar to your finished game that all you need to do is change the data that is read in, not the game itself – you are “modding” the existing game, as opposed to actually creating or modifying any systems code-wise.

Every developer has a preference for a different point along this spectrum. A lot of programmers that I work with at my day job prefer as close to the left limit as possible – they don’t mind re-inventing the wheel, because it’ll be their wheel, and they’ll know exactly how it works. On the flip-side, people in the designer role at big game development companies operate very close to the right limit – programmers make the game (by creating tools for them to use, and the environment that their content resides in, and the rules of that environment), and the designers mod it to fit their vision.

Personally, I live somewhere in the middle – I don’t like re-inventing the wheel if I can help it, but I’ve also worked with a few engines that do too much, which makes them slow, clunky and very intractable when you want to do something that the engine’s developer didn’t expect.

With that in mind, my thoughts on each of the major “engines” (which as of this writing are cocos2d, oolongengine, Unity, Torque 2D and SIO2) were as follows:

  • oolongengine: We were initially looking at 3D as an option for the game, and while very fast, oolongengine is also extremely bare-bones – from what I could tell, at least when we were looking at it, it just handled importing PowerVR’s POD format and cobbled together a few other open source components into one package. This would be a good starting point for one of the hardcore programmers I mentioned earlier, but I didn’t like the prospect on spending a month or two setting up model managers, scene managers, animation managers, camera managers, etc. before being able to start work on the actual gameplay itself.
  • SIO2: This option was a lot more along the lines of what we were wanting out of an engine – a lot of the base 3D stuff was there already, not to mention some sound, physics and lighting/shadows. Unfortunately, we discovered that the tool chain is based around Blender – a fine program I’m sure, but my art-monkeys are Maya-based, and this would require them learning a significantly different way of modelling in a new program. [2]
  • Torque2D/3D: Do you remember the slow, clunky and intractable engines that I was talking about earlier? As part of a university group project I worked on a game called Cataclysm (video available on my terrible final year folio site) which used the Torque Engine, and while it was the right choice for game development novices such as ourselves, it definitely didn’t bend very easily when we wanted it to be something other than a 3rd person shooter. Having an engine that’s a lot closer to a finished product is great for some people, and the GarageGames community is a fantastic group of developers, but from my experiences I feel that Torque is one of those engines that isn’t intended as a foundation to build a game upon so much as it is a pre-existing game that you can mod and load custom content into. (This, as far as I’ve deduced, is similar to how a lot of big-budget engines – Unreal, Gamebryo, etc – are designed as well.)
  • Unity: Lowest on my priority list was Unity – I’ve heard good things about Unity in general, but after looking at their website a lot of the points previously mentioned about Torque came up – I feel much more comfortable knowing and understanding roughly what’s going on behind the scenes, and in engines that are designed for “anyone” to be able to make a game in, it’s often a lot harder to get to the core of what’s actually happening (Flash, anyone?). The fact that it’s the most expensive option on the list didn’t help either.

And finally, cocos2d, which is what I decided to go with. As you can probably guess, it lies in that middle ground between complete game and flexible nothingness – there are a lot of core systems that I now don’t have to worry about (I don’t need to know how to load up a texture, how to apply that to a quad, render that quad, etc.) – but the engine (or API, I guess) is still designed for flexibility and speed over being noob-friendly – which suits someone with a couple of years of game dev experience such as myself perfectly.

That would have been enough for me – fortunately however, it wasn’t enough for Ricardo Quesada and his team at Sapus Media, and it also comes built in with a scene state manager, z-sorting with layer support, and a heap of nifty features such as scene transitions, sprite animations, tilemaps, etc. [3]

Furthermore, along with being free (although I’ll definitely be donating to the project), cocos2d is open source, so I can go in there and change anything I want, or, more importantly, I can have a closer look and see exactly how a specific feature works. Looking through the cocos2d codebase, it’s obvious that the people behind it know how to code concisely and intelligently – pretty much everything that I look at makes sense at first glance, and for the most case the logic works in the way that I’d want it to if I had written it myself.

Cocos2d isn’t perfect – the lack of documentation makes the first few steps difficult, although there’s a great whitepaper by the folks over at Monocle Studios which walks you through getting set up and putting something on the screen. And, due to the nature of it being a work in progress, you’ll occasionally come across components that are not quite yet finished, or might need to change things around a bit when a new update comes through.

Regardless, I highly recommend it – a few measly hours after getting started I had a title screen fading through to a main menu (with clickable buttons!) and a little mans walking around on my iPhone screen, and it’s been smooth sailing from there.

There’s a lot more that I want to talk about (transitioning from C++ to Objective-C, the design and development process, team structure and work ethic), but I’d better leave it there for now. If you’re interested in cocos2d, here are a few other links that I found useful:

http://www.clintharris.net/2009/iphone-app-shared-libraries/ – Setting up cocos2d as a shared library in XCode.

http://www.bit-101.com/blog/ – Blog of a dude getting started with cocos2d, with tutorials.

http://lethain.com/entry/2008/oct/03/notes-on-cocos2d-iphone-development/ – Some notes on the core features/functions of cocos2d.

- Jason

[1] The games industry just got BURNT!

[2] Before you say it, yes there are ways to export models from Maya to Blender, then probably to SIO2, but in my professional game development experience, the more steps in your tool process, and the more programs involved, the more things are going to go wrong, and I didn’t want to have to spend lots of time dealing with the intricacies of exactly what would and wouldn’t carry over from Maya to Blender. That said, if you’ve had good experiences with this, let me know! If I go 3D with my next game, SIO2 might be my best bet.

[3] Another resource that Sapus Media has put out there is cocosLive, a service that you can hook up to your game that hosts a high score table for you – for free!