Game Developers: Your Medium Does Not Exist (Yet)

First, a brief preface: this deals primarily with games that have stories, and the developers who work on them.

 

Before I explain what I mean, we’ll conduct a survey to see whether you’ve felt the effect of this problem.

Do you ever feel like you’re creating a system (Lib or Game side) for something that has been done before in other games?

Have you rewritten similar systems multiple times for different games?

Do you ignore your writer out of necessity, because you’re having enough trouble making your systems as robust (and bug free) as possible to bother with their special requests or to spend a significant amount of your time with them – in order to realise the story as best as possible?

Do you feel like the systems you create are never utilized at (or even near to) their fullest potential?

Do you often feel, at the end of creating a game, that you’ve just scratched the surface of what you could have achieved? That the game always ends up being somehow less than the sum of its parts?

 

Now, the title above is a bit of an exaggeration. Your medium does exist. You created it, before – and, more dangerously, while – you were working your current game. And when this game is finished, the next game that you make will no doubt modify your medium so that it’s not quite the same as before, and the lessons you may have learned the last time around will have to be learned all over again.

It is important to understand the extent to which you have created your own medium – this can be done by drawing a parallel to the medium of film.

You see, you haven’t just created your own camera with its own special tricks and render modes. You’ve created your own movie theatre, which isn’t like any other in the world.

In this movie theatre the people who visit have to learn how to sit in your special seats and learn how to watch your special screen. You have your own unique, distracting doodads that pop up during the movie (but are necessary to pull the viewers with short attention spans, of course) and you have spent fewer hours on perfecting your story and methods of storytelling than you’ve spent making sure your seats are the most comfortable in town.

When the viewer leaves your movie theatre and goes to another, it is most likely so wildly different to your own that they have to learn it all anew.

 

This analogy falls down if you take it further – what is the equivalent for something not story-based, like Geometry Wars? A movie theatre that’s somehow also a playground? But even that illustrates the absurdity of indentifying any narrative-focused game and playground-like game as within the same overarching, all-encompassing medium of “Games.”

 

We are not story tellers, not yet. We don’t have the time, and cannot afford the focus.

We are inventors – and that will always be an element of who we are as game developers, and of the work that we do. But it won’t be until we quit our ridiculous race for the nicest chairs and the flashiest screens that we’ll be able to concentrate our efforts on taking what we already have and spend our time utilising that relatively static medium to its fullest potential.

Games of ’08

I suppose it may be time for the roughly inaugural games I’ve played this (last) year post. Expect this to get a lot of edits as I remember games that I played last year, and possibly even re-rank them…

I believe the way this goes is, the ones I’ve completed are in bold, the ones I plan to finish are in italics, and they are sorted alphabetically by platform. Here we go!

Wii

  • Mario Galaxy
  • Mario Kart Wii
  • Super Smash Bros. Brawl
  • Wii Fit

Yeah, so my Wii is kinda collecting dust… and I still have barely touched Mario Galaxy. I’m a horrible person!

DS

  • Cooking Guide: Can’t Decide What To Eat?
  • The Legend of Zelda: Phantom Hourglass
  • The New Super Mario Brothers
  • Polarium
  • Professor Layton and the Curious Village
  • Tetris DS
  • Time Hollow
  • Trace Memory
  • Trauma Centre: Under the Knife
  • The World Ends With You

Pretty decent DS list this year. I should note that the entirety of The New Super Mario Brothers was played co-op (passing back and forth) with my girlfriend. Pretty fun!

360

  • Assassin’s Creed
  • Bionic Commando: Rearmed
  • Braid
  • Burnout Paradise
  • Call of Duty 4
  • Castle Crashers
  • Eternal Sonata
  • Fallout 3
  • Farcry 2
  • GTA IV
  • Guitar Hero III
  • Hexic HD
  • Mortal Kombat vs. DC Universe
  • Oblivion
  • Rock Band
  • Soul Calibur IV
  • Super Streetfighter II: Turbo HD Remix
  • Too Human
  • Undertow
  • Viva Piñata: Trouble In Paradise

Wow. I do a lot of gaming on 360. I guess ’07′s list was only for the quarter of the year that I actually had a 360, but still… wow. I did second playthroughs of Bioshock and Mass Effect in ’08 as well, but this list was already long enough.

PS3

  • LittleBigPlanet
  • Metal Gear Solid 4
  • Valkyria Chronicles

Yay, PS3 debut! As you may be able to tell, I got this (for myself) for Christmas, which is why nothing’s actually finished. Valkyria Chronicles is the game I come home to at the moment though, and it’s amazing!

PC

  • Beyond Good and Evil
  • Civilization IV
  • Left 4 Dead
  • The Marriage 
  • Quake 4
  • Team Fortress 2
  • World of Warcraft

The PC list will probably be the one most edited, as I remember games I’ve played at LAN-type environments, and little downloadable games.

 

Alright, now for the breakdown of my personal top 5 games that I played in 2008 (probably the second most edited list)!

5. GTA IV 

4. Trace Memory 

3. Fallout 3

2. Left 4 Dead

1. Braid

 

Goddamn, that was hard. Everything I finished this year was pretty awesome. Also note, if I hadn’t played Trace Memory last year (a non 2008 released game), then Farcry 2 would have been bumped up a slot and into the list.

 

Also, out of interest, games that I promised to finish in my Games of ’07 post but still haven’t:

  • Mario Galaxy
  • Resident Evil 4: Wii Edition
  • Condemned
  • Yoshi’s Island DS
  • The Legend of Zelda: Phantom Hourglass

Maybe I should get cracking on some of these. RE4 in particular is a game that I really need to play to understand why it was so awesome. (Mario Galaxy on the other hand I believe I already kinda realise the awesomeness of.)

Fleeting Glimpses of Emergence

Do you remember the thief, dear reader?

I chose him to focus on first, thinking that the background of a murderous thief should be more easily defined, and simpler, than the pompous nobleman character.

I have defined him as a person that suffered greatly in his childhood at the hands of his father, causing him to grow a great hatred toward not only his father, but people in general.

After killing his father at the age of fourteen, he scrounges for a living, stealing what he can to survive. He ramps this up over the course of his life, until he is whirling dervish of pain and death, taking what he wants and killing when he needs.

After defining him so, I have implemented some very simple generic A.I., which takes a thing that the person feels most strongly towards, and chooses a goal and methods based on that.

I didn’t realise it, but as soon as I implemented this and ran it, I saw these traces:

Love to person(father) was -100, goal chosen was kill target
Barr is choosing a method to reach his goal!
I could [kill [it]]...
Alright, I'll do it. I'll [kill him].

Method 'kill target' was chosen.

This was not to plan, of course, and took me somewhat by surprise… apparently, my thief has a lot to learn before he does what I want him to do. He should, ideally, be coming into this situation having already attempted (and failed) to find his father; therefore, even though he may feel the strongest hatred toward his father, he won’t choose to drop everything and keep attempting to find him.

It’s also made me consider a fear table… should he fear his father more than hating him? And if so, he may want to kill him, but would probably be too fearful to actually seek him out…

In any case, this glimpse is a beacon of hope, that I am perhaps heading in the correct direction… and if so, there should be a lot more of these experiences to come.

My Notebook

Whenever I pick up my notebook and leaf through it, I often wonder whether I am a madman.

Each page is filled with earnest scribbling, slipshod sketches, or rambling prose. Every “chapter” of this misbegotten tome is an aborted scheme, a half-baked diagram, an idea which, while having completely captivated me at the moment of writing, now makes me look back and shake my head with untold amounts of rue*.

I wonder as I return it to its place in my backpack whether I, with my inhibitively intense erraticism (not to mention obtuseness), am even capable of creating something that stands on its own merits; something that can be appreciated as a whole and complete work, particularly within the realm of game development, which is an incredibly precise and demanding practice.

I don’t want this project to fade into non-existence with the rest of my attempted projects. But I also don’t want it to be only appreciable once the player understand me and who I am, and what I am attempting to achieve.

Enough procrastinating. I have a TODO list as long as my penis euphemism, and things need to get todone.

* I am talking many rues.

Coding Furtively

I have not disappeared, dear reader (or, as I initially typed, dar radar). I have not fled into the night, absconding with your hopes and dreams and summarily squandering them on painted charletans and cheap liquor.

No, I have simply Been Busy.

Work has progressed on my experiment, although it has been progressing in strange spurts*. I’ll get in the mood to do some work (I’ll leave it to your imagination as to how I get myself into that mood), and sit down with a determination that leaves a kink my lower coccyx, but after a few minutes of chin-stroking and sidewards jabs at my goal, I ask myself too many questions that I have no answer for, and then Alt+Tab to the nearest bastion of gaming journalism.

Why don’t I just focus, and answer those questions as best I can, and push through, regardless of whether I’m 100% correct or not?

That’s simple, my dearest appellation. I am too afraid. Afraid that what I create is not going to be the sum of what I wish it to be, and that each step that I take forward is one step away from the grand goal I have set for myself.

However, in a rare moment of foresight, I managed to set a deadline for myself, a deadline that can not be pushed back**, in which I am to show this strange beast of my own design to a few of my close friends. In roughly two weeks time, I must have something to display that is something that I cannot be ashamed of, and that is what is pushing me forward. I’ll get back to it now… I must continue on what I believe to be the correct path… the only thing I need to make sure of, is to not burn any bridges behind me.

* hur hur hur

** That is, unless I were to invent some kind of Time Machine, which could, if properly harnessed, take the natural flow of time and reverse or slow it, while leaving the thread in which I reside free of such manipulation. Or, would I wish to slow time for myself, so that time would take longer to happen, which would give me more time to… no, wait, I don’t need to slow or speed up time. I need to create it! I must think on this…