Friday, July 10, 2009

empty space

Take a minute to look at this picture:


Such an impressive image, yet so empty.

Empty is good sometimes. Space without objects isn't always wasted space.

Thursday, July 09, 2009

hero-focused RTS

Dynamics, dynamics, dynamics!

I played some LOTR: Battle for Middle Earth 2 with my cousin last night. And I again experienced something I had never experienced before, despite having played the game frequently for over a year.

This time, the fresh experience was seeing multiple battles with three, and even four, dragons in the same fight. Some were on the ground, torching buildings and armies. Others were striking from over head. And still others were battling each other in the air.

I realize now that those dragons were dominating my attention almost completely while they were on the battlefield. I had other heroes and regular units battling there or nearby, but I ignored them while the epic monsters bit and clawed at each other overhead.

I've seen and played RTS games, including BfME2, which give the player control over a "hero" character or unit in addition to regular troops. And that's fun. But I think it would also be fun to merely plan an army's attack and then relinquish control of that army entirely, or almost entirely, while controlling the hero in battle.

As I recall, the original Rainbow Six game did this on a small scale. But it feels very different controlling one character in the midst of an epic battle with many types of units in conflict. The second Star Wars: Battlefront game perhaps comes closer by allowing the player to be a Jedi in an epic battle, but that game lacks the variety of an RTS game like BfME2 as well.

Those games also don't offer RPG-like character development. Hero progression during battles in BfME2 is limited to unlocking pre-selected skills. If a game focused on a hero moving through a war, then the time between battles could be given to the player to choose the hero's skill advancements, weapons and armor, etc. That war, by the way, could be dynamic, rather than scripted... ala the War of the Ring mode in BfME2.

In any case, I'm basically saying I'd like to see some games focused on that thrill of being a special, customized character in the midst of epic battles involving a wide variety of allies and enemies. Many games have attempted some aspect of that, but I can't think of one off-hand which put it all together: an epic character, customization, NPC variety, and huge battles. Do you know a good game like that?

Wednesday, July 08, 2009

Natal dance game

So, yesterday, I talked about Natal hardware. Now, I want to propose potential games for Project Natal. Here's my first idea.


DANCE, DANCE, DANCE
That's a Steve Miller Band song, if you're not familiar.

Natal could easily compete with Dance Dance Revolution, a very popular game. Just as Microsoft's demo game Ricochet showed a see through form to represent the player, this game would use such a character to prompt player movements. The goal of the game is to roughly mimic the avatar's dance movements as they are happening. If the avatar twirls to the side and points an arm left, the player does the same simultaneously. Hand graphics would be accented so they can be seen clearly through the avatar's body.

Simultaneous motion is possible because the dances are set, rather than random, so the player can gradually learn different dances. The game would also allow players to create and record their own dances, and perhaps even share those online.

Another mode might play like Simon, with the avatar performing an increasingly complex series of moves and the player repeating this series for as long as he or she can.

The simultaneous mode could include a historical campaign in which the player learns many of the famous dances of the past century and even before (potential DLC) with the music of those time periods. Players could also learn these dances separately. This history mode is important because it is what would attract older people... people who would remember such dances from their childhood or films.

And this game could even include cooperative multiplayer. Two players could dance together, leading to some funny moments when one player gets it right and another keeps messing them both up.

This game has a ton of potential for downloaded content and microtransactions (such as period music and settings). It appeals to a wide variety of gamers, and even non-gamers. And you just know it would find its way into bars and other public venues.

Tuesday, July 07, 2009

Natal thoughts

In response to the GameTrailers discussion of Project Natal and competitors...

First, let me repeat that Microsoft stands to leave Nintendo and Sony in the dust if they make Natal useful for general TV viewing. If they can design Natal software that mimics the basic functions of TV remotes, then many non-gamers will bite into an intuitive product which frees them from ever again needing to hunt for a TV controller. Considering that the Xbox's original purpose was to move Windows into the living room, this makes all the more sense.

Certainly, a couple hundred bucks is a lot to pay to replace your TV remote, but not if the same hardware acts as a DVD player and on-demand TV/movie service. How far this strategy would take Microsoft's console would depend largely on the targeting and substance of its marketing campaign. But this basic Natal application could explode the market, attracting consumers far beyond the boundaries of present gaming audiences.

Reliability seems like the main issue to me. I still disbelieve projections that the 360 will remain Microsoft's primary console for another five years. The console has survived its dismal reputation for hardware failure largely thanks to the warranty. Once present owners are no longer comfortable under that umbrella, a new wave of bad publicity will pour down. And, like Windows Vista's reputation could not be saved from the mistakes of its early presentation, the 360 cannot shake its original failures even if new models perform better. The 360 market won't collapse completely when hardware replacement is no longer guaranteed, but it will definitely be shaken. A fresh start will be necessary by 2011.

Pachter has suggested Microsoft might come out with another version of the 360 soon, instead of a wholly new console. It's possible. But, as I said, anything that looks and feels basically like the original 360 will suffer from its RROD reputation.

That avid or "hardcore" gamers are not rushing to buy Wiis just to play The Conduit and Metroid Prime 3 is no surprise. Some people do buy consoles just for one or a few games, but that is certainly not average consumer behavior. The success or failure of hardcore Wii games offers little insight into potential Natal game sales because the Wii is not a comparable console. Even among occasional gamers (such as those who buy only a sport game or two per year), the Wii is popularly defined as a family or kids' console because that describes the majority of its games. Present gamers and non-gamers alike who are disinterested in the more dazzling Wii titles will be attracted to similar content on Natal, simply because the 360 console has a different general focus and appeal.

Really, the more the 360 becomes the multimedia console, offering TV/movies and other non-game services, the less the Wii and 360 will be direct competitors. If Nintendo continues to focus exclusively on games and offer an obviously unique experience, then Microsoft and Nintendo might soon compete only in the way that DVD manufacturers compete with the iPod -- the consumer only has so much money, but buying one product doesn't affect one's desire for the other.

I agree 100% with Pachter that controllers are here to stay for the foreseeable future. Motion control is an exciting alternative, not an unqualified progression. The most obvious reason is that physical activity is not always welcome. Gamers will always want to game from the couch on occasion.

Will some genres always demand a traditional controller? I doubt it. Even a system like Natal, which seemingly enables 1:1 representations of player movements, isn't limited to 1:1 animations. I don't need to wave my arm completely to have my character wave his arm completely. A game could be designed so that a small movement on my part results in an exaggerated movement on-screen. Thus, a game like Mortal Kombat won't necessarily have players leaping and twisting around in their homes. I can't think of any basic style of game which is impossible to translate well into motion control.

Natal's proposed ability to incorporate the unique objects of individual players could play a major role in games. For example, as a guitarist, I own guitars which are different from the guitars of other musicians. If Natal can scan a guitar of mine so that others can see it, that ability to share in an active environment online is a great appeal. Even without the online component, I'd love to play with my own guitar in Rock Band 2.

The scanning function could be applied to many games to match the protagonist's body proportions and clothing to the player's. This would personalize heroes, but there are other benefits. Imagine your character looking a little different every day, just as you do.

Anyway, I've focused mainly on hardware here. I'll probably write another Natal article focusing on potential games. In the meantime, any thoughts?

Monday, July 06, 2009

Brütal awesomeness

Fanaticism is alright where heavy metal is concerned.


I used to sleep to music like that (my brother would say he couldn't sleep without the radio on). Pantera, Judas Priest, you name it. My entire life has had a metal soundtrack. "Children of the Grave" is just one great tune Tim Schafer has seemingly divined from my past. And, I swear, listening to Jack Black in this game is like a typical conversation with my cousin Danny. It's like this game was made just for me.

Maybe that's why I'm the only one who uses the umlaut. In any case, I think this 16-minute preview speaks for itself. Say it with me...

Brütal Legend!

In the words of my cousin:
Then the Lord said, "Let there be rock." And Aaron said, "No, let there be metal, and let it be heavy."

Wednesday, July 01, 2009

gravity points

Birdfeeders and watering holes are a couple examples of places animals gravitate to in large numbers and great variety. In open world games, points like this can be useful.

One reason is that areas of enemy/prey congregation offer players set points to find content quickly, easily, and repeatedly.

Another reason is that engaging NPCs in a crowd is different than doing so while they're alone or in small groups. The Commonlands savanna outside of Freeport in Everquest 2 is a good example. Hunting one hippo is difficult when another could wander up behind you, lions are roaming nearby, and snakes are slithering hidden in the high grass.

I said "engaging NPCs" instead of "fighting" because congregation points could affect gameplay in non-combat scenarios as well. One NPC could overhear your conversation with another NPC and respond somehow, if programmed to do so.

Congregation points can also serve to place opposing forces together for potential conflict.

Monday, June 29, 2009

musical variety

If you watch many films, you'll be exposed to a broad range of music. Films vary tremendously in musical accompaniment, including within any single film genre.

Sometimes it's the oddest combinations of visuals and music that have the most thrilling effect. Producers of the original Star Wars rejected generations of sci-fi tradition by choosing the classical, symphonic style of composer John Williams to accompany the story. Now, who could imagine the Star Wars saga without it?

Likewise, I believe one of the features which set Diablo 2 apart from the crowd was Matt Uelmen's free-flowing classical score. And who can even categorize Koji Kondo's brilliant Mario Bros theme?

There have been many great musical scores for games. But how much variety have we seen? Any type of music you can imagine has been used in films, but I can think of many types of music I've never heard in games. Why?