Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [18]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Sony Computer Entertainment America LLC
Audio Tools Engineer
 
Sony Computer Entertainment America LLC
World Wide Studios Technical Product Manager
 
Sony Computer Entertainment America LLC
Senior Software Application Engineer
 
Sony Computer Entertainment America LLC
Senior Gamer Insights Specialist
 
High 5 Games
Technical Artist
 
Airtight Games
Art Director
spacer
Blogs

  Bytes: Holistic Design
by Adam Saltsman on 07/09/09 10:16:00 pm   Expert Blogs
4 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 07/09/09 10:16:00 pm
 

everybody can do this right

One of my pet peeves with the IGF and the GDC Awards and 90% of all game reviews is the way they kind of dissect the game like it's a toaster or a car or something.  The way it looks is graded separately from the way it plays, the way it sounds is graded separately from how it performs, etc.  For the last few years this has irked me in a really...simple, superficial way.  Movies aren't graded on their graphics and sound separately, right?  You never see this kind of review for a movie:

"Camera Work: 90.  Music and Sound: 40.  Story: 50.  Overall Score: 60."

Movies are reviewed as a whole, en totale.  A movie is judged as much by how appropriate all the choices were as it is by what the decisions themselves actually were.  It cheapens games to be broken down in this...consumer reports kind of way.

So, that was my gripe for a long time.  But lately it's become clear that this isn't just irksome or frustrating, it's completely nonsensical.  More than any other medium, all the components of a game are deeply interconnected and interdependent.  I've been referring to this lately as "holistic" but that might be a bullshit term for it, I just like how it sounds!

A couple of experiences threw this into sharp relief for me.  For the last few months I've been working on a racing game for the iPhone.  I've never worked on a racing title before so it's been a constant learning experience.  But the main thing I've learned is that making one tiny change in the prototype would inevitably affect fifty other things.

For example, a few weeks into the prototype I changed from an accelerometer-driven control system to a touch-powered control system.  Both essentially took an angle as input, so I thought it would be a pretty simple swap.  Unfortunately, the accelerometer system had a bunch of cushioning and lag that was made much more noticeable by the more reactive touch system.  But as I removed the lag, the touch got too touchy, and I had to modify the physics system to be more forgiving.

Modifications to the physics system changed the way the AI cars were steering, and they started to miss waypoints.  When the cars started missing waypoints, the place tracking system went completely to hell.  All I wanted to do was change how the controls worked, and it broke the system that figures out who's in first and who's in second!

A couple weeks later it became clear that the racetrack and cars were just too small, beta testers were practically squinting at the screen, which is never a good sign.  It was a very simple matter to just increase the scale of the vehicles in the prototype, maybe five minutes of editing.  But the game was suddenly unplayable, because the racetrack wasn't wide enough to accompany the new larger cars.  So I added some extra tiles to the test track, and made it three tiles wide instead of two tiles wide.  That took maybe thirty seconds.  The game's framerate dropped by at least 50% on the device.

Turns out if you're trying to draw a whole second track's worth of tiles it affects the performance!  So, I increased the size of the tiles from 32 to 48, so that I could still have a two tiles wide track.  However, increasing the size of the tiles meant I could fit only 60% as many on our 512x512 texture atlas that we were using to render the track. We had to go through and simplify the tile design to make them more reusable, which in turn affected the types of tracks that we'd be able to include...

Maybe this was already obvious to everybody, but I originally got into game design and indie gaming through the Half Life modding community, which is basically founded on the idea of modularity and interchangeability.  You just take some generic tech, pick an art style, and go at it.  There have been some amazing successes and creations from that direction, but I think they all either played to the tech or substantially altered the tech to fit their purposes.

Anyways, I'm not really sure where I'm even going with this!  Just something that's been on the mind lately.  I guess the point is that it's useful and interesting to dissect games into categories like graphics, or mechanics, or technology, but only in a very general sense; when you start talking about a specific game, it's all about how well those things work together.

 
 
Comments

James Hofmann
profile image
I think it is all too easy to take for granted the game medium as a singular entity, when in fact, a huge part of the preproduction cycle is about "making the medium" and making sure that the technical details are in tune with the design concepts. You could have stopped at the first iteration of your systems, but didn't, knowing that the game would be better with sweeping revisions. But a player would be hard-pressed to distinguish exactly what made the game with the revisions better than an equivalent that stopped at the first pass. They're both racing games, right?

It really isn't an obvious thing, and my own realization of this process came about through projects where there was zero room to iterate because of ultra-tight schedules. You have to let the process take you wherever it wants to go; forcing things along to hit a ship date is essentially the reason why bad games exist.

Bob McIntyre
profile image
I'm not sure that I understand why it would be unusual to hear something like "the CG is great, but the camera in the battle scenes is all shaky and you can't see anything" or "the story is deep and thought-provoking, but the acting sucks." OK, actually, that second one really is unusual. It should be "the acting is brilliant, but the story is just plain dumb."

In that light, I don't see what's wrong with "the combat mechanics are great, but the story is forgettable" or "it has some good graphics and it runs at a good framerate, but the controls are really clunky."

There is certainly a place for holistic review, but I see nothing wrong with dissecting movies or games instead of reviewing them only in a holistic way.

Adam Saltsman
profile image
Those are examples of holistic reviews though - taking the thing as a whole and deciding what bits worked and what didn't. My gripe is the dissection and reassembly of hte components individually when they're so interdependent. I think it's great to say "man everything was firing on all cylinders EXCEPT this part", I definitely see that as different from "x was good, y was bad, z was good, add them all up for the final score". Maybe that's a silly disparity though!

Charlie Silver
profile image
There is something inherently flawed about the way that games are reviewed. For any review publication, one has to examine what their role should be in relation with the gamer. Ideally, they should strive to paint an accurate picture of the game and proclaim whether it is worth purchasing. I find that I can rarely discern from review scores whether I should purchase a game, wait for its price to drop or avoid it all together. A game may be 9/10 overall but not worth purchasing.

On your point, Adam, I think that a holistic approach should be taken more often. Analyzing a game's unity doesn't allow for excuses to be made for subpar design efforts. "It has amazing graphics but the sound design is lacking." The more emphasis that is placed on the whole rather than the sum of its parts can be a good step towards identifiable review scores and IGF/GDC awards.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.