Top 5 Gameplay Mechanics
Next, we'll cover this year's top five gameplay mechanics (with ten other honorable mentions), calling attention to a number of innovative, novel, or particularly well-executed individual elements of game design from throughout the year.
The games picked are the editor's choice, and are chosen from the titles released in North America during 2008's calendar year to date, with eligible titles spanning home consoles, handhelds, and PC.
For these broad purposes, "gameplay mechanic" can refer to an input method, a character action, rules affecting the game world, and so on.
Generally, features were considered only if they were meaningfully implemented in their franchise for the first time, which in most (but not all) cases excluded sequels. They did not need to represent the first time any such feature has been implemented in a game, if they demonstrated particular excellence or importance.
Games are listed alphabetically; no order of preference is implied.
Braid (Jonathan Blow/Number None; Xbox 360) Mechanic: time manipulation
Braid is not the first game to incorporate a time manipulation mechanic, but it is surely the first game to integrate one so crucially, permeating every moment and puzzle to a degree usually reserved for basic actions like running and jumping. And each world was treated as a gameplay variation on the theme of time, taking that central mechanic and expanding it in elegant ways.
The pervasiveness of that mechanical theme even extended to the game's narrative and protagonist, putting a gameplay property front and center in the kind of thorough way that remains surprisingly infrequent in game design, which makes it all the more impressive on the part of designer Jon Blow that the mechanic itself is so unusual.
Left 4 Dead (Valve/Valve South; PC, Xbox 360) Mechanic: cooperative player assistance, AI director
Cooperative play has been undergoing a welcome renaissance lately, and Valve's recent zombie-themed shooter has reached a new high in the balance between genuinely necessary cooperation and individual agency.
Some games simply drop multiple players into an otherwise single-player campaign, and some become cumbersome in their devotion to constant cooperative acts, but Left 4 Dead's simple player-to-player assistance interactions -- not to mention the inherent benefit of cooperation engendered by the setting -- make group coherence eminently rewarding and manageable, even with random online players.
To cheat another mechanic into this entry, the game's AI director -- which oversees item and enemy spawning based in part on player behavior -- is a brilliantly seamless method by which to not only promote replayability, but to feed into the intrinsically frantic nature of a four-player close-quarters FPS.
And after all, if you start to suspect the game is out to get you, the urge and ability to fight back is all the more intensified by having three comrades-in-arms on the other end of a headset.
LittleBigPlanet (Media Molecule; PS3) Mechanic: real-time level editing
LittleBigPlanet is as much about enabling gamers to participate in level design as anything else, which means its user design experience needed to at least approach the level of accessibility seen in more traditional gameplay.
Certainly, creating a LittleBigPlanet level requires more investment of time and creativity than playing a LittleBigPlanet level, but it is telling that the lines between the two can be somewhat blurred.
It is perhaps even more telling that, thanks to the game's intuitive, real-time nature of level editing, Media Molecule has shipped a creation mechanic that has proved enormously usable for end users while remaining standard issue for the studio's professional designers.
Mirror's Edge (Digital Illusions CE; Xbox 360, PS3) Mechanic: first-person parkour
The demo for Mirror's Edge generated considerable gamer hype based on the surprising fluidity and elegance of its central hook, first-person freerunning amidst a cleanly-defined urban setting.
EA DICE's Mirror's Edge
Despite taking criticism upon full release for inconsistency and certain presentational elements, developer DICE nonetheless achieved an impressive feat with the implementation of the game's character control.
Combining a simple control setup with the immediacy of the first-person perspective, DICE translated a gameplay idea that had previously been well-explored in other formats into something extremely fresh.
Spore (Maxis; PC) Mechanic: procedural character creation
Arguably the most significant gameplay feature of Will Wright's latest offering isn't even a direct part of what gamers would traditionally call its core gameplay, but Spore's procedural character creation mechanic can become an entire game unto itself.
Incorporating dynamic skeletal systems, animation, texturing, and more, Maxis achieved astonishingly robust results in an area of game design that in practice often ends up stilted and too-obviously artificial.
The tens of millions of diverse creatures and structures that have been generated demonstrate the diversity of Spore in particular, but the successful implementation of the technology should be encouraging to the development community at large.
Honorable Mentions:
Audiosurf (Dylan Fitterer; PC): dynamic music-based level creation Bangai-O Spirits (Treasure; Nintendo DS): auditory level sharing Dead Space (EA Redwood Shores; PC, Xbox 360, PS3): enemy limb dismemberment echochrome (SCE Japan Studio; PS3): Escher-esque perspective manifestation Fallout 3 (Bethesda Game Studios; PC, Xbox 360, PS3): VATS combat Far Cry 2 (Ubisoft Montreal; PC, Xbox 360, PS3): day/night and weather cycle NHL 09 (EA Canada; PC, Xbox 360, PS3): fully human-controlled teams PixelJunk Eden (Q-Games; PS3): swing-based movement Tom Clancy's EndWar (Ubisoft Shanghai; Xbox 360, PS3): unit voice control World of Goo (2D Boy; PC, Wii): physics-based lattice building
Amusing Gameplay Mechanic Special Mentions
Army of Two (EA Montreal; Xbox 360, PS3): congratulatory player-to-player maneuvers No More Heroes (Grasshopper Manufacture; Wii): suggestive waggle-based sword recharging
You said:
Tom Newman: "Great choices! LBP would be my #1. ...and a hats off to the PSN title The Last Guy. I found the mechanics of this game to be both unique and addictive!"
Trent Polack: "I think the in-game interface, despite arguably being a mechanic (I argue at length on my personal site), is just as crucial to Dead Space as the 'strategic dismemberment' gameplay."
Jason Seabaugh: "I feel that Army of Two's co-op design elements deserved a larger nod than just for congratulatory player-to-player maneuvers. Almost every aspect of gameplay is built around co-op, especially the Aggro and Step Jumps. When you compare Left 4 Dead to Army of Two, L4D's co-op feels just like 4 people playing a single-player game at the same time."
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My sources are:
* once upon atari episode 2 (http://www.onceuponatari.com)
* wikipedia (http://en.wikipedia.org/wiki/Activision)
* ign (http://games.ign.com/objects/025/025004.html)
If you've got any evidence to back up their goal of creative freedom, please let me know cause I really want to believe that statement. As far as I'm concerned Activision is worse than what EA used to be and I really hope Blizzard's not already been affected (http://multiplayerblog.mtv.com/2008/10/30/starcraft-ii-to-be-mom-friendly/ && http://multiplayerblog.mtv.com/2008/10/11/key-starcraft-ii-trilogy-details/).
If you can't then talking about this fictional past will only make the current situation look worse.
Here's to pitfall and desert strike...
the whole ending at the grave for about 4 hours of jumping from unrelated topic to unrelated topic in a meaningless and futile attempt to tie up a million loose ends. by the time the credits finally rolled i was bald from pulling my hair out.
one and two had very good stories, particularly two, but guns of the patriots had a story written by a 15 year old boy with ADHD.
>>>Bart Stewart: "Part of me wants to object that any game that was excluded for months from PC gamers should be excluded from this list. Is it helpful to reward a publisher with a 'best of' award or honorable mention for a game on a particular platform if that platform wasn't considered worthy of support at the game's launch?"
Bart may not realize that there is a growing trend of releasing the PC SKU of games months after the console SKUs. This has nothing to do with disrespecting the PC as a platform. Rather, it has to do with combating piracy.
By releasing the PC SKU well after the console versions have had a chance to sell through their peak period (1-3 months post-launch), publishers avoid having pirated PC copies cannibalize sales of the console SKUs. Also, anyone who *really* wants to get their hands on a particular title might be willing to purchase the console version rather than wait a few months for the PC one.
It's not a perfect solution, but it makes a fair bit of sense. After all, nobody benefits from PC piracy except the pirates and those who steal games, and our livelihood by doing so.
When we critically consider other forms of entertainment - for instance, literature, movies, and theater - we can focus on both the phenomenal experience of the thing, and on the formal quality of the thing being reviewed. It isn't a perfect approach, but it gets at the heart of the matter, which seems to be twofold: "is this thing well put together", and "will I be moved by this thing in some fashion?" It doesn't take a vast and complex understanding of the field to speak to those points, either - we all know that a review citing poor special effects and horribly mixed audio (arguably formal issues) suggests that even an exciting science fiction story (the experiential side of things) will come across poorly on film.
The interesting question, I think, is whether we should we approach games (be they electronic or otherwise) in the same way, and if so, whether the tools that we can borrow from other critics are sufficient?
What makes this a remarkable news item though, was that Sony reacted to a gamer's post on a forum, rather than a complaint by any organization. Muslim organizations didn't complain because it was in fact a hymn, but you saw a gamer stating his opinion, and Sony taking that as a representation of over 1.5 billion people. It seems from my limited research that Sony did little in making an effort to contact organizations like the Muslim Council of Britain...which would have saved them a lot of hassle in delaying the title, reprinting BluRay discs, and in affecting launch sales.
Am I to understand that Gamasutra thinks that make of Tris a tetris-like game for the IPhone is a thief? Cause he made an clone of Tetris?
1MGS4/MGO
2Fallout 3
3Lost Odyssey
4Last Remnant
5Soul Calibur 4
6Super Street Fighter II Turbo HD Remix
7Crisis Core
8Valkyrie Chronicles
9Resistance 2
10Farcry 2
Also an indie game not mentioned anywhere here is Passage. It's a very simple 2d experience that only lasts five minutes. Nevertheless I found that it had a profoundly emotional effect on me and is certainly worth checking out at least once.
http://hcsoftware.sourceforge.net/passage/
How about "obtain illegally" rather than "steal"? Does that work for you? Call it what you like if it makes you satisfied.
I'd just ask readers to consider a couple of points.
1. The PC is hardly the only platform on which piracy occurs -- Gamasutra itself recently published an article on the massive, almost casual piracy of games for handheld devices in Asia. Singling out the PC for a delayed release may not be justifiable on piracy grounds alone.
2. The question I raised -- regarding the decision to reward publishers (with a mention in a "best of platform" category) despite excluding the gamers who prefer that platform by not initially launching the game on that platform -- I think stands on its own regardless of the reason for not launching on a particular platform. As I said in my original comments, it's not something I'm losing sleep over, but I do wonder whether it's a good principle generally for anyone who publishes widely-read judgements on games. That said, Chris's response satisfied me that some thought went into the decision to do so, so I have no serious complaints. As I said then, I thought the games that made it to Gamasutra's "best PC games" list were generally excellent... once they came out for the PC. :)