GAME JOBS
Contents
Gamasutra's Best Of 2008
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Gamasutra's Best Of 2008
by Simon Carless, Chris Remo, Christian Nutt, Leigh Alexander, Eric Caoili [Business/Marketing, Design, Indie, Smartphone/Tablet]
14 comments Share on Twitter Share on Facebook RSS
 
 
December 31, 2008 Article Start Previous Page 4 of 15 Next
 

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."

 
Article Start Previous Page 4 of 15 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Sjors Jansen
profile image
@Tom Newman: As far as I know Activision was founded because some developers specifically wanted more money and credit, not more creative freedom. Taking a glance at their list of published and developed games I'd rule out creative freedom as one of their high goals as well.

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...

Mike Ante
profile image
In my opinion Metal Gear Solid 4 would have deserved to be in the Top 10 Games list. It's a masterpiece in every direction games can offer, from technological brilliance and artistic style to cinematic storytelling and delivering a powerful message. Just more than a big blockbuster like GTA4!

Tom Newman
profile image
Not to get into an off-topic discussion, but I have to admit a personal bias. My first Activision game was Skiing on the 2600, and as a little kid I knew that Activision games were going to be fun. I won my 7th grade science fair using Activision's Game Maker for the Commedore64, and one of my most memorable gaming moments was beating the original Ghostbusters also for the C64. Jumping into the modern era, one of my favorite PC games of the 90's was Interstate76, and Activision has taken many chances on new titles that ended up being franchises, like the first Tony Hawk on PS1 - no one would have predicted that would turn into the cash-cow that it did. My opinion (and that's all it is) is based only on personal experience, not a wikipedia article.

Anthony Charles
profile image
MGS4 is very appealing to the senses, but the story is maddeningly bad. i know any video game that makes an attempt at serious subject matter is automatically labelled as having "good story", but MGS 4 story is so mind numbingly skull thumpingly bad the game would have been better with 1/10 as much dialogue. Video games should be held to the same standard as other mediums and if this script was in a hollywood movie it would be the joke of the century. Its like the big taboo of video games to talk about the stupidity of mgs4's story.



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.

Raphael van Lierop
profile image
Regarding Bart Stewart's comment, quoted in the article above:



>>>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.

Kevin OBrien
profile image
I agree with the dismay at a lack of a solid critical vocabulary for game criticism, and on the need to move away from the product review model when discussing games and game design.



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?

Amir Sharar
profile image
Just a clarification on the LBP delay Top 10 Contraversy: Muslims don't find it offensive to have Quran quotes in songs, it happens quite often in Muslim hymns.



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.

Fireblaze Blaze
profile image
"alarming numbers in the audience still think it's fair to steal en masse." Thats is a false statement, steal is to take something from another person so that that person does not have it anymore, copying is another matter.



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?

Z Z
profile image
My list:

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

Tony Coles
profile image
I'm surprised that Saints Row 2 hasn't made it into any lists here. For my money, it offered one of the best player-considerate sandbox experiences yet seen. Superb levels of detail and real consideration for what the player will want to do and how they want to do it. Compared to GTA IV, it was a revelation, making Rockstar's folly seem aged and clunky in comparison.

Matt Myers
profile image
My favorite this year would have to be Tales of Vesperia. It may have been business as usual for some folks, but it was my first Tales game and has the best combat system in a JRPG I've ever played. That plus the ~40 hour storyline with characters atypical to the usual JRPG fare makes it the most memorable game for me.



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/

Z Z
profile image
I agree tales is pretty good, but I don't like that the battle system has characters that control themselves. I like to be in control of everything and while you can set the battle rules for them it turns out that it feels like you're barely playing the game and making the decisions. Compare this system to FFXII and I like how FFXII allows you to pause and issue moves for characters each turn so that at times I can let the gambits do the work for trash enemies, but on harder bosses I can micromanage a bit more. The only Tales game I ever played all the way through was Tales of symphonia for the gamecube and I played through it with all the characters dead except the main character because I didn't like the AI controlling my guys.

Chris Remo
profile image
"Fireblaze Blaze,"



How about "obtain illegally" rather than "steal"? Does that work for you? Call it what you like if it makes you satisfied.

Bart Stewart
profile image
Raphael, I appreciate the point you're making. I did/do understand that piracy of PC games is a potential reason for delaying the release of a multiplatform game for the PC SKU.



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. :)


none
 
Comment:
 




UBM Tech