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One
of my favorite things at GDC is watching people try to set that stuff down. Clint
Hocking at Ubisoft had a talk this year about immersion, and it wasn't so much
about the concept of immersion, it was more about codifying what we mean when
we say that. Instead of having all of these unwritten things that everyone kind
of understands on principle, let's say, "This is what I mean when I say
this." And it's a process that's only very much at the beginning.
CB: And no one's even started. We did the
same thing on our game, like having a discussion about puzzles, and how do you
get the language around that; where you're talking about how a puzzle needs to
be "intuitive", so the end state needs to communicate to you. The
line-of-sight needs to communicate; how much of the puzzle space is the cognitive
parsing of what's happening, like, "What do I do?" and then how much
is the execution of the cognitive answer, right?
In Ratchet
& Clank, you walk in, you go, "I know what to do!" and then
you spend all your time doing it. In Myst, the game, you have no idea what to do,
forever. And then once you figure it out, it's done, right? So those are the
two extreme examples. So what's that language? How do you discuss those phases
of the puzzle, and what you're trying to be?
What is the actual "puzzle" that
is just a random set of trial and error, that you're like, "If I try this,
did it work? If I try this, did it work?" Is that a puzzle? Versus, like, Portal, which is brilliantly intuitive.
You're thinking of the space, and going, "Oh! I have to do A, and then B,
and then C," and you intuit what you need to do to get to the end-state,
which is in the space.
Where is that kind of language? Who is
doing it? Is that being taught in a college somewhere? Is there a book you can
read? And so having that language -- like, if it was film, they would have a
language for that; everyone would talk in this lingo that is all about puzzle
lingo. It doesn't even feel like that is standardized yet, across the industry.
You happen across people who've done it, and have experience, and talent, and
talk about it, and then you have people that don't, so...
It
leaves this weird thing, where you've got the developers who are known for,
"Well, those guys, I guess, figured it out!" But sometimes it feels
like it's still so insular.
CB: It's a brand; it's almost a personal
brand. Like, whoever was doing the Portal
thing, that's just how they thought of games. "This is what we're gonna
do." In our game, we're horror, so we needed somebody who thought in terms
of horror, like a horror setup; the first thing they do when they walk into a
room is they think of, "How is this going to be a horror setup?"
And then you get somebody who's a gameplay
guy, and he walks into a room and says, "OK, I'm gonna put four guys
there, that spawn in one way, but then I'm gonna do this, and then it would be
really cool if this guy with the ranged attack...!" Someone thinking in
terms of all these combinations, right?
So we're finding that game design
talent is extremely broad, where you've got all these different brands of it;
it's not just a game designer, it's all these things.
Like, in effects, you've got somebody who
does water, and somebody who does light, and somebody who does air, you know
what I mean? They specialize. So that's what we're getting to now, it feels
like. And it's weird to say it now, because games have been around for so long,
but it just feels like, as the spaces get bigger, and the games get more
mature, and people are thinking about them in more detail, it's becoming more clear,
how to get that stuff built.
That's
reassuring.
CB: (laughs) Yeah, it's funny how long it
takes, but the thing is, it takes longer because production value becomes so
dominant that it's a big deal. It's just like with movies, right? "Is the
writing any good?" "I dunno, but you've got a hot chick in it, and
it's got a lot of explosions, so that'll sell!"
It becomes difficult, in that every pixel
is so much work on the screen. To get those nuances and those ideas in
there while you're busy fighting with a gigantic department that's, like, a
lighter and a rigger and an animator and a modeler and a character modeler and
a texture modeler. There's this huge string of people that are trying to
make one thing happen, and the subtlety can get lost. You're trying to get it to
go.
So I think, once we get a process down that in the beginning gets all the
cleverness in, and then the production values can take off... Hopefully we
won't suffer Hollywood's
fate and make beautiful things no one wants to watch.
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Real is how System Shock felt to me and to this day it's still one of my most memorable experiences in gaming. System Shock 2 failed in this sense, because of poor decisions on the developer's part. Things like unrealistically fragile weapons and re-spawning monsters from thin air took away from that sense of it being real -- and it ticked me off. The choice of different classes also made the game worse, because it made the game feel incomplete and unbalanced.
I thought this game looked like a cross between RE4 -- loved the Wii version -- and System Shock and now I know that it is to a degree. :)
I look forward to this game. I hope it's story is truly immersive like System Shock, where I feel an actual sense of accomplishment after completing it, but I also hope that it's as re-playable as RE4 Wii, which is easily one of my favorite console games. I didn't play System Shock again, because it probably traumatized me. Shodan's voice was scary as hell.
Anyways, I'm playing this on the PC, so for the love of all things good, I hope this isn't another focus-group-jacked console game like BioShock.
What do you mean?
I couldn't stand the first part of System Shock BTW. I almost wrote the game off completely, but decided to give it another go when they released the enhanced CD version. Unlike BioShock which became a repetitive Disney ride, SS evolved into a complex and suspenseful game that was actually worth finishing.
BioShock was "FUN" for a period time, but here lies one of its biggest faults. I know these are games, but BS shares its name with two of the "scariest" games I've played. It shares its name with a lineage of sci-fi horror games. Why on earth did they call this game a Shock, if the game wasn't scary, but FUN? The kind of enjoyment I got from the first two Shocks wasn't fun, it was suspense and in some cases horror -- especially in the first Shock. They evoked emotions that can be equated to viewing a really scary movie, but they brought it to a much higher level, because they were able to instill that I was that guy saving the day -- more so in SS than SS2.
At no point in BioShock did I feel any real concern. It was like any other FPS, I'll just re-spawn if I get killed. There was never any real sense of danger in this game, so it became a why even bother, it's not what I paid to play, it's not what I was expecting based on my experience with the other two Shocks.
Anyways, loving a game like BioShock over the other Shocks, would be like loving a sequel to "No Country for Old Men" directed by Michael Bay and it's now a typical Holllywood action movie.
Anyways, back to Dead Space. I want this game to be thrilling. I'm looking for that level of suspense that SS conveyed so well. If everything these guys are saying is true, I'm going to love this game.
You consider Ken Levine an amateur?
Lets do a cutscene and FORCE the player to watch our WORK!
The majority of hte time it comes off like a masturbation for wannabee hollywood types...im sick of it...
Bad company was a great example, a couple of the cutscenes I had no idea who the 4th guy in the screen was...then I realized "oh sometimes me, my avatar is in the movie and sometimes its in 1st person" seemed like a pretty poor decision.
Wow, what an appalling decision, lead by ideology, trying to maintain the horror suspense, but one which ultimately can only affect the end user gameplay to its detriment.
I can understand the reasoning for it, but in practice i've yet to find game where it doesn't cause more grief than suspense. So whats the point? I'd rather lose a little of the sense of 'dread' than frequent dying due to a poor game mechanic designed solely to prevent on the fly reactive adaptation to events.
Take for example the recent 'Alone in The dark 5', that had all manor of wonder contraptions to build, but you were often exposed to danger in doing so. As the player you then have to adapt to avoid this, meaning reliance on tried and trusted combinations, pre-building specific combinations, running away and hiding etc.
Unfortunately without the foreknowledge that the game designers have you never know what or if you'll need a specific tool. All too often this can lead to having something equipped that you don't need or is the wrong tool and to top it all you're now in close courters fighting and don't have the time to re-equip. So you spend far too much time dead or disadvantaged, due to decision to take away control from the player.
Conversely BioShock does pause the game, especially useful for switching weapons when dealing with multiple enemies, requiring different ammo types. I'm sure they deliberately added this after testing with the 'no pause' option, but can't find a link to back that up atm. Anyway, a simple change it empowers the player to be far more productive and react dynamically to events as they unfolded, with impunity. Giving a far better game experience.
Now obviously having yet to play the game or a demo i've not seen the full context that the 'no pause' inventory system is used within. It may be that the use of the inventory doesn't implicitly mean encountering the issues i've outlined above, in which case all will be well. However I suspect from the type of game and similar games from the past that this will end up being frustrating, but thankfully not to the point of killing the game. Perhaps one of the first calls for being patched though ;)
Still even with this slight dampener, I'm so looking forward to its release at the end of the month. I was enthralled after I saw the first released video demo as it instantly brought back memories of System Shock 2. It may have looked similar to Doom 3, but unlike that game I suspect this will have real jump out of your seat moments. I have to say I like the concept of no cutscenes and the use of environment along with audio/video logs to tell the story should be perfect, after all it worked so well in SS2.