March 31, 2006
Game shots
Crytek’s new engine looks amazing. And what better vehicle for it than yet another first-person shooter. I hope it’s a better game than Far Cry, which had everyone rating it 9.5/10 purely because of the jungle and water graphics.
Sin Episodes proves that you can take a great engine and make something mediocre looking out of it. I remember playing the demo a long time ago and feeling mildly humoured by the graphical style. This time they’ve taken Source, changed the character models and modified the weaponry. For all intents and purposes, this game otherwise looks like Half Life 2, given a goofy makeover and bigger breasts. And murlocs.
The Revolution specs were apparently leaked yesterday or somesuch, and now there’s people taking sides on whether it’ll be worth getting. It’s the only console I’d consider picking up out of this generation because Nintendo will endeavour to make unique experiences, and history is doomed to repeat itself with PS2 and XBOX, especially the former. The aim of those two is to outstage each other in marketing, not making innovative games. The only thing that really changed this round was the ability to render more polygons and pixel shading; your ability to make enjoyable, different games is not increased by rendering or CPU power. We reached the necessary memory and storage cap with the last generation. All you’ve done is provide developers with the ability to make more geek porn, wasting years of development on making rendering engines.
Gentlemen, it’s time for another video game crash.
I am in no way saying that I don’t like games looking good, but we’ve got an unhealthy focus on screenshots, and thanks to broadband, game trailers. Somewhere we have to remember that you can’t play screenshots. The core game logic that runs most titles these days would be lucky to be ten percent of the codebase, and probably even less than that of the total development time. There are more artists making high-res textures and UV mapping than programmers writing core game logic.
I loved Half Life 2, but reduce the core game idea down to basic principles and you end up with:
- use variety of guns to shoot enemies that block your way.
- occasionally solve puzzles, some involving physics, that block your way.
- get to the next load point, repeat till end credits.
Integrated physics make Half Life 2 stand out, simply because it plays such a part in the game. Consider the role of the gravity gun though; what was the first thing you did with it? You shot something with it, essentially making it a another gun, albeit with toilets as ammo. (Consider how little granularity the gravity gun gave you in interacting with objects. I know this aspect can be improved — movement of the gun independant of the player’s viewport would have enabled using objects as shields a lot more — but eventually, your interaction is still limited by your input device.) So you’ve got this great thing that fires random objects. But does it change anything at all, game mechanic wise? No.
Readers paying attention may be shouting, “but it’s the storyline, the atmosphere, the character interaction that made the game”.
The storyline deserves to be applauded. It’s great. Very movie-quality. Hold on, we’re not playing a movie. When did you make any character-defining choice whatsoever in the game? I’m not talking “oh, I’ll walk in through the east gate instead of the north” kinda choices. When did you decide you’d had enough of Alyx, leave her to the smiling Combine soldiers, and join Dr Breen for tea and crumpets and world domination?
Video games have seldom stepped outside linearity. The very idea of true emergent gameplay could quite understandably scare a game developer to death. It means either a nigh-infinite amount of storage and art resources or a way to generate content on the fly, which could mean a looser grip — or even letting go — of the thematic reins. And predictably there’s some opposition amongst players who don’t like to have oppressively huge choices. Tycho from Penny Arcade makes a point about his light case of RPG OCD in the recent game Oblivion, and it’s true — God, I’ve stood around in World of Warcraft trying to decide what to drop. I still haven’t made my mind up as to what leatherworking branch to take yet.
I’ve become so accustomed to not making decisions in games that when it comes to one, I’m kind of lost. When I’ve chosen a path in RPGs it’s because I’ve thrown caution to the wind and gone with what sounds good. The inability to decide is caused by curiosity and the regrets of consequence — what’s going to happen on the path I don’t choose? Will it be something cooler? Will I miss out on something?
But if you give the player enough choices, you liberate them from regret and they start looking forward instead of back. Their path becomes unique and full of promise. The challenges they face will always have a corresponding ‘motivation to overcome’ because the player has formed their own goal. Choices become fun: now you’re doing what you enjoy instead of experiencing scripted events.
Back on topic. This started as a monologue about Revolution and the lack of innovation in big-brand gaming and somehow turned into a plea for a free-reign game.
I’m all for the new controller and the focus on new ways to interact with games. At first I thought “God, how will I play Street Fighter on that?”. And then I realised that if I wanted to play Street Fighter, I’ve already got a PC, a Dreamcast, a Saturn, a Megadrive, and a stack of emulators. What use is another identical Street Fighter game? Same goes for first person shooters; I’ve played through 50 of them. Not many of them were unique enough to warrant a day’s play.
When the Nintendo DS trailers came out, there was a demo of a Kirby platformer that blew me away. Kirby stood on a hanging log bridge, and the player pulled the middle log downward using the stylus, and let go. Kirby went sailing up into the air. I rewound the video. Wow. It’s like Kirby is a physical object that he’s interacting with. That’s something I’ve never felt before.
3 thoughts on “Game shots”
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Comment #2 — do these go somewhere? Am I commenting to another site?
E gad, I have posted directly to the site this time. I was expecting the same ‘administrative approval required’ message as before LOL
Well – yes, I have read this one and agree with most points. I find that game engines these days can do just about anything (which is pretty scary!).
I wonder if God contemplated how much extra resources would be chewed up by giving us free will.
If you take away Player1’s resources they are limited to the immediate environment. They are left scrounging for crappy boxes to make steps etc.
Now if Player1 has a phys_canon they might be able to move the walls around if max_force is greater than 20000. Hence equating directly additional resources required to account for what’s on the other side of the wall.
The same can be said for interaction with other chars. If you shoot Joe, he should remember that you shot him – the game should remember that he has lost 20 health and is pissed at you.
When you ask him for a med pack in six hours when you are on the final part of the game he should tell you where to go until you give him grog.
Oh that’s right it’s Andy’s blog – I’ll leave my blogging for when you actually contact me via email or phone.
Lol. I like the med kit idea. I’ve always wondered why there hasn’t been a secret Hospital level in an FPS where you find all the people you’ve shot in full-body casts and traction.
Deus Ex supported a very basic consequential choice path, but more so than any other game at the time. The characters would check variables set by earlier player actions, and give different reactions, for instance getting dressed down by your boss Manderley after exploring the women’s toilets. It didn’t change the game path at all and was obviously scripted but gave the impression of characters who weren’t oblivious to everything except being shot at.
In that framework Joe could act exactly as you describe, and it’s not hard technical work, just a symptom of game designers with too rigid a vision of the game world. Half Life 2’s much vaunted character interaction is basically just a movie you can walk around in. Unload a rocket into Alyx’s head and she just continues babbling. We should be able to get her annoyed, but it would mean dealing with the consequences.