Vertigames

The Power of Game Design

Archive for August, 2007

Aug
30

One Last PAX Experience

Posted by Patrick

I hit PAX on Friday and Saturday, so I should post my notes before they become irrelevant…  It was my first PAX, although I’ve been to many similar con-type events in the past.

General show:

  • With its unabashed “nerdcore” attendee list, PAX is better described as a mini-GenCon than a mini-E3. They have an impressive size for being a fairly young show, but it still is very much centered around fandom of the Penny Arcade comic. The sessions with the authors and on the PA game were some of the hottest tickets, as opposed to other sessions talking about more “serious” topics of development.  Not surprising, it’s not supposed to be a GDC or anything, despite heady topics about PR and episodic content.
  • On the upside, it actually had a fairly impressive turnout of games in playable form, including many that I hadn’t seen before in any form. I assume that falling at the same time as Leipzig gave the publishers some ready-made material to show.
  • Aside from what I mention below, there was a great spread of playable games:  Haze, Eye of Judgment, Metroid Prime 2, Conan (console), Heavenly Sword (a new demo), Warhammer Online, a big America’s Army thing, and several dozen more I’m not thinking of here.
  • Nintendo, Microsoft, Sony and EA all made an appearance, which is impressive given recent news that E for All won’t have that sort of backing.
  • Overall PAX surprised me with an air of “legitimacy” as a serious show. It would take a couple more years, but if it ultimately balloons into a notable national event, it’ll be cool for Seattle. Read the rest of this entry »
Aug
26

PAX Day Friday!

Posted by Patrick

Surreal sent the entire company to PAX (the Penny Arcade Expo) on Friday…  It was conveniently located in downtown Seattle this year, at the Washington State Convention Center, not too far away.  A few of us actually found a reason to take the semi-famous-but-usually-useless Seattle Monorail (it only travels end-to-end from the Space Needle to downtown, not very far).  The rest of us found that it wasn’t that far of a walk… and we were able to stop at Shorty’s for a dog in the process!

Some of the guys have some impressions that will be posted shortly.

Aug
24

Refueling in Room 130

Posted by Patrick

I should talk a bit about my experiences with the academic group that made up Joystick101 and the local groups around it.  As I reached 2004 and was just finishing up X-Men Legends, I was getting pretty burned out on the industry…  11 years of making varieties of shooters at Raven was entertaining, but was growing into a somewhat single-note affair.  Around then, Nathan McKenzie, an incredible gameplay programmer I had been fortunate to poach from a college back in (I think) 1996 was acquainted with a lot of the game academics around the University of Wisconsin.  After an awesome run completing Soldier of Fortune in 2000, Nathan had taken a couple of years off and did something of a journey of self-discovery…  He came back to work on Quake 4 in (I think) 2003 with a lot of academic knowledge and a pretty unique view on games. 

Anyway, Nathan introduced me to the UW academics that had been studying games…  something I had no idea existed.  They were an incredibly interesting group, including Kurt Squire, Constance Steinkeuhler, Alice Robison and notably Professor Jim Gee.  Every week a group of them, including a number of other graduate students in departments such as Education, Linguistics and English, would gather in a game wonderland known as Room 130.  Every week these folks would gather and play a new game, observe and talk about them.  These were not the hardcore gamers that I had grown accustomed to interacting with, although they loved games with an equal fervor.

 Coming from a fairly practical point of view on games and development over the previous 11 years, I felt refreshed.  I didn’t ultimately “switch” to an academic perspective as much as Nathan did (he’s doing awesome, more power to him!), but my eyes opened a bit, knowing that there were more angles to look at games than I had realized…  Not everyone was searching for that 20-levels-8-weapons-12-enemies magic formula that seemed so common out there.  It was just what I needed to help me explore other genres and places. 

So, to the Room 130 folk, my thanks.

Aug
22

Making the Rules: Great Enemies

Posted by Patrick

ConfusingPreviously I’ve talked about how games adjust AI difficulty because of the need to fulfill the player’s fantasy, and provide them with success and positive feedback. This time I’d like to talk about perils and pointers for creating good combat AI. Now, while many articles that wish to address “great AI” contain heavy jargon or equations and diagrams depicting line of sight, or reticular splines or some such, let’s put that aside for now. It can be a great deal simpler than that (although in some ways more challenging).

Out of Sight, Out of Mind

Imagine dropping a player in a sprawling maze… hedgerow, factory, prison, whatever… that is impossible to be known beforehand. Within there is one incredibly realistic, human-like AI… It operates on its senses, with no unfair information about the maze or the player, but it executes on some crazy supercomputer with a million factors that it takes into account, from its knowledge of combat tactics to its own preferences and personality. Hell, let’s even keep track of what it had for breakfast in case we want to simulate a chance of it having an upset stomach. This AI’s job is to start searching for the player and make assaults as he moves through the maze. For a moment, as we watch the AI, we can see it moving through the maze, tracking the player’s scent, thinking about how to flank him… Read the rest of this entry »

Aug
15

Article 3: Hail to the Prince

Posted by Patrick

This was the second article I wrote for Joystick101 in Spring 2004…  Sadly enough, around that time, the site was pretty much dying on the vine.  It tended to be down a lot.  Since blogs and blog sites weren’t really too common yet, this was the only outlet for this content, so my participation in that forum pretty much died with the site.  Again, when it was resurrected in 2007 it was relaunched with a Wordpress backbone and the old content and community was reset.

Play Appraisal: Hail to the Prince

Aug
08

Frantic, Fearless and Fun

Posted by Patrick

I picked up a PS3 the other day and still have yet to purchase a retail game for it…  Aside from staring at the crossbar and wishing I had a Blu-Ray movie to watch, I’ve spent much of my PS3 time playing demos.  After whipping through miniature slices of Motorstorm, The Darkness and even my coveted Heavenly Sword, I was still a bit bored. 

Just for kicks, and because I was running out of diversions, I threw Ridge Racer 7 into my download basket.  God, I mut have been desperate…  That game hadn’t changed in like a million years.  I used to love RR, having played the hell out of the very first one on the Playstation, holed up in the basement offices during the early days of Raven Software.  However, other interests took my attention, so I hadn’t really played one seriously since R4, the last of the PS1 incarnations.

However, the moment I fired up RR7 and hit the accelerator, it was like coming home.

Read the rest of this entry »