Vertigames

The Power of Game Design

Archive for September, 2007

Sep
19

Now Playing: Heavenly Sword

Posted by Patrick

NarikoAt E3 2006 I was surprised by a game that came out of the blue and had interesting, exciting combat, a very cinematic style and a cool-looking character. On the show floor I played through the arena they showed twice, despite the lines and all the other things there were to see. It was Heavenly Sword, and it was the reason I finally broke down and bought a PS3.

I had a brief moment of doubt when the demo came out and I didn’t have as much fun as I did at E3… it seemed to be missing a sense of context, and the frame rate seemed worse. Nonetheless, since I had owned a PS3 for two months and still had no games, I bought it this weekend and cracked it out on Sunday.

I love it. Screw the people that gave it weak reviews. It’s got: Read the rest of this entry »

Sep
12

Making the Rules: The Scale of a Game

Posted by Patrick

Lately I’ve been working on both Surreal’s current game as well as concepts for future games, and this issue has come up a few times. As you may have guessed from previous articles, the concept of “more for the sake of more” is not something I subscribe to. Game development is always about the allocation of resources and determining where those resources are best made use of. So when it comes to adding details, sometimes there are tough conversations to have about the scope of a game, along with its sibling, the scale of a game.

Grand Theft Auto: San Andreas
Think of the large, open-world of Grand Theft Auto: San Andreas. In this world, the player can travel around 10 miles end-to-end (representing a geographical space around 100 simulated miles long) You can drive along mountain roads, and enter cities and visit a few selected buildings. The game is primarily about getting in a vehicle and driving. When you deal with people at all, it is generally with a group or crowd. Enemies can be dispatched in 1-2 shots and can be destroyed several at a time. Aside from story moments, most of the player’s interaction level is in terms of streets, with objectives that take the player to “that building”. Sure, there are moments inside of buildings such as shootouts, but if we had to give an arbitrary scale to the game, we could say that there is perhaps 20 meters between items of interest in GTA.
Read the rest of this entry »

Sep
08

Bully vs. Harry Potter

Posted by Patrick

Bully
A while ago I was talking to Director of Design Richard Rouse along with some of the other Midway studio creative directors about our experiences with Bully. In my case, I really wanted to like it, but only played a few hours before giving up. Since it was blessed with many high reviews (the Gamerankings score settled at around 87%), I was left wondering… “What am I missing?” While we’re always in favor of immersing ourselves in new experiences and gameplay, there’s something about it that wasn’t clicking:

  • Boarding school culture: While the setting may be attractive to 30-something English males (as Simon Woodroffe of Midway Newcastle and Creative Director of Wheelman) pointed out with mentions of Billy Bunter, Jennings, and Ripping Yarns), as Americans we don’t really share the familiarity (hell, I’d never heard of any of those). Not only is the setting something we can’t identify with, it feels more like the world is a conservative culture reminiscent of the 1950’s, but with none of the music or nostalgia to go with it. Read the rest of this entry »
Sep
04

Stranglehold and Art of Midway

Posted by Patrick

StrangleholdWe’d like to congratulate the team at Midway Chicago for completing Stranglehold for the Xbox 360! It’s been spotted on store shelves around here, so obviously that’s the official sign! We’ve been playing a lot of it as it approached completion, and it’s a really fun game. They really executed well… It isn’t just about mass destruction, but about using the world around you and gaining the high ground and playing with style. The game rewards you for being the coolest you can be.

We should also call out the incredible work of the Surreal FX team that appears in the game. Every column, chair, and statue all have all been translated into a visual symphony. Perhaps the game isn’t just about mass destruction, but in Stranglehold, even fruit can be capable of dazzling moments. Check it out!

Also, if you dig the visuals of Stranglehold, or if you liked the creepy vibe of The Suffering, you should check out the new Art of Midway book now available! This is concept art on overdrive, including some incredible work from our own Garrett Smith and Ben Olson. These guys create entire worlds with the sweep of their pens (or mice). This is only a sampling of what we see everyday… Thanks also to the Midway art directors for putting this together. Fantastic stuff.
Art of Midway

Sep
02

Article 4: Analysis of Diablo 2

Posted by Patrick

This article was written out of necessity back in 2005…  I was looking for a new gig and one studio asked for, as part of its application, a paper analyzing one of several possible games.  Diablo 2 was on the list.  Great timing!  I had gone from X-Men Legends, where I learned the ups and downs of action RPG’s to working on Lord of the Rings Online, where discussions of scope and the feasibility of various online choices was the topic of the day.  Both games set a lot of speculation stewing in my head about what could be done with the Diablo formula and why it was successful in the first place.

Analysis of Diablo 2