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The Power of Game Design

Archive for the ‘Article’ Category

Jul
02

Weapons of Awesome Power – E3 2010 edition

Posted by Patrick

Recently I was looking at my old WoAP post and thinking about how the fundamentals of creating a good, solid-feeling weapon are evolving, and which basics are the same as they were 15 years ago.  Developers are definitely better at these things, but experiences are still all over the board.

I gathered more footage from games released in the last year in preparation of a WoAP section on this site (which is still locked for now), but I fell behind in capturing the newest of the new.  While that certainly won’t deter me, I did realize that I did have one source of state-of-the-art titles with readily-prepared footage…  E3 2010!  Sure the games are in-progress and the available footage varies in quality, but I thought it would be fun to see what the next year could be like in terms of nice, beefy implements of destruction.

As usual, I examined a number of elements to consider whether they contribute to a sense of power.  Check out the original article if you wonder, for example, why a real-world weapon still needs to follow these rules:

  • Gun Visuals: The visual effect of the weapon’s muzzle flash and bullet trail, and the animation of the weapon itself firing. It’s the first thing people think of when they consider how the gun looks and feels.
  • Sound Effects: How’s the audio, from the firing to the impact sounds?  This can be one of the hardest to get right, because the sound has to bear repetition thousands of times, and it has to compliment the rest of the arsenal.
  • Effect on Environment: Here we look at the visual impact of the bullet on a wall or floor, as well as environmental shifts such as lighting. We need these because the results of stray bullets give the player a sense of affecting their environment and with a potent weapon.
  • Effect on Opponent: This refers to the visual impact on an enemy, and how the enemy reacts to being shot, which is critical to give the player feedback that he is successfully damaging the foe.
  • Combat Effectiveness: I’m completely subjective here, which can be unfair when taken out of context, but it’s worth talking about. If I see a weapon limply pile bullets into an enemy with little sense of accomplishment, that weapon doesn’t get high marks.  Maybe it’s designed to be a pathetic weapon, I don’t know.

Each weapon is grouped with its general type:  They aren’t all identical models, weights or even technology, but each group of weapons fills a general role for players.  I found as much unadulterated footage as I could…  nothing from trailers or anything less than the game being played.  This is obviously not final weaponry, and I had to make adjustments for the situations where the audio or visual quality wasn’t the best.  Suffice it to say, they previewed their games to us and basically I’m previewing the weapons right back.  Wah.

I didn’t get footage from everyone I wanted (technical issues denied me Brink and Killzone 3), but there was plenty of material (in unbiased alphabetical order of course):

  • The Agency, Sony Online Entertainment
  • Blacklight: Tango Down, Zombie
  • Bodycount, Codemasters
  • Breach, Atomic Games
  • Bulletstorm, People Can Fly
  • Call of Duty: Black Ops, Activision
  • Crysis 2, Crytek
  • Halo: Reach, Bungie
  • Medal of Honor, Electronic Arts
  • Rage, id Software
  • Vanquish, SEGA

(Too many one-word titles that start with “B” this year…)

Read the rest of this entry »

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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

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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

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Jul
30

Article 2: Observations of a Developer

Posted by Patrick

This article was the first one written for the website Joystick101.  I actually wrote it because I wanted to get into GDC in 2004…  This was a few months before I left Raven, so it was natural that they couldn’t pay for me to go that year.  My compatriot Nathan McKenzie (also at Raven during that time) and I both wanted in, and we knew some of the folks who started the website (including Kurt Squire, who is now well-known in game academic circles).  After we each did an article (sadly the original postings were erased as Joystick101 got relaunched in early 2007), and with some other credentials, we were able to travel to San Jose on our own dime and have an incredibly educational (and enjoyable) week at GDC.

 It was interesting posting to that crowd…  It was a group that was pretty academic-heavy, so getting content from a developer was a rather novel thing.  As a result, I kept this first article rather general.

Play Appraisal 1: Observations of a Developer

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Jul
15

Article 1: Kingdom Hearts Review

Posted by Patrick

Over the past 15 years I’ve written a bunch of stuff, public and private, that I was looking for a repository for.  Right now I only have a few articles, but I’ll be growing this as I uncover material and write more.

 Anyway, I figured I’d start out light…  This is a review of Kingdom Hearts that I wrote for internal distribution at Raven.  If anything, it gives a feel to the style that I use.

Kingdom Hearts Review

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