Vertigames

The Power of Game Design

Oct
20

The Halo Shields Rock

Posted by Patrick

Thumbs up to Halo shieldsAh Peter… I see you like making a statement. Awesome, this blog is a mix of all our opinions, and you’ve done a good job of backing up your own point of view. I’m not particularly suprised about your reaction to Halo’s health mechanics though… You’re an old-school online gamer, forged in the searing online fires of Mount Quake.

In contrast, as I’ve stated before, I like to play shooters (starting with Doom and its awesome shotgun) balls-out fearless, working out interesting ways to leap into the fray and rely on guts and skill to get the job done. Sure I like sessions of strategy too, but there are times where I just enjoy acting like a hero and being rewarded as such. I don’t even mind getting mowed down in tragic fashion if it’s due to my bravado. Such an approach does play havoc with my survivability in certain online contests (notably against Mr. Carlson), but I have fun doing it nonetheless.

The classic 100% health model, however, played a bit at odds with my play style. For me, each room or area of Doom is a fairly self-contained challenge, but upon completion I might have lower health than is practical to move onto the next session and still survive… you can’t always rely on the placement of health kits to get you back up to snuff. I’d often load up a save and try to get through that area with more health. This honed my skill and let me practice new ways of clearing a room, but as time went on, I found myself starting to play the game very “safe”… luring enemies around corners, slowly harassing opponents and so on. Doom suddenly became a very slow game to me. I enjoy tactical exercises like Rainbow Six as much as the next guy, but it wasn’t what I was looking for in a classic action shooter. Read the rest of this entry »

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
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 »
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 »

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

Jul
09

Making the Rules: Realistic Battles vs. Fun Fights

Posted by Patrick

There are things that developers grow used to over the years. One of them is the regular appearance of articles that basically say “Make better games!” or “Where’s my next-gen, bitch!?” They generally contain a laundry list of expectations, such as this one:

Where are the FPS bad guys who can adapt their strategy on the fly? Enemies who themselves have six different guns and switch up according to what the situation calls for? Bad guys who work in teams, who strategize, who create diversions to distract you? Where’s the enemy Solid Snake who sneaks up on you with the silence of a ninja’s church fart?

We have seen this argument since the days of Wolfenstein 3D, and it’s our own fault, really… We’re the ones who push the player into more and more realistic places. What should players expect from an incredibly realistic environment, except an incredibly realistic experience?

Read the rest of this entry »