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<channel>
	<title>Vertigames &#187; Heroism</title>
	<atom:link href="http://www.patricklipo.com/tag/heroism/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.patricklipo.com</link>
	<description>The Power of Game Design</description>
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		<title>The Halo Shields Rock</title>
		<link>http://www.patricklipo.com/2007/10/20/the-halo-shields-rock/</link>
		<comments>http://www.patricklipo.com/2007/10/20/the-halo-shields-rock/#comments</comments>
		<pubDate>Sat, 20 Oct 2007 20:53:06 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Power]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/10/20/the-halo-shields-rock/</guid>
		<description><![CDATA[Ah Peter&#8230; I see you like making a statement. Awesome, this blog is a mix of all our opinions, and you&#8217;ve done a good job of backing up your own point of view. I&#8217;m not particularly suprised about your reaction to Halo&#8217;s health mechanics though&#8230; You&#8217;re an old-school online gamer, forged in the searing online [...]]]></description>
			<content:encoded><![CDATA[<p><img align="right" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/10/shieldthumbsup.jpg" alt="Thumbs up to Halo shields" style="padding: 10px" />Ah Peter&#8230;  I see <a href="http://www.gamesgoneferal.com/2007/10/17/halo-3-is-a-sucky-single-player-game/">you like making a statement</a>.  Awesome, this blog is a mix of all our opinions, and you&#8217;ve done a good job of backing up your own point of view.  I&#8217;m not particularly suprised about your reaction to Halo&#8217;s health mechanics though&#8230;  You&#8217;re an old-school online gamer, forged in the searing online fires of <a href="http://www.idsoftware.com/games/quake/quake/">Mount Quake</a>. </p>
<p>In contrast, <a href="http://www.gamesgoneferal.com/2007/08/08/frantic-fearless-and-fun/">as I&#8217;ve stated before</a>, I like to play shooters (starting with <a href="http://www.idsoftware.com/games/doom/doom2/">Doom</a> 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&#8217;t even mind getting mowed down in tragic fashion if it&#8217;s due to my bravado.  Such an approach does play havoc with my survivability in certain online contests (notably <a href="http://steamcommunity.com/id/BagOfMonkeys">against</a> <a href="http://steamcommunity.com/profiles/76561197970334759">Mr. Carlson</a>), but I have fun doing it nonetheless.</p>
<p>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&#8230;  you can&#8217;t always rely on the placement of health kits to get you back up to snuff.  I&#8217;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 &#8220;safe&#8221;&#8230;  luring enemies around corners, slowly harassing opponents and so on.  Doom suddenly became a very slow game to me.  I enjoy tactical exercises like <a href="http://xbox360.ign.com/objects/815/815419.html">Rainbow Six</a> as much as the next guy, but it wasn&#8217;t what I was looking for in a classic action shooter.<span id="more-36"></span></p>
<p><img align="left" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/10/doom.gif" alt="Doom 2" style="padding: 10px" />In 2001, however, that changed with <a href="http://www.bungie.net/Projects/Halo/default.aspx">Halo</a>.  By introducing shields that recharged once you remove yourself from immediate danger, it made my starting point for each challenge roughly the same.  Suddenly, I could be heroic, and as long as I persevered, all was forgiven.  Even sudden sneak attacks, where an enemy crammed into some unknowable corner got the drop on me, could be survived without excessive aggravation.  I didn&#8217;t have to rely on reloads to teach me about each room.  I still was &#8220;rated&#8221; on my progress by how much of my valuable ammo I used up, but by being encouraged to switch weapons on the battlefield quickly, I felt continuously propelled forward, ready to take the next challenge fully replenished.</p>
<p>I would have thought Bungie&#8217;s reinvention of the classic health system to be one of the most shrewd, calculated design choices in recent history, but I am told that it was a bit more accidental, borne of the sci-fi setting and the expectations of having a &#8220;force field&#8221;.  This is evidenced by the fact that Halo 1 still had non-regenerating &#8220;health&#8221; under all those shields, replenished at an incredibly stingy pace.  Halo 2 ditched all that and went for a straight regen model, ditching &#8220;classic&#8221; health altogether and cementing regen as something of an industry-standard model, like <a href="http://en.wikipedia.org/wiki/WASD">WASD</a> and Half-Life&#8217;s &#8220;directional damage&#8221; HUD. </p>
<p><img align="right" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/10/medic.jpg" alt="TF2 Medic" style="padding: 10px" />Other shooters adopted health regen in the meantime, like <a href="http://games.teamxbox.com/xbox-360/1138/Call-of-Duty-2/">Call of Duty 2</a>, <a href="http://gearsofwar.com/">Gears of War</a>, and <a href="http://www.blacksitegame.com/">Blacksite: Area 51</a>.  Aside from the pacing differences, it was attractive because it eliminated the need to litter a battlefield with artificial constructs like easily-visible health packs (or worse yet, &#8220;food&#8221;).  One would argue (Peter included) that surviving hundreds of bullets without tangible aid is unrealistic, but the regen model moves the issue behind the scenes, making the immersion a little bit stronger.  In addition, health regen has invented a way to take a whole meter off the game interface, helping push forward a new generation of minimal-to-no-HUD games. </p>
<p>I certainly don&#8217;t consider the regen health model to be a panacea for all games.  Multiplayer games have awesomely tense moments when one individual is reduced to low health and must either tough it out (e.g. in <a href="http://planethalflife.gamespy.com/cs/">Counterstrike</a>) or find a location or teammate to get healed up (e.g. in <a href="http://orange.half-life2.com/tf2.html">Team Fortress 2</a>).  You might consider it a bold evolution in shooters, but at minimum I don&#8217;t think anyone can argue that it&#8217;s not a great new tool for game designers to have in their gameplay toolbox. </p>
<p>Well, there&#8217;s my opinion.  It&#8217;s ironic that I&#8217;m defending Halo since I&#8217;m not a particularly big fan of it&#8230;  The second half of the first one was a slog for me, and Halo 2 seemed jumbled and punishing.  I haven&#8217;t picked up the third one yet, so after I finish Bioshock (which will be after I get my poor, <a href="http://editorials.teamxbox.com/xbox/1651/The-Red-Ring-of-Death/p1/">broken Xbox</a> back from Microsoft) I&#8217;ll check it out.  Perhaps we can get a post from a die-hard Halo fan, like <a href="http://www.gamesgoneferal.com/designer-roll-call/dan-osborn/">Dan O</a>?</p>
<p><em>[Ed: Check out Peter's preceding article <a href="http://www.gamesgoneferal.com/2007/10/17/halo-3-is-a-sucky-single-player-game/">here</a>.]</em></p>
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		<title>Now Playing: Heavenly Sword</title>
		<link>http://www.patricklipo.com/2007/09/19/now-playing-heavenly-sword/</link>
		<comments>http://www.patricklipo.com/2007/09/19/now-playing-heavenly-sword/#comments</comments>
		<pubDate>Wed, 19 Sep 2007 16:07:33 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Dynasty Warriors]]></category>
		<category><![CDATA[Heavenly Sword]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Power]]></category>
		<category><![CDATA[Storytelling]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/09/19/now-playing-heavenly-sword/</guid>
		<description><![CDATA[At 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 [...]]]></description>
			<content:encoded><![CDATA[<p><img align="right" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/09/heaven1.jpg" alt="Nariko" style="padding: 10px" />At 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.</p>
<p>I had a brief moment of doubt when the demo came out and I didn&#8217;t have as much fun as I did at E3&#8230;  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.</p>
<p>I love it. Screw the people that gave it weak reviews.  It&#8217;s got:<span id="more-31"></span></p>
<ul>
<li>Dazzling visuals: The game is beautiful from the character to the carnage, and never really breaks the polish.</li>
<li>Great storytelling: Sure, it’s a beat-em-up, but the story is simple but compelling, and contains some awesome moments.</li>
<li>Incredible Audio: The voice acting is top-notch, and when I reached one of the bosses and heard her lilting pizzicato theme song, I realized that there was something really inspired going on.</li>
<p><img align="left" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/09/heaven2.jpg" alt="Kai" style="padding-right: 25px; padding-left: 0px; padding-bottom: 10px; padding-top: 0px" /></p>
<li>Memorable characters: Like a cast from Metal Gear Solid, the villains are over-the-top and tinged with humor.  And Kai one of the most enjoyable characters I&#8217;ve seen in a game.</li>
<li>Entertaining combat: The combat makes a button-masher look cool doing it, but also has some fine tactical decision-making.  However, success does not hinge on memorization of crazy move strings&#8230;  the actions and responses logically fit into the system of blocking and stances. </li>
<li>Mass destruction: Anyone that knows me understands how I love <a href="http://www.gamesgoneferal.com/2007/08/08/why-i-heart-asterisk-warriors/">Dynasty Warriors</a> and being able to take down thousands. Part of that is the mild strategic decision-making, but the rest is being able to wade into a huge group and mix it up. Heavenly Sword is all about mass carnage, and the ability to ultimately litter the battlefield with corpses.</li>
<li>“Aftertouch” ranged attacks: Holding the “throw” button after hurling or shooting an object allows you to steer it with the tilt axis, and it works surprisingly well (although it makes it <em>hard as hell</em> to have a cat on your lap as you play). It never gets old, and is a blast.</li>
</ul>
<p>Six hours of gameplay you say?  Well, I&#8217;ve never been one to shy away from a great experience <a href="http://www.mobygames.com/game/windows/star-trek-voyager-elite-force">because</a> <a href="http://www.mobygames.com/game/playstation/parappa-the-rapper">of</a> <a href="http://www.mobygames.com/game/windows/max-payne">play</a> <a href="http://www.mobygames.com/game/ps2/way-of-the-samurai">time</a>.</p>
<p>It&#8217;s clear that Sony put a tremendous amount of money behind this game.  Often such flagrant spectacle can be wasted, but all the production values and great voice acting took a very high-quality brawler and turned it into a fantastic package to own.  I&#8217;m glad my PS3 is finally getting a workout.</p>
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		<title>Bully vs. Harry Potter</title>
		<link>http://www.patricklipo.com/2007/09/08/bully-vs-harry-potter/</link>
		<comments>http://www.patricklipo.com/2007/09/08/bully-vs-harry-potter/#comments</comments>
		<pubDate>Sat, 08 Sep 2007 19:23:46 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Other Media]]></category>
		<category><![CDATA[Bully]]></category>
		<category><![CDATA[Harry Potter]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Storytelling]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/09/08/bully-vs-harry-potter/</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.gamesgoneferal.com/wp-content/uploads/2007/09/bully2.jpg" alt="Bully" style="padding: 10px" class="right" /><br />
A while ago I was talking to Director of Design <a href="http://www.paranoidproductions.com/">Richard Rouse</a> along with some of the other Midway studio creative directors about our experiences with <a href="http://ps2.ign.com/objects/746/746536.html">Bully</a>. 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 <a href="http://www.gamerankings.com/htmlpages2/928128.asp?q=bully">Gamerankings</a> score settled at around 87%), I was left wondering&#8230;  &#8220;What am I missing?&#8221;  While we&#8217;re always in favor of immersing ourselves in new experiences and gameplay, there&#8217;s something about it that wasn&#8217;t clicking:</p>
<ul>
<li><strong>Boarding school culture</strong>: While the setting may be attractive to 30-something English males (as <a href="http://www.mobygames.com/developer/sheet/view/developerId,1351/">Simon Woodroffe</a> of <a href="http://www.midway.com/us/MidwayStudioPhotosNewcastle.html">Midway Newcastle</a> and Creative Director of <a href="http://xbox360.ign.com/objects/812/812830.html">Wheelman</a>) pointed out with mentions of <a href="http://vintagebrittv.blogspot.com/2007/02/billy-bunter-of-greyfriars-school-bbc.html">Billy Bunter</a>, <a href="http://www.answers.com/topic/jennings-at-school-tv-series-1958-tv-series?cat=entertainment">Jennings</a>, and <a href="http://www.bbc.co.uk/comedy/rippingyarns/index.shtml">Ripping Yarns</a>), as Americans we don’t really share the familiarity (hell, I&#8217;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.<span id="more-26"></span></li>
<li><strong>Class attendence</strong>: For me, what gave me the most negative reaction in Bully is the requirement of attending class. Racing to get to class on time is something I didn’t particularly enjoy 20 years ago, so I don&#8217;t particularly want to do in a game. If the class activities were more integrated with the regular gameplay, it might have been a bit better, but what bothered me was being forced into a schedule. Constantly being hounded to get to class or that told that I’m violating curfew (and having to avoid the “enforcers” as a result) distracted me from the simple pleasures of exploration (a critical component for open-world games). Since running across campus took nearly the entire couple of “hours” you had between classes, I always felt under the gun. In fact, it reminded me of <a href="http://xbox.ign.com/objects/693/693810.html">GUN</a> in a way, which kept pushing me to finish the story rather than have my own fun. A batter choice would have been to drop the player off at the school a week before classes began, to remove some of the schedule and population density while you get your feet wet.</li>
<p><a href="http://www.mobygames.com/developer/sheet/view/developerId,4961/"><img src="http://www.gamesgoneferal.com/wp-content/uploads/2007/09/buffy_the_vampire_slayer_ver11.jpg" alt="Buffy the Vampire Slayer" style="padding: 10px" class="left" /></a></p>
<li><strong>Unattractive lifestyle</strong>: While it was generally done for laughs, the characters you deal with early on are all complete losers… You have to help the nerd to the bathroom so that he doesn’t wet himself, you date the ugliest girl in school… your only “friend” is a totally unappealing jerk. In the end, this was enough of a turnoff that I just stopped playing. From trailers and the like it seemed apparent that there was “better stuff” to build up to, but the game did not taunt me with them at all… I never met any cool people, and even attractive women weren’t anywhere to be seen. Bullworth Academy just didn’t position itself to be a place that I wanted to become the king of.</li>
<p><a href="http://www.mobygames.com/developer/sheet/view/developerId,4961/"><br />
Harvey </a><a href="https://www.cmpevents.com/GD07/a.asp?option=G&amp;V=3&amp;id=475223">Smith</a> of <a href="http://www.midway.com/us/MidwayStudioPhotosAustin.html">Midway Austin</a> (and Creative Director of <a href="http://www.blacksitegame.com/">Area 51: Blacksite</a>) rightfully pointed out that high school has been a successful setting of great things like <a href="http://tv.ign.com/objects/825/825088.html">Buffy the Vampire Slayer</a> and the <em><a href="http://en.wikipedia.org/wiki/Ultimate_Spider-Man">Ultimate Spiderman</a></em> comics. Richard noted that the high school of Buffy was populated by attractive, always-witty teenagers that <em>killed freakin&#8217; vampires</em>.  Those California high schools you see in TV and movies are probably some of the most idealized environments you&#8217;ll ever see.</ul>
<p>The comparison was also drawn with Harry Potter, which also depicted a “traditional” English boarding school. However, to me the appeal of Harry Potter in its earliest installments (in particular <a href="http://en.wikipedia.org/wiki/Harry_Potter_and_the_Philosopher's_Stone">The Sorceror&#8217;s/Philosopher&#8217;s</a> <a href="http://www.imdb.com/title/tt0241527/">Stone</a>) was the fact that while Harry was placed in a traditional kid’s horror scenario (first day in a new, unfamiliar school) he succeeds in ways that <em>kids could only dream of</em>:</p>
<ul>
<li><strong>The Center of Attention</strong>: Harry was unique and special, and everyone knew it. Kids admired him, and most teachers liked him too. People knew who he was, which paved the way for his ongoing special treatment.</li>
<p><img src="http://www.gamesgoneferal.com/wp-content/uploads/2007/09/potter1.jpg" alt="Harry Potter and the Sorceror’s Stone" style="padding: 10px" class="right" /></p>
<li><strong>A Low level of Conflict and Tension</strong>: In the early stories, any negative situation didn’t last long. While most tales in a school setting end the second act with a moment where the main character is suddenly taken out of his or her comfort zone (oh no, the bully has the upper hand, the cute girl is laughing at him/her), in <u>Harry </u>Potter, there is no extended moment of tension. Even the clear antagonists don’t get the upper hand for very long.</li>
<li><strong>Frequent Success</strong>: Harry is a natural champion at sports, and manages to succeed in class without really “trying”… either through luck or magical destiny, his success is fated to be. He even has the best “car” in the form of his pimped-out witches’ broom.</li>
</ul>
<p>I certainly can&#8217;t discount the fact that Harry Potter has very clever writing and appeals to a wide age group, but when you compare school tales like <u>Bully</u> to those of <u>Harry Potter</u>, you can see that there is a lot that makes kids love those stories.</p>
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		<title>Article 3: Hail to the Prince</title>
		<link>http://www.patricklipo.com/2007/08/15/article-3-hail-to-the-prince/</link>
		<comments>http://www.patricklipo.com/2007/08/15/article-3-hail-to-the-prince/#comments</comments>
		<pubDate>Wed, 15 Aug 2007 17:02:22 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Metagames]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/07/15/article-3-hail-to-the-prince/</guid>
		<description><![CDATA[This was the second article I wrote for Joystick101 in Spring 2004&#8230;  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&#8217;t really too common yet, this was the only outlet for this content, so my participation in that [...]]]></description>
			<content:encoded><![CDATA[<p>This was the second article I wrote for <a href="http://www.joystick101.org">Joystick101</a> in Spring 2004&#8230;  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&#8217;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.</p>
<p><a href="http://www.patricklipo.com/?page_id=6">Play Appraisal: Hail to the Prince</a></p>
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		<title>Frantic, Fearless and Fun</title>
		<link>http://www.patricklipo.com/2007/08/08/frantic-fearless-and-fun/</link>
		<comments>http://www.patricklipo.com/2007/08/08/frantic-fearless-and-fun/#comments</comments>
		<pubDate>Wed, 08 Aug 2007 07:17:13 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Racing]]></category>
		<category><![CDATA[Stranglehold]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/08/08/frantic-fearless-and-fun/</guid>
		<description><![CDATA[I picked up a PS3 the other day and still have yet to purchase a retail game for it&#8230;  Aside from staring at the crossbar and wishing I had a Blu-Ray movie to watch, I&#8217;ve spent much of my PS3 time playing demos.  After whipping through miniature slices of Motorstorm, The Darkness and even my [...]]]></description>
			<content:encoded><![CDATA[<p>I picked up a PS3 the other day and still have yet to purchase a retail game for it&#8230;  Aside from staring at the crossbar and wishing I had a Blu-Ray movie to watch, I&#8217;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. </p>
<p>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&#8230;  That game hadn&#8217;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&#8217;t really played one seriously since R4, the last of the PS1 incarnations.</p>
<p>However, the moment I fired up RR7 and hit the accelerator, it was like coming home.</p>
<p><span id="more-21"></span></p>
<p>I raced around the track, not knowing the layout at all or the new mechanics like nitro boost and drafting.  However, I happily whipped around the corners like a madman and never even <em>touched</em>the rail.  I felt like a racing god for just a moment.  Holy crap!  After playing other (somewhat) realistic racers for a while like Gran Turismo and Forza, it felt incredibly liberating to just keep that accelerator down and try to skid around by the seat of my pants.  I don&#8217;t like to drive strategically, where I have to manage speed like a precious resource, I like to drive <em>stupid fast</em> and have to rely only on my wits to carry the day.  Obviously Burnout is the only other game that scratches that itch in the same way.</p>
<p>Sure, it&#8217;s not real racing, but it&#8217;s <em>fun</em>.</p>
<p>This got me thinking about other playing habits I exhibit.  For example, when it comes to shooters, from Doom all the way to this test build of <a href="http://strangleholdgame.com/">Stranglehold</a> I&#8217;ve got on my desk, I tend to really enjoy situations where I can head into danger, balls-out, and manage the situation on the fly.  Back in the Doom days, I got insanely good at shotgunning soldiers and imps, after leaping into rooms teeming with them and just barely manage to destroy each one as they lunged at my digital throat.  (I somehow did this playing only with a keyboard, somehow).  Does that mean I don&#8217;t like strategy, or a game that requires planning or thought?  No, I wouldn&#8217;t say that, but when it comes to shooters these days I do tend to lean more towards the Serious Sam of the world than I do the Ghost Recons. </p>
<p>Sure, it&#8217;s not real combat, but it&#8217;s <em>fun.</em></p>
<p>To consider this to be a conflict between reflexes and strategic thinking isn&#8217;t the whole story.  To me the key is a loss of control, having to dive into danger and not quite know how you&#8217;re going to get out.  Assuming the game is forgiving enough and doesn&#8217;t punish you for those types of choices, it remains a fun experience.  If you can take the chaos of a situation and &#8220;surf it&#8221; to where you want to go, it&#8217;s a blast.  That&#8217;s what Ridge Racer drifting does for me, and sometimes my love for that type of experience leads to certain design choices I make, whether it has to do with driving, combat, or who knows what.</p>
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		<title>Article 2: Observations of a Developer</title>
		<link>http://www.patricklipo.com/2007/07/30/article-2-observations-of-a-developer/</link>
		<comments>http://www.patricklipo.com/2007/07/30/article-2-observations-of-a-developer/#comments</comments>
		<pubDate>Mon, 30 Jul 2007 16:44:44 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Industry]]></category>
		<category><![CDATA[Media]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/06/30/article-2-observations-of-a-developer/</guid>
		<description><![CDATA[This article was the first one written for the website Joystick101.  I actually wrote it because I wanted to get into GDC in 2004&#8230;  This was a few months before I left Raven, so it was natural that they couldn&#8217;t pay for me to go that year.  My compatriot Nathan McKenzie (also at Raven during [...]]]></description>
			<content:encoded><![CDATA[<p>This article was the first one written for the website <a href="http://www.joystick101.org">Joystick101</a>.  I actually wrote it because I wanted to get into GDC in 2004&#8230;  This was a few months before I left Raven, so it was natural that they couldn&#8217;t pay for me to go that year.  My compatriot <a href="http://www.icecreambreakfast.com">Nathan</a> <a href="http://joystick101.org/blog/?author=19">McKenzie</a> (also at Raven during that time) and I both wanted in, and we knew some of the folks who started the website (including <a href="http://website.education.wisc.edu/kdsquire/">Kurt</a> <a href="http://joystick101.org/blog/?author=8">Squire</a>, 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.</p>
<p> It was interesting posting to that crowd&#8230;  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.</p>
<p><a href="http://www.patricklipo.com/?page_id=4">Play Appraisal 1: Observations of a Developer</a></p>
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		<title>Making the Rules: Realistic Battles vs. Fun Fights</title>
		<link>http://www.patricklipo.com/2007/07/09/making-the-rules-realistic-battles-vs-fun-fights/</link>
		<comments>http://www.patricklipo.com/2007/07/09/making-the-rules-realistic-battles-vs-fun-fights/#comments</comments>
		<pubDate>Tue, 10 Jul 2007 02:30:28 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Dynasty Warriors]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Metal Gear Solid]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/07/09/making-the-rules-realistic-battles-vs-fun-fights/</guid>
		<description><![CDATA[There are things that developers grow used to over the years. One of them is the regular appearance of articles that basically say &#8220;Make better games!&#8221; or &#8220;Where&#8217;s my next-gen, bitch!?&#8221; They generally contain a laundry list of expectations, such as this one: Where are the FPS bad guys who can adapt their strategy on [...]]]></description>
			<content:encoded><![CDATA[<p>There are things that developers grow used to over the years.  One of them is the regular appearance of articles that basically say &#8220;Make better games!&#8221; or &#8220;Where&#8217;s my next-gen, bitch!?&#8221;  They generally contain a laundry list of expectations, such as <a target="_blank" href="http://www.pointlesswasteoftime.com/games/manifesto.html">this one</a>:</p>
<p style="margin: 0in 0in 0pt 0.5in" class="MsoNormal"><em><span style="font-size: 11pt; font-family: Arial">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&#8217;s the enemy Solid Snake who sneaks up on <span>you</span> with the silence of a ninja&#8217;s church fart?</span></em></p>
<p>We have seen this argument since the days of <u>Wolfenstein 3D</u>, and it’s our own fault, really&#8230; 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?</p>
<p><span id="more-17"></span></p>
<p><a rel="attachment wp-att-16" href="http://www.patricklipo.com/2007/07/09/making-the-rules-realistic-battles-vs-fun-fights/first-introduction/" title="Doom 3"><img src="http://www.gamesgoneferal.com/wp-content/uploads/2007/07/doom3_092303_001.jpg" alt="Doom 3" class="left" /></a></p>
<p>Computerized enemies are the most common target. That’s fair… many game enemies can’t even move properly, much less act realistically. But when gamers call for AI opponents that act as realistically and cleverly as a human player, you have to pause and think about what they are saying&#8230;</p>
<p>I mean, come on, how many of you want to be stalked by a ninja that silently sneaks up and slits your throat?  To many, that would be like running around and then just randomly falling over dead due to a coronary or something.  There are some tempting points in the above excerpt, like bad guys who strategize and all that.  This sort of thing is great when it happens, but we have to make sure that we measure each advancement to the fun factor and more importantly, the core values of each game.  To take the point to ridiculous extremes, I doubt that <u>Pac-Man</u> would be made better if the ghosts pursued you in 2-by-2 cover formation&#8230;</p>
<p>As for military games, how many players <em>really</em> want to feel like they are in a <em>real war?</em> To be cogs in an operation of thousands? To sit in terror that a bullet might come out of nowhere at any moment, striking them dead? Of course not. While gamers want to feel like they are in a “real war”, they also want to show off their skills by dispatching enemies and accomplishing important objectives. When they pick up <u>Call of Duty</u>, they want to feel like they “lived WWII”, but they also want to be the powerful, successful, and much-more-important-than-your-average-G.I. protagonist. Players generally do not want to be in a real war, but rather they want <strong>to be in a war movie.</strong></p>
<p><a rel="attachment wp-att-17" href="http://www.patricklipo.com/?attachment_id=17" title="Metal Gear Solid 2"><img src="http://www.gamesgoneferal.com/wp-content/uploads/2007/07/mgs2_15.jpg" alt="Metal Gear Solid 2" class="right" /></a></p>
<p>It’s important to remember that games are not just about storytelling or creating a realistic illusion, but they are also about <strong>fantasy fulfillment.<span>  </span></strong>Consider the source material that fuels the player’s fantasy… an enemy in a typical movie is often poor at being able to shoot the protagonist.<span>  </span>He is dangerous in numbers, but he will warn the hero before doing something really deadly.<span>  </span>Compare that to the typical hero, who can dispatch dozens of enemies without serious injury.<span>  </span>So while players want to <em>believe </em>that the enemies are as deadly as they are, they still <em>expect</em> to be able to kill them en masse.<span>  </span>He or she wants to feel potent, effective, and important… everything a fantasy is supposed to deliver.</p>
<p>A classic target for AI criticism is <u>Metal Gear Solid</u><strong>.<span>  </span></strong>Gamers see an enemy that searches doggedly to try to find them, and then after a certain amount of time abandon the search and pretend the player was never there.<span>  </span>“That’s unrealistic,” they cry.<span>  </span>However, would the game really have been more fun if the enemy cornered him or her into a storeroom and then filled it with poison gas to guarantee the player’s death?<span>  </span>Or perhaps the enemy should shut down the entire secret facility at the first sign of intrusion and begin a systematic burn of all areas, creating a “game over” the first time the player is spotted?<span>  </span>Much more important than this is our duty to help the player feel <strong>crafty and smart</strong>.</p>
<p><a rel="attachment wp-att-18" href="http://www.patricklipo.com/2007/07/09/making-the-rules-realistic-battles-vs-fun-fights/e3s-over/" title="Dynasty Warriors 5"><img src="http://www.gamesgoneferal.com/wp-content/uploads/2007/07/dynasty-warriors-5-20050113011047554.jpg" alt="Dynasty Warriors 5" class="left" /></a></p>
<p>Another classic game where battle-lines are drawn is with the <u>Dynasty Warriors</u> series.<span>  </span>The player is able to wade through hundreds and hundreds of warriors on a battlefield in an effort to turn the tide of a major battle.<span>  </span>Gamers see combat against a single individual as lacking any depth, where they just slash at them a few times and move on.<span>  </span>“Look at that unresponsive AI,” they shout.<span>  </span>Of course, imagine having to engage in brutal, one-on-one combat with every individual… times a thousand.<span>  </span>Or worse yet, these hundreds could use the strength of numbers to simply weigh the player down and skewer him like a trapped pig.<span>  </span>Again, this isn’t helping the player feel like “an army of one”<strong>, </strong>a hero who can <strong>survive being outnumbered a hundred to one.<span>  </span></strong></p>
<p>So, in conclusion, am I suggesting that enemy AI in games will never progress beyond where we are right now?<span>  </span>Of course not.<span>  </span>There are a hundred ways that game characters can be made to be more interesting, more resourceful, and more satisfying to fight, but that is a discussion for another time.<span>  </span>There are also titles such as fighting games that need realistic one-on-one conflict against the most cunning enemies we can devise.<span>  </span>Overall, however, it is important for us to understand our job when it comes to making games.<span>  </span>Regardless of what players demand, we are here to help them <strong>have fun</strong>.<span>  </span>It is up to us to interpret their fantasies and bring them to life.</p>
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