Vertigames

The Power of Game Design

Oct
03

Into The West

Posted by Patrick

`Things have been really crazy lately at Surreal, but in spare moments I’ve been thinking about Rick’s manifesto on Japanese games and what it means to me. Certainly a great deal of the debate is personal taste… The cultural differences in the east that gain us interesting premises and memorable characters also net us irritatingly angst-ridden heroes, preachy monologues, immersion-breaking cutesy sidekicks, and existential, introspective endings. I had a similarly inspired discussion this week with some of the guys on the virtues of stealth games. Some love them, some hate them.

Somewhat coincidentally, I’ve been immersing myself in the work of three different continents lately: Bioshock, Overlord and Persona 3. While perhaps they are not completely iconic of the values of their respective region-coding, they certainly reminded me of some of the cultural differences I’ve seen in their products over the years. Here are some broad generalizations on the qualities of Japanese and American games:

JapanJapan:

  • Japanese games tend to mix up settings, so that fantasy is often mixed with sci-fi, psionics, westerns, or whatever. The setting and content often just serve the game creator’s style, creating a certain type of character, or having some sort of visual impact, even if explanations are thin.
  • Content is experienced in a fairly linear fashion, even in open-ended RPG’s. Major events are always presented in order, as there is no expectation of “the player writing their story”. The player is definitely being “spoken for” by the mostly mute main character.
  • Characters are strongly defined, very early in the game. Each has a distinct look and clearly identifiable motivations. Even when the game has customization of equipment, it tends to not interfere with the character’s graphic. Whether he or she is wearing a feathered cap or a robot helmet, they still appear in the stylish outfit the character designer created. 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 »
Jul
30

Storytelling in Children of Men

Posted by Patrick

Since Children of Men was released on DVD, I picked it up and got to see it again. It’s a fantastic movie, just as good the second time around… I recommend it, and will try to avoid any spoilers when discussing it below.One thing we’ve talked about around the office is how game-y the script was. I’m not saying it in the sense sense that “boy, a Children of Men game would rock” (I’m not even sure it would), but rather that its method of storytelling was extremely well-suited to games…. It was simple, yet very powerful.

Game developers have struggled over the entire existence of video games to integrate deep stories into their gameplay… To an outside observer, it seems easy to demand that they “just hire a writer to create a story that doesn’t suck”. However, even with the most brilliant writer, it can be extremely difficult to get the player immersed in your fiction. Because of sporadic playing habits and limited attention spans, over the years I’ve seen subtlety whittled away from many scripts out of necessity. Unfortunately, as a result, characters with extreme depth and subtle motivations tend to give way to ham-fisted dialogue and characters that wear their hearts on their sleeves. For example, Japanese games that are renowned for great story is full of characters that puke up their deepest desires at the slightest provocation, and even very good stories like Final Fantasy XII is still delivered with very plain statements of motive.

In the case of Children of Men, a story was delivered where: Read the rest of this entry »