March 2007

Weekend Warrior

March 2, 2007

As I write this, my mind is racing as I prepare for the maelstrom that will be next week’s Game Developers Conference in San Francisco. It also does not help that I have managed to incur the wrath of a sinus infection, which makes the idea of plane travel next week all the more delightful.

Regardless, I will be taking laptop in hand and covering the event for both you, as well as Gamasutra (since they pay my bills after all) as I descend upon the annual event on Tuesday afternoon. Expect lots of pictures, impressions, and general drunken meanderings from me over the next week. It’ll be a hoot!

Anyway, as I prepare, I’ve also been plodding through Wario: Master of Disguise for the Nintendo DS. Trust me, you’re going to want to read my review before you run out and but this game on the 7th. So, me aside, what are you playing this weekend?

I’ll admit to being a little excited about the upcoming Transformers movie. Not because I have any illusions about it not rapin gmy childhood, but rather concerning the innate cool factor that comes along with giant robots blowing each other up. Let’s just say it appeals to my inner Godzilla fanboy and leave it at that.

However, video game adaptations of movies being what they are, my hope for the upcoming game based on the summer blockbuster is decidedly less enthusiastic. The fact that it is being helmed by Traveller’s Tales does not exactly inspire more confidence either, though they did strike gold with LEGO Star Wars so who knows.

Anyway, Activision, the game’s publisher, sent over the first image of what we can expect from the Xbox 360 version, and here we see our old friend Bumblebee in all hi unrecognizable glory. The game ships for nearly all platforms under the sun this summer.

Think, if you will, of the traditional treadmill. Walk, jog, or run all you want and at the end of your journey end up exactly where you started. If you happen to enjoy treadmills, you’ll be happy with yourself for burning a few calories or running a mille in three seconds less than it took yesterday, but the long and the short of it is that for 30 minutes you ran nowhere and all you have to show for it is an interesting aroma and a sweaty t-shirt.

Most JRPGs – their battle system, at least – are the exact same way. Beat the same monsters in the head for an hour just to gain a level. There’s no reason why my attacks should get stronger. If the standard RPG story is to be believed, these stories take place over a short period of time, usually only a matter of days. Why then, does my gun-toting sky pirate go from barely scratching a bat to being able to take down a large group of skeleton mages single-handedly? Those bullets that barely scratch bats found in the introductory area should do even less damage to a high-level enemy or boss.

But without levels, how will the player progress through the game? From what will the player gain a sense of accomplishment? How will he know that he’s doing well?

In a perfect world, all these things would be taken care of through the story segments. It doesn’t matter what level that sword-carrying meathead is if the plan worked and all the rebels were successfully evacuated from the prison. Nobody cares what your wisdom score is if the spell worked and the goblin fell over dead, and unless the end-boss is keeping score it doesn’t matter if that dungeon-boss died while you had 1 HP left or 1,000. He’s dead and you’re standing there victorious. As long as the story progresses, then the game is going well.

Instead of making my gun/axe/bow/whatever better just because I’ve been using it, make it a big deal when I find a better one. Prince of Persia: The Sands of Time, although not an RPG, did this wonderfully. It was a major event when the prince found a new and better sword. Take another cue from the Sands of Time trilogy while we’re at it. Make me earn my abilities. Send me to the training fields, introduce me to an NPC that can teach me the whirlwind attack, or make these things skill-based rewards. It means something to me when I have 24 hearts in a Zelda game because I earned them. When I’m level 99 in FFXII, it means that I bought a golden amulet and farmed the right monsters for XP for a long enough time.

As to my third point, I’m not certain that the player should know that he’s doing well. Sure, the story progressed, but until the game is over, things should still be fairly crappy for the citizens of random fantasy world. Sure, throw me a new item or a cutscene to show me that I’ve advanced the story, but I don’t deserve to know that everything is peachy keen when there are three more planets to travel to, six more bosses to take down, and a princess to save.

There are plenty of games out there that do this correctly, but it’s a rare occurrence when an RPG is different enough to not feel like the same old fetch quest followed by some leveling up and capped off by my character learning new abilities for no real reason. Recently, Contact managed to allow the player character to grow without needing a level-up screen. Terry, unless you renamed him something different, simply got better at things as he did them, and it made sense. Somebody will get better at running as they continue to run, and a person with no experience handling a sword will develop those skills as he becomes more familiar with the weapon. This only works for so long, and it wouldn’t really apply to an already-expert swordsman, but the loss of the level-up screen is a welcome one.

Give me more RPGs that act like The Legend of Zelda and Metroid if you want me to keep playing them. The same weapons that worked wonders for me at the beginning of the game shouldn’t be instilling feat in anybody at the end. Make me find a plasma beam or a Master Sword. Let me continue using my cruddy old weapons if I so choose, but don’t expect me to believe that the same handgun that worked well on unarmored gang members will also inflict massive damage on a commando wearing kevlar.

As much as I’d love to see RPG developers make me earn new abilities and quit improving my weapons for me, the problem is much more deep-rooted. Play time has become a feature. This is the trend that needs to stop. It doesn’t matter if a game lasts for 50 hours if it isn’t any fun. If you can tell me an epic story with good character development and make me care about the world I’m saving in 10 hours, then that’s a success. Length is not indicative of quality, and when we finally realize that, maybe I can quit collecting running from one side of the world to the other. The characters tell me it’s because Micah over there really needs that MacGuffin, but if you listen closely you can hear a game developer saying that it’s really because that part of the game takes two hours, and those two hours get us that much closer to the target game length of fifty hours.

Stop it, developers. Make your RPGs fun, not just long.

Announced last year at PAX 06, Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness is an upcoming PC game in development by indie developer Hothead Games starring [url=http://www.penny-arcade.com]everyone’s favorite webcomic duo[/url]. While details are still sketchy regarding the game, today Hothead Games and GarageGames announced a partnership that will make the middleware tech company the preferred provider of game engine technology for Hothead’s games, including Penny Arcade Adventures.

Under the agreement, Hothead will use Torque for both PC and game console titles. In addition, any improvements Hothead makes to the Torque engine or tools will be shared back into the main code base for the benefit of all Torque users.

“GarageGames’ Torque Game Engine has streamlined our development processes and enabled our teams in the pursuit of our core goal: creating the innovative gameplay that gamers want,” said Joel DeYoung, Chief Operating Officer of Hothead Games. “Torque gives our programmers a +6 dagger of coding,” he said before adding, “They tell me its pretty sweet.”

The previously mentioned [i]Lost Planet[/i] update that was scheduled for a March 9th release has been finished early and is now available. Here is a summary of the changes and bug fixes:

[b]Updates:[/b]
[*]In the pre-game lobby, a country flag icon will be shown next to the Gamertag of each player. This will be especially helpful for determining location of the match host.

[*]In the pre-game lobby, an icon will be added next to each player’s Gamertag, indicating connection strength.

[*]In Team Elimination, Post Grab and Fugitive modes, an indicator will be added next to the Gamertag of the person who is speaking.

[*]At the post-match Results screen, an indicator will be added next to the Gamertag of the person who is speaking.

[*]At the post-match Results screen, Gamertags of the players who have left the session will be grayed out.

[*]Points awarded to Fugitive for killing a Hunter reduced 75% (only 25% of original point total awarded)

Additionally, the update will prevent players from playing together when network conditions are too bad and likely to cause extreme lag. This will prevent the following kinds of issues from occuring:

[*]Multiple fugitives in Fugitive matches when there should be only one

[*]Invisible players during matches

[*]Player info shown on Results screen for players who did not play in the match

[b]Bug Fixes:[/b]
[*]Sometimes in Fugitive mode there would be multiple Fugitives instead of just one — Fixed

[*]Occasionally, if an error occurred on the lobby screen, another lobby screen would be displayed on top of it — Fixed

[*]Sometimes when there was a long delay/lag, the game would hang at the transition screen going from the lobby to the game and then reboot — Fixed

[*]Sometimes when there was a long delay/lag, depending on the console, certain players in the match would become invisible for the duration of the match — Fixed

[*]Sometimes post-match Results screens would show players who did not participate in the match — Fixed

[*]Starting a taunt animation during a reload shortened the reload time as an exploit — Fixed