October 2010

Game Dev Story

October 17, 2010

“Write what you know.” It’s an old saying in writing, and it’s why so many films and TV shows are about making films and TV shows. We haven’t really seen much of it in games, though (except in rare cases like the Japan-only Segagaga). Game Dev Story is a self-indulgent title with many references to the ups and downs of the industry, and it has more than a few jokes for the core gamer. That would be irrelevant if the game wasn’t fun.

It is.

It’s framed as a standard workplace management sim, with hiring workers, putting them to work on games or contracts, spending money and time to advertise or increase employees’ skills. Making a game progresses like this: first you choose a combination of a genre and a theme (for example, Fantasy RPG or Animal Trivia) and decide what platform to release it for. Each has its own effect on development costs and game success. Then your workers start generating points for the game in four categories: fun, creativity, graphics and sound. At various points in the process, you choose a worker to be in charge of different facets of gameplay, and their skills in that category determine how many points are added to the game’s total. Eventually, the game is released, reviewed and sold.

That’s basically how the whole game goes, but there’s an addictive quality to the quest to make a high-scoring game or sell millions of copies. Eventually you can create your own console, but most of the game is a series of other companies’ eerily-familiar systems. You know what to expect from the Senga Exodus, and you know not to believe the hype about the Infendo Virtual Kid.  

All of this makes for a game you can’t stop playing, which is wonderful unless you have to be somewhere, do something or generally get sleep.

Game Dev Story, the initial effort from developer Kairosoft, is $3.99 in the App Store. It’s not a universal app, but includes optional directional pad controls for small screens and traditional touch controls for larger ones.

 

Telltale Games is working on an episodic adventure game series based on the Back to the Future series, that much we’ve known for awhile. What we’ve just learned, however, is that purchasers of the Back to the Future trilogy on Blu-ray, coming out October 26th, will get an insert with a code on it that will give you the first episode of the series for free. READ MORE

Hello and welcome to another installment of the Game Lab!  Last time we talked about 3 different ways you can interpret the interaction games, giving a way you could recognize games with a lot of great, different ways to play.  This time, let’s break it down along another line and see what sort of gems emerge when we shine some lights on some other facets. 

Lately, I’ve been thinking about how video games have such a hard time cutting it compared to tabletops… see, video games have become rabidly obsessed for years with just one tiny aspect – looking good.  Graphics.  To be fair it’s a new field of gaming.  It’s hard to expect the refined polish of first class game play when your artists have barely walked a mile in the medium.  So, we’ve capped out at low end puzzlers and who can click the mouse button faster… what they need to do from this point on is take a page from the tabletop interactivity book.  Consider what we could get out these mechanics, all first in their class for great game action;

Trading: I’ll give you 2 stone for 1 wheat and 1 brick!  That’s Settlers of Catan knocking.  When players have a game resource, they need a way to share that, good old fashioned market economics style.  Not some mediated artificial currency system arbitrated by mechanical market masters, but really players trading with players, directly and in real time.  You see this in some MMOs, but an auction house lacks the dynamic core reality of trading, negotiating in the moment.  Haggling.  Cajoling.  Wheedling.  That’s the soul of a great trade – the deal.

Auctions: Did I just mention MMOs and call what they’ve got going on an “auction”?  Because that’s the weak-as-water sauce.  There’s no real auction in a pale imitation of eBay, where goods go on a clock to the last second clicker.  More Sotheby’s please!  A real auction has people present in real time to bid on goods as they are held up for sale.  It’s the most ideal market mechanic – the seller gets the best price possible and so does the buyer.  No single bidding, no silent anonymous scribbling… shout it out, loud and proud and stare down the ones who think they’ll outbid you.  Need a good example?  Pick up a copy of Princes of Florence sometime.

Betting: This is one you just don’t see that often anywhere.  Maybe we’re all too shy of being called out for gambling instead of the purer faith, gaming.  But it doesn’t have to be real money on a roulette wheel to place a wager on how you think it’s going to turn out.  Computer games have the hardest time here, troubled by true randomness as they are, but in reality we don’t bet on randomness with passion either – horses, dogs, sports teams.  Something with stats and probability you can bite into.  There’s a great game out there where you aren’t pressing X + Y + L1 to do a little touchdown dance – instead you’re trying to beat the odds and get ahead on the game.  It’s that time of year again; fantasy football is, I’m sure, a passion for many.  But try out something like Winner’s Circle, a great board game of chasing the hot ticket at the horse track.

Drafting: We probably all know this one too from professional sports, but there’s no end of gaming goodness in selecting in turn from a set of choices.  Can I take this now or can I wait?  Will it come around again?  Can I play others off against one another by sending mixed messages?  And just what do these others at the table think I think they think?  This excellent mechanic is replete in the best of the best board games, like Puerto Rico, but you’ve not really gamed until you’ve drafted Magic: The Gathering, a fantastic selection challenge.

Skill checks: Let’s not forget our role playing brethren in the litany of the best game play.  From the first time you pick up the d20 after your DM says “Ooo… poison needle!  Save… OR DIE!” you can feel the instant adrenaline rush of luck in a desperate battle for the outcome.  It’s often best when players are pitted against one another, but there’s also the cold dread of facing the soulless vagaries of an uncaring universe.  Sometimes we’re pitted against one another in simulated combat, generals of a field of small soldiers, but it’s still a game of playing the odds and hoping for the best results.  And nothing soothes the savage loss like the immortal cry of “You only got me because I rolled like crap!  Let’s play again!”  It’s true that video games have long employed randomness, but these days it’s all hidden far behind a wall of impenetrable math.  Bring it back front and center with a great push our luck tabletop like Can’t Stop!

All these things and more are coming to the video game future, I have no doubt.  Blowing the pus out of zombies or Skyping your way around the enemy base has a lot of charm, but a real game isn’t just clicking the trigger on a rocket launcher – it’s about planning your way through great game action to come out on top ahead of the other players, a beginning, a middle, and an end of an expertly crafted strategy.  The mechanics have to be interactive, directly or indirectly, and up front where the players can see and appreciate them, not hidden under 3d engines and mediated mathematics.  I like the spray of computer generated blood as much as the next guy, but it doesn’t have the same visceral appeal of looking across the table and talking someone into giving you 3 cards for the 1 they so desperately – and mistakenly! – believe they’ll get ahead with.  Look for great interactive rules and tools in the games you play, real opportunities for strategy are the soul of great gaming, not just frame rate and ping.

Image by GamerChris

FIFA 11

October 13, 2010

Last year, EA scored big with FIFA 10. It was by far the best and most realistic electronic representation of the game of soccer to date. Thus, FIFA 11 had high standards to live up to. It needed to be more realistic and offer more ways of playing than ever before. Luckily, it delivers. 

EA didn’t bother trying to recreate or change what was already a winning formula. This year they focused more on improving the realism and immersion you’ll feel when playing the game. In this, they succeeded. Every animation in the game feels fluid and realistic. The physics are great. Even the animations for the referee and line judges are accurate. I’ve been both a soccer player and a referee, and to get those details right really brings home the realism. Dribbling, shooting, passing, and tackling all feel organic and realistic. None of the animations feel canned, and even after dozens of matches, it still feels like I’m seeing new moves sometimes.

The only real addition to the offline modes is the new career mode. This combines the Be a Pro mode and the Manager mode into a single one where you can choose to be a player, a manager, or both. Whatever you choose, you’ll be given different responsibilities. As a manager, you’ll be tasked with balancing playing time for your existing players while finding new talent to sign and winning as many games as you can. As a player you’ll be faced with either controlling the entire team or just your created player each game. This helps break up the game and allow you to take a break from having to control the strategy of your entire team and just play a single position if you desire. Whichever way you go, you’ll have a great time doing it. Additionally, you can now choose to play as the keeper in any mode, offline or online. While this sounds like it could be a good feature on paper, and while the controls are intuitive and spot on, it tends to be a bit dull, unless your team’s defense is really bad.

Online, the standard modes are all present, but the 10 vs 10 mode has been replaced with an 11 vs 11 mode. In this mode, being the goalkeeper is much more enjoyable because you aren’t stuck playing as the goalie for an entire career. You can switch out to any other position after any game.

Graphically, FIFA 11 looks great. All the player models look fairly accurate, and the crowds and stadiums are very detailed. Surprisingly, the soundtrack for FIFA 11 is one of the best that EA has used in years for a sports game. I’d still recommend using a custom playlist, but it is a lot less dreadful than in years past. The commentators are also top-notch. They have a lot of detailed history for the major soccer clubs and most importantly, they sound natural when delivering their commentary.

As far as extras go, there’s a creation center on FIFA 11’s website that allows you to create custom teams and players and then download to your game. While there is a player creator in the game as well, the online one is more robust and allows greater customization than the in-game one does. Finally, this is another EA Online Pass title, so take that into account if considering a used game purchase.

For fans of real football, this is a great upgrade over last year, and its numerous improvements and tweaks warrant calling it the best soccer game to be released.

Pros: Gameplay is realistic; Animations and fluid and realistic; Career mode is great; 11 vs 11 online play works great

Cons: Soundtrack is better, but still not great

 

To those who’ve waited patiently for the long-in-development game, you’ll have to wait a little bit longer, it seems. Sony announced today that Gran Turismo 5 will not meet its scheduled release date of November 2nd after all. It is still due out this year, just with the more ambiguous release period of ‘this holiday season.’ READ MORE