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Zero Punctuation Reviews Super Paper Mario

October 24, 2007

Yeah, yeah, I’m aware this isn’t really news of note, but having newly discovered this font of hilarity, I thought I’d mention it.  Choice Yahtzee quote:  “I don’t really think that America is populated entirely by assholes and cowboys; I know that some Canadians live there too”.

Eh?

October 18, 2007

Research study shows that Canada is awesome, and all game developers should move there immediately.  Full text is available here.

My name is Angus, and I’m an Achievement Whore

October 17, 2007

  1. Achievement Points
  2. ???
  3. Profits!!! 

Apparently the EEDAR has figured out that acheivements points are good.  This has been apparent to basically anyone who owns a 360 since the dawn of time, but it’s nice to see in an official looking report.  The report says that Metacritic scores go way up on titles which have a large number of achievement points, as well as a larger variety.  Games which have online achievement points generate 50% more income than those who do not.  Furthermore, a user will prefer to buy a title on platform which as acheivement points (I know I do, if it’s on the 360, I get it on the 360).  A more interesting finding is that if you have achievement points which include a viral marketing component, or some type of content creation, profit is on average 50% higher.

An acheivement is a very powerful reward scheme, because unlike gameplay mechanisms, you can only unlock it once, and that’s it, forever.  Each point is also unique, they are not generic rewards such as extra lives.  What this means is you remember rewards you get, especially if the mechanism in which you got it was particularly offbeat and unique (e.g. hitting the guard with the can he tells you to pick up in Half-Life 2, or taking a picture of Spencer Cohen’s body in Bioshock).  Furthermore the points themselves extent their reach in the other direction as well, by demonstrating your glorious victories to your friends through Xbox live (which cleverly has badges which sync to the system available for facebook and blogs).

Update: A clever assertion by Raph Koster:

Well, yeah. I’m one of the people who went out there and said, “Single-player gaming is doomed,” and I actually used that phrase. An Xbox Live Achievement is a soul-bound item, and Gamerpoints are experience points, and BioShock is a one-man instance dungeon in the Xbox Live MMO. That is the direction that single-player gaming is going, frankly.

Having a larger variety of interactive tasks therefore incentivizes your players to keep exploriIng the world you’ve crafted.  Strategic use of an achievement can introduce a player to an entirely new area of exploration that they may not have considered.  A player will start by picking the low hanging fruit when they try your game, and indeed it’s good to have some early hand-outs, but the fruit is sweet, and as long as you don’t make it impossible to get more of them (I’m looking at you Burnout), they will keep coming back for more.  Eventually they turn into freakish, bizarre creatures like myself, who will stay up to all hours of the morning, killing peasants over and over again because I need more Minions to squeeze 10 more little fetid GP out of your game with my clammy, blistered hands, cackling to the moonlight as I go.  By the way, as a general rule, do not make achievement points which require hours of repetitive action, it isn’t fun, and actually detracts from an otherwise highly entertaining game.

What this means is that the rewards structure of achievement points, while in a sense existing ‘outside the magic circle’, in effect has impact on the game itself, and should therefore be considered as part of the design, not merely an afterthought (as it seems to be in many titles).  So to all you developers out there, do a good job, hire Tim Schaefer to plan your Achievement strategy if you must, but give it serious consideration.  If anyone needs me, I’ll be trying to nail the rest of the gold medals on Portal.

Bungie Leaves Microsoft

October 5, 2007

I can’t believe the rumours were true.  I don’t know the full story behind the motivations and the details of the break-up, but it appears that Microsoft now owns a minority equity share in the new privately held company, Bungie LLC.  Microsoft retains rights to the Halo franchise, but Bungie is now free to do as they like.

Personally, I think this hurts Microsoft.  The teams that make your games are the best assets you can hold onto, and you can make much more money as a company when you’re the publisher, developer, and console manufacturer.  For all the talk, it would seem that Bungie felt that Microsoft was constraining their creative control over their products.  Just over a week after releasing the title that will put Microsoft’s Entertainment Division in the black for the first time, to announce the split is a bad image.  Still, it would looks like there’s not a lot of hard feelings, and the two companies will have a strong relationship in the future.  If the choice was between letting Bungie leave and maintaining a strong relationship or refusing and having your key players quit and start it anyway, losing that relationship, the former is obviously better.

So here’s to you Bungie, it was fun while it lasted, and hopes that you create in the future as many wonderful things as you had while you were here.

Note:  Everything said here is speculation, I don’t actually know anything. =)

The Real Face of Master Chief

October 1, 2007

http://www.godmodeonline.com/d/20070924.html

 Oh, it hurts to even think about.

Tarot

October 1, 2007

When most people think of SPORE, they think of the character builder.  This is something which instantly jumps to mind, putting the power of Maya in the hands of the multitudes.  When I think of SPORE (and I suspect anyone who works in the industry), I think of procedural interaction.  There is some concern that many of the best and brightest new talent are being pulled into the vortex of Will Wright’s project, and that they will remain forever guarded within the boundaries of EA, shackled to a project which will be ultimately anti-climatic from a sales perspective.  I must admit, considering the continual delays SPORE has being enduring, much of the excitement it once evoked has somewhat worn away.

What I would like to see is the tools that make the procedural interaction of player-generated content possible be made available to the public, although I know coming from EA this is probably a pipe-dream.  Perhaps if sales are not what they would like them to be, EA would at least consider licensing the technology out.  To me, SPORE is a tech-demo (an impressive one) of that technology, and I think they’ve done a disservice to themselves by announcing it so far before it was released (and giving away much of the structure of the gameplay as well).  I feel like I’ve seen the game played in demos so many times now that it’s not fresh and exciting.  What I do think is exciting is the possibilities for the technology if it ever gets out into the world.

I’ve been playing the wonderful GROW series of games by Japanese Game Designer ON.  In these Flash-based games, the player chooses from a list of items (shapes, objects, elements) and places them into a world.  The longer each item exists on the world (in terms of turns), the more that item will grow.  The trick is that elements also interact with each other, sometimes in a positive, and sometimes in a negative way.  The purpose of the game is to place the items in such an order that they all grow to their maximum potential.  What is interesting about it is that significantly different things may occur to a given item depending on the presence and state of other objects at any given time.  While GROW is, I’m relatively sure, scripted with case statements, I wonder about the possibilities for the procedural technology behind SPORE if mixed up with Mr. ON.

Which brings me to an idea I tentatively refer to as Tarot.  Tarot Cards have long enchanted me (from a symbolic, not divinitory standpoint).  I suspect the presence of such items as Tarot cards, tea leaf reading, the I Ching, etc. in nearly every culture since the dawn of time speaks to a certain presence of the desire for symbolic interpretation in humanity.  This suggests to me that the symbols present in these mediums represent what Daniel Dennett would refer to as a “Good Trick”, although I’m not sure I understand exactly what the trick is.  What I do understand, however, is that Good Tricks can be exploited if you know how to hook into them.  Games are a fundamental part of the human condition for this precise reason, as they exploit evolutionary responses which have become prevelant everywhere in our species.

Tarot Cards are a method by which some game designers create free-association in order to generate story.  What Tarot would do is combine near ubiquitous symbols such as those found in Tarot or Jungian Psychology, and allow the player to apply them in a more direct way.  At the beginning of the game, the player would choose cards from a Tarot-like deck, either at random or by choice, and a game experience would then be proceedurally generated from those choices.  Content would have to be built in such a way that it was aware of possible interactions with other content, depending on the role it was to play.  Gameplay would still be built in a structured way,  so that the game would always be, say, an RPG, but the particulars would change with every game.  The challenge would be in building it in such a way that the particulars were always compelling, or even better, that one game would build on another.  It would be imporant that the game was not always the same, with the roles substituted, but the presence of one card versus another would radically shift an element of the game world.  The most correct selection of type of world would seem to be an open format, such as Oblivion, only more tightly constrained.  Elements of the game world would persist from story to story, but be gilded or tainted by the choice of cards in the initial sequence.

An additional difficulty would by in marketing this work.  Even if one could create proceedurally generated and compelling gameplay, it would be difficult to know what marketing approach would be best, other than perhaps the standard Peter Molyneux technique of “This is the best RPG ever made”.  Diverging too strongly from an established medium is generally not a good sales technique, but then if a medium is truely to be an artform, sometimes you need to put that on the back burner.

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