Mystery Legends Beauty and the Beast

Mystery Legends Beauty and the Beast

Our latest hidden object adventure game has finally released! Check it out, as some say it’s even better than Phantom of the Opera.

Once again I did extensive work on the writing in this game (moreso on the in-game text and dialog, as opposed to mainly just writing the cutscene dialog for Phantom). As I got in closer to the ground floor of this project I was also able to do a lot of walkthrough and puzzle design and then implement it through our scripting system. It was great to contribute so much to this game, though I still have a sweet sport for Phantom!

The Melancholy of Bayonetta

I finally got around to playing Bayonetta but I have to admit I’m pretty disappointed. I loved the media related to Bayonetta. How shamelessly over the top and tongue in cheek it seemed to be. But then we finally get to the gameplay and all that built up personality and character feels shattered by the game constantly tripping over itself.

Where the non interactive parts seem firmly planted in the vein of God Hand, the gameplay strays little from Devil May Cry, and, especially after Arkham Asylum, Devil May Cry’s combat just feels a bit too dated for my tastes. The controls feel too unresponsive (I think fighting games should have some sort of lag adjuster like Guitar Hero and Rock Band have), it’s too hard to tell if you pressed a button too early or too late, it’s hard to even see yourself when things get chaotic… there’s lots of small issues (especially on the PS3 perhaps), but the crux of the experience comes down on the combat.

When I play a power fantasy game I mainly just want to have my character doing the awesome things the character is supposedly capable of doing, without having to memorize complex formulas or jump through a ton of hoops (like switching between weapons to jump cancel air dash *brain explode*). Maybe I’m not just the target audience for a game like Bayonetta, but then I wonder why I felt advertised to.

Going into this game with God Hand in mind might have spoiled my experience, but I think it helped me realize something really unique and critical to its enjoyment that God Hand did. God Hand lets you get to the meat of a moveset without having to keep in mind a seemingly endless index of button combinations.

In Bayonetta a punch isn’t always just a punch. What sort of punch you punch is dependent on context: whether or not you are jumping up, falling down, moving in a particular direction or standing still, have punched or kicked immediately prior to this punch or a second before this punch, and whether or not you have enough magical energy to pull off whatever your move is supposed to result in. In God Hand you get at most like 6 different punches, through which you’ll cycle through as you progress your combo, otherwise formulating combos is up to the player to tailor fit to their play style and level of comfort.

Now, I don’t think God Hand’s system is perfect, setting a movelist is pretty complex stuff and it would be nice if the game could just dynamically generate your moveset based on the situation. This is how Batman Arkham Asylum sort of feels like, but even there more powerful moves are buried behind a combo limit. The good thing is you only have to build up your combo to a certain limit for Batman to start really kicking ass, you don’t have to build up any one specific combo for every single badass move though, which is what Bayonetta stubbornly requires.

Perhaps I’m just bitter because the final moment in the game involved me mistaking how awesome it would be to punch the final boss through every planet AND THEN into the sun, rather directly into the sun. I’m sorry that my version of awesome doesn’t match up with your version of awesome, Platinum Games.

The End of Linearity? A Review of The Path

Playing through The Path, I began to wonder what it was that was so enthralling about it. How I could spend an evening accomplishing little but still enjoying the simplicity of wandering around an unending forest looking for “something?” I realized something wonderful: Despite blindly running off into the woods, I never once felt lost.

The game reminded me of the saying, “Wherever you go, there you are.” Except it’s more like, “Wherever you go, you’re where you’re supposed to be.”
It’s a cool idea, but the level at which Tale of Tales pulls it off is what’s impressive. I’ve read that FarCry 2 was also modular and designed to lead the player into the story no matter which direction they head off in. I’m still interested in seeing how well it works with the idea, but based on The Path’s implementation (and my previous positive bias towards the idea) I am, more than ever before, convinced that such a design structure is the way to go whether your game is open world or linear, unless you specifically want to give the player an on-rails experience. In fact, I would say that this design structure eliminates the need to distinguish between linear and non-linear types of progression. Perhaps now we can begin to discuss games more in the sense of deterministic and non-deterministic, far more universal concepts.

Contrast The Path with Prince of Persia (2008), which was desperate to constantly remind you that you were, in fact, always on the path. It was like they couldn’t put enough of those light orbs as obviously as possible straight in your path. In fact, the platforming was so restrictive you could never even leave the path if you wanted to. The level design was so linear this didn’t necessarily obstruct your ability to move through it all, but it completely killed any potential the world had to spontaneously generate a sense of surprise and discovery. It certainly left me longing for the days of Super Mario Bros where some fluke of poor control or innocent curiosity could suddenly leave you walking on top of the screen. Prince of Persia was simply incapable of surprise (as far as gameplay went).

The Path’s design succeeds in allowing infinite aimless wandering, encouraging it, and making sure that no matter how far off the path I get I’ll always feel like I’m moving forward in terms of my objectives. Sure, I might not find exactly what I’m looking for, but eventually a flower will pop up, and dammit, that alone makes all the wandering worthwhile, not that they seem to do anything, but that doesn’t matter, I’m making a pretty garland around my inventory. It does well in setting long term and short term goals, a dichotomy far too many games ignore or obfuscate. It lets me set the pace of progression, and an intoxicating power indeed.
It succeeds where every open world game I can think of (Oblivion, Godfather, Mafia, Saboteur, Infamous, the Silent Hill games, all of them (though mostly the less linear 1&2)) fail on a basic level. Those games have plenty to do and discover, but ultimately you’ll find yourself walking in circles, hitting a border, forced to use your map and follow the arrow.
The Path has just the right mix of ingredients to maintain a feeling that’s never frustrating, that never feels like time is being wasted, that doesn’t make me feel helpless and lost, and there’s never that nagging feeling of “Ok, I know I should be advancing the story, time to get serious about this game and get back on the critical path.” Its level of ambiguous hints (the briefly appearing map, the swirly lines along the edge of the screen), concrete goals (the empty boxes in the basket), filler (the 144 flowers), hand holding (literally with the girl in white) and randomness (in forest layout and relative relation of items/appearance of flowers) all help to assure the player never feels, “Well… nothing’s happening… what do I do now?” And if the player ever does come to a stop, unable to take another step, they’ll be shown straight back to the path. I never really felt an inclination to consult a walkthrough.

Most importantly, throughout all this aimless wandering, the player gets to know their character. That’s the true reward, the most delicious carrot: Someone for the player to connect to, to see a part of themselves in, and a world for the player to reflect on. It’s not just a journey of discovering the outside world, it’s a journey of realizing what lies within our own inner universe.

The only point the game fails on is when a wolf area is encountered. Usually there are several things to interact with, but which will trigger the wolf? These were the only moments I felt uncertainty and apprehension. Interestingly, this anxiety only arose upon first discovering its existence. Perhaps what triggers the wolf should have remained unpredictable, as once I learned what clue there was to danger (triggering the camera flyby cutscene) I became much more careful in my interactions.Otherwise, the game was like rolling about in a huge bed or splashing about in an Olympic sized pool, not having to worry about the repercussions for wildly exploring.

In these days of giant yellow !’s we’ve ignored or failed to build being lost into the experiences we craft, and more importantly, surprising the player by showing how they weren’t lost after all, how they were, in fact, contributing to their overall progress with their seemingly aimless and random acts that don’t turn out to be so extraneous after all. This might be mostly due to our audience (and ourselves) having far too many experiences with bad design, where if you feel lost you probably are actually lost and will never get back onto the main path without a walkthrough. Perhaps those early games were a bit too traumatic for one too many game developer and we became too eager to shift toward the ideology of making sure the player never doesn’t know what to do. Not only do we try to keep the player informed, but we take it a step further and do our best to tell and convince the player why they should focus on staying on the path, to reject the temptation to push the boundaries of our games. I’ll forever see the mini-map and its ilk as quick-fix, knee-jerk overreactions that treat a symptom but not the underlying problem of the player failing to progress. A linear games makes it easy for the player to feel as if they are progressing, and that’s an important feeling to impart, but I feel The Path shows linearity isn’t needed for that in the least. Maybe now we can consider designs similar to those of old which inflicted trauma of aimless wandering without decrying them for their failings, but hailing them for the opportunity they provide to us in being able to create a deeper, more positive experience for the player.

Mystery Legends: Sleepy Hollow out NOW on the Mac App Store!

Sleepy Hollow Splash

We finally got this classic game onto Mac’s new App Store. Check it out! For all you Mac users, this is your chance to experience its unique atmosphere! It’s been a good experience bringing this game to all of Apple’s platforms. Hopefully, if things continue to go well, we’ll be able to eventually bring all our other great games, those already released and those currently being worked on, to these platforms as well. Look forward to it! Thanks everyone for supporting our games.

The Future Of Our Virtual Workspace

OmmwriterSplash

So I was browsing the Mac App store and saw this thing called Ommwriter at #3 in the top ten list. I was curious and so read its page, finding it sounded a bit gimmicky. I set out to continue about my day, but the curious itch continued until I could no longer resist the temptation, and so I tried out the free Dana version 1.

Wow. Can you say Heavy Rain? Remember ARI? What we’re seeing here is the idea of virtual reality finally being seamlessly meshed with productivity technology. While most companies are blindly looking to add features, bullet points, connectivity, power, strength, and flexibility to their software, they’ve completely neglected the idea of the user experience.

Now, Apple has paid a fair amount of attention to improving and developing the user experience and culture of its customers, but all its advances, and iterations developed by “follow the leader” competitors like Microsoft, seem to have mainly focused on improving usability and form. None have really tapped into improving the user’s sense of place or mood, the emotional side of things, you might say.

Ommwriter proves that in a world where it feels like technology is tearing down walls and thrusting us into the lightning fast cacophony of information ubiquity, that we can still steal ourselves away into a quiet corner to contemplate and reflect. It’s the headline theme of Virginia Woolf’s “A Room of One’s Own” applied to our virtual workspace, and still rings as true as ever.

The program isn’t perfect for me, though, especially at work. I do need more advanced formatting options, otherwise it’s a pain to copy and paste between a text file and Word. I can only pray that the big software behemoths realize how important developing technology in this direction will be. Otherwise they stand to be wiped out, not by a technology that quantifiably better, but by failing to provide the very basic human experiences we all yearn for.

Some might cry out that it’s not Word’s place to make you feel relaxed, focused, peaceful… but these are things many people value, and if other programs provide that experience with few enough or no drawbacks, it is to them that the people will go. If customers are waiting with baited breath to abandon their go-to company, that company will soon find itself playing catch-up once again.

Sleepy Hollow out on the iPad!

Sleepy Hollow

So my company just got out Mystery Legends: Sleepy Hollow out on the iPad. It’s our first foray, but the future looks bright and we hope to see it succeed on the platform! It’s a pretty slick port from the PC, and while you might be worried your fingers can’t touch as precisely as a mouse pointer, it really handles well. The controls are great. So if you got an iPad check it out, there’s also a demo/lite version or you can try it out on the PC. Please look forward to our next iPad game and thanks for the support!

The Phaaaaaantom of the Opera is here!

ThePhantomOfTheOpera

So the game I’ve been working on the last few months, since moving to Canada, has finally been released! It’s a “traditional casual” hidden object game, but if that’s not your style I still recommend trying it out or getting it for your folks. Check out our review and check us out if you’d like to play a demo or buy it! Head on here if you’re on Mac.

Though the project was already far along when I joined, I was still able to contribute the cutscene and Evelina’s in-game dialog and work out a walkthrough for the bonus content. I appreciate the support, and if things go well we’ll be coming out with even greater games in the future!

Two Demos, Two Frustrations

The Force Unleashed II
Epic Landing

I would love to be excited for Force Unleashed II, having played the first one and enjoying it despite a few misgivings. However, after playing II’s demo (playing through the demo of the first game was probably my best experience with that title) it seems the second game hasn’t really improved upon the first at all in terms of the general quality of experience. In fact, the developers seem to be outright antagonizing the player now.

How else do you explain being given an exhilarating sequence where you fall from a skyscraper and then land safely using force magic, but then, if you try to jump out another large window that’s right in front of you immediately after landing, you instantly die. Not only were my hopes dashed of continuing the previous sequence, I was outright killed. Communication in games is important, and if in the game’s first few minutes you say, “Hey it’s cool to jump out of skyscrapers, check this out” and then 10 seconds later say, “Whoa now what’s wrong with you stop jumping from high places” I start suspecting the rest of the game might be just as confusing and arbitrary.

Vanquish

Laser Death

I’d like to contrast this to Vanquish’s demo, where I died far more often but never felt so wronged. In Vanquish’s demo you can take cover to avoid nearly every attack. Even if missiles are exploding on the other side of a cement roadblock you’re ok. But then comes a boss who has a large laser attack that pretty much ignores any cover. It took me a few deaths to figure out I wasn’t doing anything wrong but in fact the laser just kill everything within it and that I should be dodging out of it. They could have communicated that better as well, but at least they don’t tell me to take cover to avoid the robots laser one minute and then have the laser kill me while taking cover in the next.

I’ll probably skip out on Force Unleashed II, there are just too many other quality games out right now/on the horizon (in fact I should probably finally get to playing through Dark Forces II or Jedi Knight or whatever it’s called). It’s really frustrating and disappointing because the Star Wars universe is really great to revisit but LucasArts really needs someone to light a fire under their asses. Come on guys, step up your game! You’re frickin’ LucasArts!

Let Me Steady That For You

Auto aim in shooters. From Uncharted to WET (unless your in slow mo, as far as it seems from the demo) there’s no auto aim! Bioshock had the auto aim toggle which was great. Warhawk has different weapons with different levels of auto aim. That’s an acceptable solution for the most part. Player’s with low accuracy can perform decently with the game auto rifle. If they don’t need it they can run around with the sniper rifle. Getting a kill with the sniper rifle while shooting from the hip is a definite “hell ya!” moment.

Especially in this day and age, where enemies have smarter AI and nearly all move as quickly as the Arch-vile in Doom II, I’m for the wider use of auto aim. Basically, I, as the player, just want to shoot things, and if I’m not good as tiny incremental movements with two thumb sticks then my experience will be extremely hampered. I think it’s fair that as long as the player aims in the general direction of an enemy, as long as the game can properly discern, “ah, the player wants to shoot this guy” then it should lock the player’s weapon on that enemy (I wouldn’t go so far as a hard lock, but a soft lock that wouldn’t make it too hard for the player to break or switch targets).

Auto aim certainly isn’t required for all games, but trends in “challenging” the player certainly could use a nice counterweight in the “fun” department. Personally, I found playing through Doom II with a joystick to be a great experience. It’s hugely inaccurate and slow, compared to keyboard and mouse, but it worked well for Doom. The game’s design (from its resolution to monster design and AI) worked well with it. The entire game was balanced to allow that to be such an enjoyable experience. I wouldn’t dare try Half Life II with a joystick, the accuracy required is just too great. That’s the tradeoff that seems to result when you replace dumb, plodding demons with limited attacks with machine gun totting meth crazed special forces bouncing off the walls.

Just like in my previous posts on brawling games, it’s the same idea, that if the player knows what to do, and is actively trying to do something, the game should give it to them (provided they have the required tools). I think adding layers of difficulty that exist only due to the limited input device the player has to use appeals only to a very small niche group of hardcore players. If we can recognize that certain input devices have certain handicaps then we start down a road where those handicaps can not only be eliminated, but the challenge originally imposed by such handicaps can be replaced with more challenging gameplay.

A Balanced Battle System

In my last post I examined strengths and weaknesses of combat systems and how they relate to the player doing what the player wants it to do. Now I’ll look more into possible ways to improve this connection between the player and the game. In a reply I mused, “Perhaps another facet needed for a more perfect combat system is the balancing of all components of that combat system, so an attack, a counter, a dodge, a block, whatever, are all equally viable moves towards eliminating opponents.” Bear with me as I walk through the basic steps one might take to create a balanced combat system: You can always attack. If someone is standing there you can attack them. You can’t always counter. You can only counter when the enemy is attacking. You don’t want the enemy to attack you, though, you want to hit them before they can attack you. So how can countering ever be prioritized on the same level as attacking? If countering is made too powerful (Heavenly Sword) the player will just not attack, they will wait to be attacked and then counter. If countering is too weak (Batman: Arkham Asylum) they will opt to attack even when they really should have countered.

Perhaps you could combine the two. If you attack a non attacking enemy you hit them. If you attack an attacking enemy you will counter them. Now the issue is how to appropriately challenge the player. I can’t imagine that being an insurmountable issue. A possible answer that sprung to mind as I wrote that question is to have blocking enemies. The player can attack all they want but not make any progress towards defeating that enemy. As long as the actions the player intend to happen are happening. You can give the player a strong and weak attack (perhaps only the weak attack also counters), or require the player to move around the enemy (ala Arkham Asylum).

I would say as long as the player’s character is doing what the player wants, enemies now have a lot more leeway presenting other challenges. The task of the player now isn’t pressing the right button at the right time, but identifying what challenges are being presented to them by the enemy and then dealing them. What’s key is to stay away from making those challenges “disrupt the player’s expectations and intentions.” Basically, expanding slightly on an example used in my previous post, when I try to punch a guy that’s approaching I feel frustrated when he decides to attack and disrupts my attack, but, if I see a guy training his gun on me, as long as I have a way to get to that guy before he fires, I don’t feel frustrated if he ends up shooting me because I opted to punch a closer guy first (as long as I intentionally chose to punch that closer guy).

What it comes down to is a meta game of expectations. The system designer, the event/encounter/mission designer all have to be on the same page as far as presenting and executing a logic which the player can easily understand and at a basic level grasp and then which, and this might be the real challenge, evolve and play out according to the player’s understanding and expectations of that logic. This can be especially difficult as the designer often starts out seeing the entire picture, knowing what the combat will ultimately evolve into and how each component of combat can be woven together for optimal effectiveness, but the player doesn’t (or worse, can’t because XYZ has yet to be unlocked/received).

The player experiences whatever is first introduced to them and from that point on creates their own internal design doc, their own interpretation of the rules (this can start from just the very first button that is pressed. In most action games, how many people try out their attacking before dodging or blocking?). Everyone might come to different conclusions based on that initial experience, so the designer has the challenge of doing everything in their power to direct what the player’s expectations should be. Having the player’s character “level up” and expanding combat over the course of the game adds another layer to this challenge (for both the designer and the player). The foundation is always the most important, though, and it can lead to the player either facing constant frustration as they play through the game or “getting it” and having a blast.

Also a clear delineation must be established in regards to rewarding, punishing, and remaining neutral to the player. Rewarding the player for a certain action in one situation but then punishing the player for that same action in a situation the player doesn’t distinguish as being different from the first is a sign of design failure all around. At worst, the effectiveness of the action should be neutralized, thus prompting to rethink their strategy, but never should it outright backfire and harm the player. That just frustrates and confuses.

Perhaps balancing combat between specific mechanics shouldn’t be focused on, but instead, in regards to complete game cohesion, emotions and immersiveness. In most action games the fighting doesn’t elicit a huge reaction in me. I see the action on screen and my reaction is “yep, there goes that guy, doing his thing.” It’s very blasé. In Ico, though, I didn’t see it as just the character doing his thing. Now there are plenty of games with normal people having to fight (most survival horrors like Silent Hill 2) and the combat is horrible but excused by fans. In Ico the combat isn’t bad, per se. It’s basic, yes, but when the kid swings his wood plank you can really see his inexperience, his desperation, and that, in my eyes, makes the combat leagues better than the combat in most action games. That emotional bond is priceless.

Now in Arkham Asylum, the tone is much different, but the combat is none the less cohesive. Batman has complete control of the arena and his opponents, as long as you play “right” Batman will be able to counter any attack from any direction and take out any thug no matter where they are, all in the same combo (I can’t wait for the action game where the entire game can be played through using one long continuous combo. Perhaps they can steal the idea of the plot from Crank). And that personifies everything about Batman. Just in his combat, his character traits come through.

If they wanted to improve God of War’s combat I’d say make Kratos meaner, require him to block less, because blocking is a coward’s tactic. Sure his attacks are already fierce and he grunts and yells appropriately, but then comes the moment when you have to block and the illusion is shattered (even more so when you have to wait for the enemy to finish their long boring combo string or for surrounding enemies to also finish their attack as they attack you in turn without giving you an open frame to retaliate in). Maybe make Kratos get even more pissed off while he blocks so when you can finally make a move that frustration the player was experiencing can be released vicariously.

The more the action, the character, and the player jive the more you’ll be able to enthrall the player and truly deliver a memorable experience. Whether it’s addressing the mechanical or emotional side of this part of game design (and both should be) keeping things within the player’s perceived logic of the game world (while still offering surprises) is essential.

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