Monday, 30 November 2009

Bad People Are Ruining My Life

I haven't been updating the old blog-o-tron recently as I am in the process of migrating all this awesome content to a new site.

The site is ready to go except that it turns out that registering a domain with www.uk2.net is just about the worst idea you could ever possibly have. I am struggling through their transfer process (which they hide from you, charge you for and don't answer their phones about) but I should soon have a web site with a blog and portfolio and possibly more Ice T pictures ready soon.

In the mean time, here is a quick list of things you should check out:
  • Assassin's Creed 2, possible GOTY contender.
  • Any of Atom And His Package's discography. His music resonates deeply.
  • Me on Twitter. I need followers that aren't spam.

Sunday, 15 November 2009

Picking a Side

Ice T is your God.


You may remember a while ago I posted up a piece about tutorials in multiplayer and easing the player into the online portion of a game. Check it out.

Modern Warfare 2 has landed and the first time you play multiplayer it is totally brutal. There is no easing in or tutorial and it is hard and frustrating. The game came out on a Tuesday and thanks to a retailer sending it out early, I had it on Friday. I jumped into the online a few days before the game came out and I was already getting *destroyed*.

In the first Modern Warfare I would consistently place in the top three players on my team and was fairly happy with my performance. When I played MW2 I was always near the bottom until I hit level 4 and then I jumped right to the top again because I unlocked a gun that was usable. For the first hour and a half of playing I was angry and frustrated. I felt gimped by the default classes and as soon as I unlocked the M4 I felt liberated and I could play the game and compete.

The first four levels in multiplayer do not allow you to compete, they are there to show you all the cool stuff you can unlock. They are frustrating and painful but you play and get through them because every kill you happen to make is something to savour and cherish.

MW2 is an amazing game top to bottom and the shooting and moving is so well honed that even though xxxSepiroth69xxx keeps no scoping you, the game is still fun.

It is a brave move to make the barrier to entry for the multiplayer so high in a game aimed at such a mass market crowd but it works. They won't get 100% people enjoying both the single and multiplayer portions of the game becasue of the skill level but their multiplayer player base will grow substantially because despite being hard, it is rewarding.

In other Ice T related news, Borderlands is excellent and is the epitome of a social coop experience. In coop the game doesn't scale until you get four players and so me and Phil have been tooling around and thoroughly enjoying playing a game together and just chilling out. The quests are typical for an RPG and it is the complete opposite of MW2. There are no set pieces or brisk pacing in Borderlands, it is all about grinding through quests at your own pace and enjoying the loot system. It is rare to see a game as focused as Borderlands and it is all the better fot it.

I also have a total crush on the Siren. DON'T JUDGE ME.

Other business:
  • I'm on Twitter now, www.twitter.com/chopemon
  • Rogue Warrior hits the shelves at the end of the month and people were really enjoying it at the Eurogamer Expo.
  • I'm going to be a company shill and evangelise the multiplayer in Alien vs. Predator. I can talk about it as it has been showed to the public. It is super tense and exciting and the species based game modes are amazing. Look for it in February.
  • Rachel has just posted a small Tekken 6 review which blew me away when I read it. Check it here.
  • A colleague of mine writes a very funny blog (he is a very funny man) and you should hit it up here.
  • One last thing before I hit the 360, A bunch of us recently went to see MC Lars and he is good peoples. He puts on a fantastic show and he is a super nice guy to hang out with. Here is a picture of us being all hyphy:

Monday, 9 November 2009

So Little Time

Apologies friends, I have been busy.

Busy with videogames, work, the love of my life, MC Lars and Warhammer. In an attempt to write more I am making adjustments (I quit my D&D group!) so that I can bring you more awesome sauce.

As a stop gap and to provide you with suff to read with your morning coffee before I get all up in some bandit's face in Borderlands, here are two reviews I recently had published:

Mini Ninjas

Transformers: Revenge of Megan Fox

Enjoy!

Thursday, 22 October 2009

Thought For The Day

I know, I know, I'm behind on my blogging.

Do you know how many good games are coming out at the moment?

Anyway, to get the ball rolling on a bigger piece I want to post up a quick thought. And by thought, I mean something I read in a book and want to repeat.

Success and failure is the satisfaction or frustration of desire.

When applied to games it helps to frame the recent trend in games that some call accessibility and some call dumbing down. For the record (and this is a longer post for the future) I don't agree with the dumbing down statement.

What I will say as a way to spark a train of thought in my head that will lead to a proper post on the subject, in many modern games success is not winning at a game but rather having fun through personal expression (there is no way to 'die' in DJ Hero). Failure is the frustration of not being able to express yourself and have fun because of circumstances outside of your control (inconsistencies between vulnerability and invulnerability between enemy and player animations) .

Monday, 28 September 2009

Simulation vs Metaphor v.2

I have recently been talking with the Cool Kidz in my Warhammer group about why we rail against some of the rules in 40K. Often a situation will arise that seems like total bullshit and does not reflect how troops would fight on the battlefield. The rules are queried and checked and then someone will be left with their jaw open at how seemingly unfair or unrealistic the rules are.



This, I explained, is down to the fact that the rules are not there to simulate every battlefield situation. Back in the 1st and 2nd edition of 40K (we are now on 5th) the rules were extremely complicated and elaborate and were designed to try and cover everything and simulate as closely as they could the battlefields of the 41st millennium. This meant that there were an incredible amount of tables, bespoke charts and rules and it took an ungodly amount of time to resolve things like combat. The Irresistible Force and Immovable Object situation would arise again and again because Codex entries would conflict with the rules, wargear items would clash and all sorts of modifiers would apply to the simplest table roll.

When the 3rd edition rolled round the designers stripped it all down, dumped nearly all of the rules and started again. They boiled it down to the most important elements and rather than simulate a battlefield they tried to create a metaphor for a battle.

Miniature wargames have the inherent problem of using miniatures. Imagine a war zone in the far future. Infantry crouch behind cover and blind fire at a horde of aliens swarming over a ruined building. Grenades detonate around power armoured war gods and commanders scream over sabotaged comm lines to ill disciplined troops. The battlefield is chaos and cannot be conveyed by miniatures. Miniatures cannot be reposed on the fly to show that they are crouched behind cover and we cannot physically check to see whether the hoofed aliens trip on the exposed cabling of the bombed out office they are attempting to move through.



This leads to a breakdown in simulation and the need for an essence capturing metaphor arises.

Using the example above, in the old rules if you wanted to fire through your own troops to an enemy beyond, each trooper would have to individually check to see if they had a line of sight and then resolve their shooting as normal. This would mean that you would need to check the LOS for potentially up to 20 figures. This would often result in conflicts and arguments between players and thus an effort to provide granularity and simulation in the rules slowed the game down with unnecessary complexity and bad attitude.

In the 5th edition rules the simulation has been scrapped as it helped no one. Checking individual line of sights would suggest to the players that the figure's pose represented a snap shot of their actions on the battlefield which is nonsense. Soldiers do not remain in one pose or even one posture during a battle. They crouch to avoid fire, go prone in craters and charge across streets. Now all friendly units are allowed to fire through each other without any line of sight checks. Instead, the enemy receives a bonus cover save.

This has gone from providing a simulation to creating a metaphor. Instead of being pedantic about the position of a miniature, we imagine that as the Storm Troopers turn to fire at on coming Orks through an allied squad of Guardsmen, the Storm Troopers time their shots as the Guardsmen duck into a crater or dive down as squad leaders coordinate their attack. The cover save that the Orks receive represents the Storm Troopers taking difficult shots through or round a mass of bodies as artillery lands around them and their comrades are cut down.

This attitude sits better with some people than it does others. The entirety of Warhammer is abstract silliness and as a designer it is easy for me to see where they have chosen to capture the essence of the situation and provide the most streamlined experience they can. Games Workshop designers also choose to outright contradict common sense in order to provide a better game.

In previous iterations if a unit wiped out an enemy squad in close combat they would be able to move into combat with another nearby enemy unit. This is pretty dramatic tactically as a specialist close combat unit could very easily destroy a huge amount of squads over the course of a couple of turns. Now they cannot do this which allows weaker armies to have a chance to shoot the rampaging combat monsters and level the playing field. This infuriates close combat players but it benefits the game greatly.

As designers, be it of table top games or videogames, we craft a set of rules that allow players to have an enjoyable experience. The above close combat rule is the 40K equivalent to the rubber band AI in Mario Kart. Is a game more interesting if one player very quickly gains a huge advantage that cannot be overcome by the other player or is it more interesting if it comes to a nail biting finale where two players have dealt blows to each other and kept on equal footing until the exciting end game?

In a fun game the player's advantage should not come from the rules but rather the tactical application of those rules.

But how does this relate to videogames?

Well, modern videogames have a problem with players perceive them as simulating reality. Players often wish the rules of a videogame were different to allow them to perform actions that they imagine their character could do in the real world.

This problem is unique to modern games that have realisitic graphics and that take place in real world locations. This is because the rule system is less obvious as players assume these games are simulations. Someone once described Rainbow Six Vegas as a simulator to me. They argued that because the game has realistic art, realistic weapon handling and took place in a real geographical location that the game was attempting to simulate real life.

This couldn't be further from the truth. R6V has a very definite set of rules that are no different to the set of rules in Mario. No one questions Mario's rules though. How can you question whether it is a simulation when you control a plumber that jumps on the heads of some mushrooms, collects other mushrooms and is friends with other mushrooms and where a family of dinosaurs command an army of ghosts, turtles and grinning bullets?



Rainbow Six Vegas (to carry on with this example as I fucking love the game and have a lot to say about it) is essentially the same game as Mario when viewed in a reductive way. The game provides a setting for the player to move in and combat enemies with a number of tools. The player must learn the rules of the game and use their understanding of these rules along with a selection of tools to get from the beginning to the end.

The difference is that players can relate to the Rainbow Six characters and setting more easily and can impose their own desires and perceptions or reality upon the supposedly realistic aspects of the game. The fact is that R6V is entirely unrealistic. You can disembody your vision and view yourself in the third person, heal fatal bullet damage, the weapons are not at all realistic and instead of neutralising a terrorist cell you kill an entire army.

















The game has a very defined set of rules and does not create what we traditionally call a simulation of combat. Instead it creates a metaphor of a special ops team clearing buildings of terrorists. This is because a game where you rappel through a window, throw a flashbang, shoot two dudes and then order your team to blow open a door and clear the next room is far more fun than trying to rappel through a window to find that there is a knot in your rope and then being shot in the legs and waiting for an hour for the rescue team to clear the building and extract you and then spending days of gameplay in a military hospital.

The former is a metaphor for how we wish combat was and the latter is a simulation of the actualities of combat.

What people actually want is a believable context. They want to perform the actions they feel they should be able to in possibility spaces that feel contextually realistic. When a player resorts to saying "That's not realistic" at a point in a game it means that the metaphor has been broken and that they now view it as a simulation. This is a fine line to tread when we have games that look like Crysis and are the nearest to photo realistic as we have gotten.

Designers must strive to create games that are like the 5th edition of 40K. Games where the players buy into the fantasy and do not resort to wanting a simulation but instead are happy with the metaphor for whatever scenario we are trying to create.

Changing Tracks And Mixing It Up

For various reasons a load of posts on here have been deleted and some have been edited and reposted.

I started this blog to talk more about games than I actually have so I want to refocus it a bit as a way to encourage me to write more about the game design issues I think about all damn day.

Some kind of normal service will be resumed in the coming days.

P.S. One of the devs over at Gearbox has promised that if you send him a picture of you buying Borderlands he will play it with you.

Oh yeah?

Check this out: if you buy Rogue Warrior I will play it with you. If you buy Rogue Warrior and make a donation to Child's Play, I will come to your house (so long as you live in the UK) and play it with you.

More Death From Above

The first multiplayer trailer for Modern Warfare 2 just dropped like a payload from an AC-130. In the same way Infinity Ward started showing off Call of Duty 4’s multiplayer, they have chosen not to do a reveal trailer or a trailer that captures a broad swathe of gameplay. Instead they have chosen to show one mechanic of the game, which is an interesting way of showing people the experience.

This is not a video aimed at the same crowd as the single player reveal but rather it exists to stoke the excitement of people who like to tweak the hell out of their perk selection. Way back in 2007 the first glimpse of the multiplayer game we saw was of what looked like mad haxx0rz. One dude shot another dude THROUGH A WALL. This showed off the game’s bullet penetration and Deep Impact perk and was especially amazing as no game had done bullet penetration to that extent. In an RPG you might choose to buff your Intellect. In Call of Duty you choose to buff your ability to make bullets go through walls into other players.

The new Modern Warfare 2 multiplayer trailer shows off unlockable kill streak rewards. Call of Duty features a ‘the rich get richer’ mechanic where the better the player does, the more rewards they get. In COD 4 after 3 kills the player would get a UAV which would show the positions of every enemy player on the radar. After 5 kills the player gets to call in and target an airstrike and after 7 kills, an AI controlled helicopter gunship circles the map and targets enemy players with a devastating barrage of fire. In Modern Warfare 2 you get to pilot a Spooky gunship.

This system has caused some consternation amongst some players and designers. To be straight up, in the case of Call of Duty I don’t have a problem with the kill streak rewards because I’m not that bad at COD and will semi regularly unlock the kill streak rewards. It is an interesting problem though. Multiplayer shooters have a notoriously high barrier to entry because as soon as a player has played a map they have a large advantage against a new player for the obvious reasons. Newer players are weak and vulnerable in a system like COD’s where those players that have played more of the game are not only better in skill but unlock skills and weapons that allow them to more effectively gun enemies down and unlock circling death machines.

The same system occurs in single player games. Devil May Cry punishes players that struggle with the game by giving them fewer unlocks. Good players will gain more in game currency to buy better abilities and upgrades which will then ease them through the rest of the game. Worse players will gain less currency and thus be able to buy fewer upgrades and will have a tougher time getting through the game.

Some designers take the view that the player should be working hard to become better at the game. Ex Ninja Gaiden designer Tomonobu Itagaki deems that only a select few players should be able to enjoy his games fully as Ninja Gaiden takes a lot of hard work to understand and play. That is a fine view to take as long as you can accept the consequences of lower sales, a niche audience and critical reviews. FHM famously scored the original Xbox Ninja Gaiden 1/5. This is a perfect example of a review catering to the magazine’s readership because most readers of FHM simply won’t be able to grasp and enjoy Ninja Gaiden (I’m not being a snob here, I have never got past the second level of a Ninja Gaiden game) as it is not their play style.

Imagine you are new to Call of Duty and you try the multiplayer. You enter the game, emerge from your spawn point and a sniper drops you through a wall. You respawn, stick low in cover and work your way through a building. An enemy player strafes into the corridor and you both open fire. Despite both having assault rifles, he kills you first as he has unlocked a rifle with a higher rate of fire and has a perk which causes each bullet to do more damage. This gives him enough for an air strike. As you respawn the world explodes around you as the air strike rains down. This gives him the extra two kills he needs for the chopper. As you respawn again you see the names of your team scroll up on the killed list as the gunship hoses them. You creep down an alley and as you emerge, the chopper appears from over head and kills you again. You take the disk from the tray and trade it in. This is not a worse case scenario, this is can happen with worrying regularity.

Maybe you are thinking that this is just something you need to suck up and with time you will be the one calling in air strikes. This is true and after some persistence the rewards come thick and fast but you will potentially lose a large percentage of your player base after their first game. I am something of an advocate of levelling up systems that reward players with cool shit as I am capable of braving the meat grinder of online shooters to get to the sweet candy centre filled with red dot sights and gun ships. But what of the players entering the world of multiplayer for the first time and are being thrown to the heavily armed wolves with only a burst fire M16?

Videogame designers are almost all universally bad at tutorials and I struggle to think of any recent high profile game with a good tutorial.

Note: I use the word tutorial to describe a sequence of events where the game explicitly describes its mechanics to you. I am not counting the games that just drop you in and tell you to go.

Single player portions of games have yet to find an elegant way of explaining the mechanics of a shooter that uses every button on the pad in multiple ways and multiplayer shooters have yet to really start exploring tutorials. A notable entry into multiplayer tutorials is Team Fortress 2 with the intro movies it plays for each map. However these are often ignored and skipped past. Shadowrun had training missions against bots but just thinking about those actually pains me.

Call of Duty more than any online shooter needs a tutorial as it is deep and complex and draws in players who are experiencing online shooters for the very first time. Who knows, perhaps Modern Warfare 2 has a tutorial system but in the absence of any information, let's consider some potential solutions.

The following all use Call of Duty as an example and presume you have some knowledge of the mechanics present in the game.

Until the player ranks up to level 3:

  1. A simple voice over description of the mode plays during a load screen. A non threatening voice is important so don't make it sound like Marcus Fenix.
  2. Enemies are drawn with a Ghost Recon style diamond around them. Players can get used to the sillouhette of an enemy and recognise the shape of an enemy in prone and also behind cover.
  3. All bullets have exaggerated tracer rounds to show exactly where the bullets are landing.
  4. The radar could display all players at all times.
  5. The game uses an under the hood system to determine if the player is exposed or in cover and displays either a warning message or a supportive message when this happens.
  6. The grenades have a trail attached to them or a marker is displayed in the world to help predict where they will land.
  7. Good firing points are indicated in the world.
  8. Perks are displayed by colourising an enemy when the player is in combat with them to show if they are using Juggernaut etc.
  9. Some kind of dialogue is shown when the player dies to explain what caused their death in simple language.
  10. Surfaces are colourised and maybe labelled to show their resilience to bullet penetration.
  11. A warning indicator shows that they are in the scope of a sniper.
  12. A proximity warning indicates that claymores are near (not their exact lcoation though).
  13. The game detects whenever someone calls you a "fag" and mutes them, filing automatic bad rep.

There are a hundred ways we can ease the transition into multiplayer without achingly boring tutorials. All can be optional and they could even fade away as the player becomes accustomed to them. Many of the above would never work in a single player context as they would smash any kind of fiction you are trying to build but a multiplayer environment allows us to not worry about whether we are colourising walls or drawing boxes round characters for the first few matches.

Due to this being the internet and knowing how people often misinterpret what someone writes, I want to be clear that I am not crapping on Call of Duty. Call of Duty is just a good game to talk about as it is at the fore front of modern shooters and its influence can be felt more and more.

Thanks to Sustainability on the Infinity Ward forums who I stole these images from. His analysis of the trailer is something to behold.