Wednesday, September 9, 2009

Why I Can't Seem to Get in Gear With Racing Games

Someone once asked me why I refuse to play racing games like Project Gotham Racing 4 and Need for Speed Most Wanted. I won't even sit down for a Mario Kart circuit anymore.  It's not that I think those games aren't great. The reason is this: I have a long commute. And by that I mean...a dreadfully long commute (here's where others who live here in SoCal give me the all-knowing Ben Kenobi nod of fate).  Thing is, I spend a ridiculous amount of time every day staring at the butt-end of one car or another…so can you blame me for not seeking the same experience in a game? Note: the exception is the delicious destruction available in the Grand Theft Auto games, but those are decidedly NOT racing/driving games.

Now there's an idea!  I'm sure my compunction against racing games will ease once I get that hood-mounted grenade launcher installed on my Civic (reserved specifically for obnoxious drivers and cutter-offers).  Then I can see getting back into the driving game.

Image Source:  Sega Out Run

Friday, March 13, 2009

A Good Duck Run Amuck

Recently a friend of mine mentioned that he was having a great time playing Looney Tunes: Duck Amuck for the Nintendo DS, a game we developed a couple of years ago based on the classic Daffy Duck cartoon.

“I love the part you play with the DS closed.”

Ah, nice! I thought. I dig getting compliments about this part of the game because it’s one of my favorite parts too. Typically, when you close your DS mid-game, it simply puts your game into “sleep” mode in order to save your battery. In Duck Amuck DS we instead made a short game out of it: Basically, when you close your DS and then open it up again you see a brief animated intro where Daffy rants about a huge, terrifying monster he just spotted. He then pulls out a huge cartoon mallet and instructs you to close your DS again so he can go a-hunting for it.

While the DS is closed, you hear Daffy yap orders to press the left and right-shoulder buttons as a way to help lead him to the creature. When at last he yells, “Open up!” his find is revealed. If you did well following his instructions, you see that he has found the creature (who turns out to be Gossamer from Looney Tunes).

Although a lot of players (and reviewers too) seem to really like this part of the game, there is one question that always comes up: “So how come you made it so that it can only be played once a day?”

AARGH! Alas, this is the game’s critical fault…the one thing I would change if only I could! It makes no sense. Why would we allow the player to only enjoy it once every 24 hours?

Well, here is where I set the record straight: The truth is we were required by Nintendo to put a limit on how many times the player could play this game...only once per day. Their reasoning for it was to avoid the extra wear-and-tear that opening and closing the DS over and over would put upon the hinges of the players’ DSs. My argument back to them was fruitless of course, but it went something like this: "the MORE wear-and-tear the better, I say!" "Make ‘em wear ‘em out, I say!" "Planned obsolescence, I say!"

In the end I see that Nintendo has to control the quality of their hardware. And really who am I to blame them? I just wanted this part of the game to go in as planned so the world could see how brazenly clever we are! The lesson? Sometimes even the best intentions of game design can unexpectedly run a little bit amuck.

Image Source: Looney Tunes: Duck Amuck DS

Friday, February 27, 2009

Playing to the Concert Hall 2: My “Dream” Project

In my previous blog, I made the point that for me, game development is all about reaching the largest audience possible, even if it means creating the game around a licensed character (i.e. Daffy Duck or SpongeBob). Now…just to clarify this a bit: Some licenses are incontrovertibly cooler than others. For my “dream” project, I’d forgo the original concept in order to clinch the larger audience with a licensed character. Specifically, I’d employ the best character ever seen in any comic, TV show or movie…the best character ever created (IMO): Superman!

Now there have been quite a few Superman games developed over the years since he made his first appearance on the Atari 2600. However, despite his impressive panoply of powers, robust character design and enormous worldwide appeal, very few of these games are anywhere close to memorable.

So what would MY Superman game be like?

First of all, I would create a context by basing the game largely on the Max Fleischer animated Superman shorts. This would frame the Man of Steel in a world where he isn’t necessarily all-powerful. In these brilliant gems created in the early 1940’s, Superman has to deal with natural disasters, fight armies of criminal robots thwart evil scientists bent on world domination. As he does this, we get the idea that he is quite strong, but not invincible. He can get tangled in power lines or knocked back by a foe’s destructive energy beam. In this context, it would be appropriate for Superman to have a health bar, which I believe is essential for the gameplay to be properly balanced.

I think the designers over at Tiburon were onto something when they made Superman Returns for the Xbox 360 a couple of years ago. The control scheme is generally solid and the flying game mechanic is actually pretty fun. It has a freeform, Sandbox style of gameplay that is similar to that used in the Grand Theft Auto games. Unfortunately, the missions of Superman Returns lacked variety and were never terribly challenging. My game would feature a diverse number of scenarios, tiered based on their level of difficulty and complexity. These would range from rescuing Lois Lane to tracking down the mobster behind the latest jewel heist in Metropolis. The more challenging the mission, the more reward the player would get in the form of increased health and progression. Many of these missions would require the player to don the Clark Kent alter-ego and return to the Daily Planet in order to scope out mission leads handed out by Perry White (naturally, Lois would be a fierce competitor in these missions!).

Other indispensable elements for the perfect Superman game: X-Ray vision... the player’s primary way to track down trouble. Also, Kryptonite…used to limit Superman’s powers in certain areas with only limited effect on his health meter.

Anyway, these are just a few of the features I would address in my Superman “dream” project. My fundamental point is this: I see working with licensed properties not only as a way to hook the largest audience of players for my games, but also as a good framework for the creative aspects of the game’s design. Of course, it helps to have a character as appealing as Big Blue.

Image Source: From the Fleischer Superman animated shorts, photo of the Superman bust that sits on my desk at WayForward.