Monday, 10 October 2011

viedogame: How Broken Sword broke the Da Vinci Code code

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How Broken Sword broke the Da Vinci Code code
Oct 10th 2011, 23:12

Who was there: Revolution CEO and Broken Sword series director Charles Cecil gave a presentation at the 2011 Game Developers Conference Online on the potential of gaming fiction based in historical fact.

What they talked about: Cecil launched into his talk by explaining his approach to adventure games, which focuses on serious stories with humorous characters and situations. He originally got into the genre wanting to offer a counterpoint to Sierra's serious efforts, he said. He also expressed relief that LucasArts hadn't tried its hand at the same formula at that time, as their efforts would likely have intimidated him greatly.

Cecil started with a celebration of 1981, calling it "a truly great year," what with the first launch of the space shuttle, the wedding of Prince Charles and Princess Diana, ketchup being counted as a vegetable in US school lunches, and the debut of Raiders of the Lost Ark. He showed the audience the clip of the film's iconic boulder scene (or rather, everything in the scene leading up to the boulder's debut), saying it was a perfect model for adventure game designers.

Cecil talked about the 1981 debut of the ZX81 computer with its 1kB of memory, and how Raiders of the Lost Ark served as his inspiration for his first adventure game, from publisher Artic Computing, the simply named Adventure 'B.' Clearly, the marketing of the game was wanting, but Cecil emphasized that the game itself was embarrassing as well. Despite that, Cecil said fans have come up to him since the game's release and gushed over its story, even if most of the details they pointed to were imagined by the player rather than included in the original text adventure.

Cecil returned to Raiders of the Lost Ark as a model, saying the plot could tell everyone what they needed to hook them in half a minute. The ark is a relic of enormous value with mystical powers, with an abundance of details to flesh out the mythology of the item. What's more, there's a background of conspiracy behind the ark and its history, which creates a web of themes that link together nicely to attract the audience's interest, and give modern-day villains a reason to pursue the item. For Indiana Jones, the ark would make the Nazi's armies invincible, which was reason enough for the adventurer to pursue the item himself. All of that together laid the groundwork for a perfect adventure game, something Cecil would use as the basis for Broken Sword.

Fast-forwarding to the actual development of Broken Sword, Cecil said the game was conceived with the game's publisher a full decade before Dan Brown wrote The Da Vinci Code. Cecil pointed out that Brown has very serious lawyers and he would never suggest there was any plagiarism whatsoever, but added that he's happy to hear other people suggest the same.

As for his own approach to design in adventure games, Cecil said he finds that medieval history is often stranger than fiction, and leads to extraordinary ideas. He tries to ensure the locations he visits in games are aspirational, like the cathedral of Notre Dame with the Eiffel Tower in the background. Cecil said he loves Paris and hopes his passion for the city translates to the game, since he attempts to translate his love of its history into the games he makes. Broken Sword also features the catacombs of Paris, full of 6 million Parisian skeletons sorted into "beautiful" patterns.

Cecil said he discovered quickly that when writing historically, an author has to take sides. While he depicted the Knights Templar fairly negatively, Cecil said he loved what the group originally stood for. To reconcile that with the need for villains in Broken Sword, he changed the game to portray the Knights Templar as a group that was originally commendable and pure, but became a corrupt and evil force in the world.

As for what he has learned from writing adventure games, Cecil borrowed from screenwriter Robert McKee to describe his games as multilinear. One of the things Cecil attempts to do is give players the illusion of freedom by giving them tasks that they can accomplish in different order (like collecting the three separate pieces of a treasure map). He also tries to make sure players have multiple objectives, something they're trying to achieve immediately, and something that's on the horizon (what Cecil called a "10-minute goal"). He also talked about maintaining an expectation gap. If people get what they expect with any frequency, Cecil said audiences tend to get very bored.

Cecil then talked about the notion of "privileged knowledge," which works in films to create tension. For example, in a slasher movie, the director may show the killer lurking in a closet as a potential victim searches the house. In the movie, that works to raise tension because the audience can't control the victim. Once the audience is put in control of the victim, it doesn't make sense or build tension to give them that privileged knowledge because they would never open the closet door then. Privileged knowledge can still be used in games, Cecil said, but it has to be done in such a way that the player's actions are never free enough that they could behave in an illogical manner.

Getting back to Broken Sword, Cecil talked about the game's critical and commercial reception. Originally released in 1996, the game averaged reviews in the high 80s. It was the first and last time in Cecil's life where he told the publisher it would be ready when it was ready. That worked for a year before the publisher cracked down, but for a time, he had the time to get the story right instead of meeting milestones. Cecil said the first of the four Broken Sword games was the best of them, specifically because they had time to get the story right before worrying about a release date.

Cecil singled out the DS version of the game, saying working with the touch screen was fantastic despite his initial skepticism. It also helped make the game fresh for the iPhone version, which he said averaged a 91 review score on Metacritic. The game was released in early 2010 and has done well enough that Cecil can now self-fund future games. It has also helped reestablish a direct link with his audience, he said.

Bringing the talk back around to The Da Vinci Code, Cecil said the book and film were his boogeyman. The film "captured the zeitgeist of the modern age," Cecil said, combining spirituality with a mistrust of organized religion. While he credited Brown's story with a number of masterful strokes, he was less than thrilled about the notion of the Priory of Sion, saying it had absolutely no foundation in truth. Having read up on the concept before making Broken Sword, Cecil said he had considered using the notion in the game, but skipped it because there hadn't been a shred of truth to it.

What Cecil is after is the next zeitgeist, the same way Raiders of the Lost Ark and The Da Vinci Code anticipated the public fascination. However, Cecil said there are a limited number of historical subjects worthy of the same treatment, and it's extraordinarily tempting to go down the road of the supernatural once the well of ideas starts running dry. Cecil referred to Indiana Jones and the Last Crusade, saying the 700-year-old knight at the end was a bit of nonsense, leading to a Metacritic average of 71. As for crystal skulls and aliens in Kingdom of the Crystal Skull, Cecil's only comment was that the Metacritic average was 55 percent.

Finally, Cecil showed a fairly crude 13th-century map of the world used to sail around the known world, calling it a metaphor for the game industry.

"As long as you've got a map that makes a little bit of sense, you can go to amazing places."

Quote: "If you can't get excited by your subject matter, then I suspect that you're not going to be able to get your audience excited, either."--On the importance of developers caring about the focus of their games.

Takeaway: Cecil said that movies and games can learn a lot from one another, but techniques in one cannot be blindly applied to the other. Developers need to take care when adapting one to the other if they want to properly re-create their vision and share it with the audience.

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viedogame: Microtransaction missteps in Eve Online

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Microtransaction missteps in Eve Online
Oct 10th 2011, 20:55

Who was there: CCP Games associate producer Ben Cockerill showed up at the 2011 Game Developers Conference Online to share lessons learned from the introduction of virtual item sales into its venerable sci-fi massively multiplayer online role-playing game Eve Online.

What they talked about: Earlier this month, CCP CEO Hilmar Veigar Petursson issued a public apology for changes the company has made to Eve Online of late, specifically the introduction of virtual item sales that he described as rather underwhelming (emphasis his). Cockerill showed up at GDC Online to detail exactly what went wrong--and right--with the game's virtual item launch.

Cockerill began his talk with a quick history of the subscription-based game, from its 2003 launch to today. While CCP introduced the tradable "Pilot License Extension" in November 2008 (technically a virtual item), the company didn't launch a wider virtual goods model until recently. When the developer introduced avatars to the game (previously players would only see themselves as a spaceship), it believed that opened the door to the personalization and collection display impulses that can help drive virtual goods sales. Given that its upcoming PlayStation 3 shooter Dust 514 (slated for release next year) would also rely heavily on virtual goods sales, Cockerill said CCP wanted to build its experience and expertise in the field with Eve Online as quickly as possible.

To start, CCP looked at how other games handled microtransactions from a behavioral-psychology perspective. One of the things that surprised the team when they looked at other games' virtual items is that they tended to congregate sales around three specific price points, such that there were bargain, standard, and premium tiers. CCP's strategy was to try and position their offerings like a clothing boutique rather than Walmart; they focused on a small number of items with high graphical quality. To enable sales, they also introduced a new currency into the game: aurum. Currently the only use for aurum is to buy virtual items in the in-game store, but Cockerill expects to expand its uses in the future.

The store launched in June with just eight items, and Cockerill said, "We received a lot of negative feedback postlaunch." That adverse reaction included a protest with hundreds of players working together to try to destroy an in-game memorial to make their point. He acknowledged that part of the protest was related to other changes made with the introduction of avatars to the game, but added there was definitely a bit of virtual-item rage as well. The concern among players was that success in the game would eventually become determined more by how much money people spent rather than how much time and expertise they displayed.

Of the eight original items, Cockerill said all but one was in the mid- to high-tier price range. Players naturally assumed the lower-tier range would be neglected going forward, which served to push some of them away. The second wave (and the forthcoming fourth wave) featured more lower-tier options, but it wasn't enough. Cockerill said virtual-goods sellers should release a range of goods at all of their price points to start with, or else they'll face the wrath of the user base. What's more, the team should have targeted the desires of its then-current user base, who cared much more about having virtual clothes for their ships instead of their avatars.

Mistakes aside, Cockerill said the team did get some things right. He pointed to the $65 monocle that players can purchase in-game and said that despite the controversy it generated among players, it was the highest-grossing item for the virtual-goods launch. Additionally, the introduction of virtual items could have unbalanced the game's player-driven economy, but apart from a temporary fluctuation around launch, Cockerill said the game's virtual currency prices have been stable.

Quote: "We learned a heck of a lot in a very short amount of time, which might not have been the nicest way to do it."--On Eve Online's virtual items launch.

Takeaway: Despite player protests and a public apology from the CEO, Eve Online's virtual goods launch was by no means an unmitigated failure. CCP learned a lot about what works and what doesn't and is looking to implement those lessons into its next microtransaction effort, next year's PS3-exclusive Dust 514.

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viedogame: Mass Effect 3 cooperative multiplayer confirmed

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Mass Effect 3 cooperative multiplayer confirmed
Oct 10th 2011, 22:47

The Mass Effect franchise has traditionally been a single-player affair, but rumors that BioWare has plans to introduce a multiplayer component have swirled since November. Those rumblings became fact today, as BioWare has confirmed that the latest flagship installment in the franchise, Mass Effect 3, will have cooperative missions.

"There will be a multiplayer component for #ME3," BioWare said through its official Twitter feed. "Full details soon, so wait until then before making your decision. We think you'll like it!"

Mass Effect 3 will mark the first entry in the series to offer multiplayer of any kind. The exact nature of these co-op missions is still unknown. However, BioWare executive producer Casey Hudson also took to his Twitter account to confirm the mode, cryptically stating that "it's nothing of what you've feared."

Set for release on the PC, PlayStation 3, and Xbox 360 on March 6, Mass Effect 3 sees planet Earth under siege. The attackers are the Reapers, a race of heavily armed sentient spacecraft that were central to the plot of the first Mass Effect. The return of the Reapers to the series was concretely revealed in Arrival, the last installment of downloadable content for Mass Effect 2.

For more on the game, check out GameSpot's previous coverage of Mass Effect 3.

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viedogame: Runner 2 breaks away from Bit.Trip pack

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Runner 2 breaks away from Bit.Trip pack
Oct 11th 2011, 00:36

By Jonathan Downin, GameSpotPosted Oct 10, 2011 5:36 pm PT

Gaijin Games bringing sequel to rhythm-based platformer with new art style to XBLA, PSN; release date TBA.

The Bit.Trip series may be complete, but it doesn't spell the end for Bit.Trip mascot CommanderVideo. Gaijin Games has launched a new website to announce the first post-Bit.Trip game, Runner 2: Future Legend Of Rhythm Alien.

The Runner 2 website is light on posts at the moment, but what is there introduces the team, and shows 3D, cartoonish concept art that is very different from what players have come to expect from the Bit.Trip series. One post posits the question, "Why is Runner2 not in the classic "BIT.TRIP" art style?!!!" The answer? "BECAUSE THE GAME DEMANDED IT!"

Gaijin Games' Andrew Hynek says one of the main goals of the Runner 2 project is to "build things in such a way that they can be used both for numerous platforms and also for future projects."

Runner 2 is in development for Xbox Live Arcade and PSN, and currently has no specified window for release. For an idea of what to expect, check out GameSpot's review of Bit.Trip Runner.

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viedogame: iPhone 4S pre-orders surpass 1 million in 24 hours

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iPhone 4S pre-orders surpass 1 million in 24 hours
Oct 10th 2011, 23:38

Apple's latest smartphone hardware iteration surpasses iPhone 4 to set single-day preorder record.

New Apple CEO Tim Cook took to the stage in Cupertino last week to announce Apple's latest handset, the iPhone 4S. iPhone launches are often big events, and this time is proving no different, as Apple announced today that preorders for the device hit the 1 million unit mark just 24 hours after opening on October 7.

iPhone 4S' preorder figures are almost twice that of the iPhone 4, which first went on sale in June 2010. Preorders for that device exceeded 600,000 units within 24 hours, which was a then-record.

Externally, the handset is nearly identical to the previous iteration, but it has largely refreshed internals featuring Apple's A5 chip. Apple expects to launch the iPhone 4S in the US on October 14. The 16GB version of the device will cost $199 with two-year contracts. 32GB and 64GB variants will cost $299 and $399, respectively.

For more from the Apple iPhone 4S unveiling, check out comprehensive coverage at GameSpot sister-site CNET. GameSpot has also broken down what the iPhone 4S means for games.

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viedogame: PC | Call of Duty: Modern Warfare 3 "Iron Lady" Paris Level Impressions

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PC | Call of Duty: Modern Warfare 3 "Iron Lady" Paris Level Impressions
Oct 10th 2011, 17:09

Modern Warfare 3 is now less than a month away. For the 30 million or so people that Activision claims are playing a Call of Duty game, that's big news. But despite the numerous trailers, previews, and screens that are now out in the open, we're still in the dark about many of the game's single-player missions. Thankfully, Sledgehammer recently visited London to show off a new campaign level, this time set in Paris.

Check out our interview with Glen Schofield to find out more about the game.

The level in question was called Iron Lady, in reference to the Eiffel Tower that sits at the heart of Paris. Washington is burning, New York is occupied, and we picked up the action about halfway through the single-player campaign. You're playing as Delta Force, and it's your job to find out some critical information from a high-value target, after a previous mission goes bad.

In typical Call of Duty fashion, the perspective changed dramatically between on-the-ground and in-the-air action. The level opens with a helicopter getting shot down--a huge explosion followed by menacing screeching as the rotor blades make their way towards you. After they stop just in front of you, the camera jumps into the now-familiar AC-130 gunship, allowing you to lay down gunfire and rockets while trying not to destroy Paris' historic buildings.

For more Modern Warfare 3, check out the latest single-player trailer.

The AC-130 soon comes under attack from a group of Russian jets, so the action snaps back into first-person view. You and the rest of Delta Squad make your way through a building, out through greenhouses and into a courtyard. The level offered a good mix of weaponry, from assault rifles and sniper rifles to a mounted machine gun. After this, the demo ended with another AC-130 section, with the gunner choosing to bring down an entire building in dramatic fashion, despite the earlier warning.

It was a short demo, but just enough to show off how bombastic this Call of Duty is going to be. There were some nice touches to take away too, including the destructible balcony that enemy soldiers were using for cover. Thankfully, we won't have to wait long for more Modern Warfare 3--the game launches worldwide on 8 November.

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viedogame: Monkey Island to Portal: Whose story is it, anyway?

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Monkey Island to Portal: Whose story is it, anyway?
Oct 10th 2011, 17:40

Who was there: Telltale Games design director Dave Grossman gave a presentation at the 2011 Game Developers Conference Online on the different ways a game writer can tell the story they want while still allowing players to do what they want in the game.

What they talked about: Grossman began his talk by describing two polar-opposite approaches to providing players with gameplay. There's the open sandbox, where no authorial guidance is given and players are offered a paralyzing amount of freedom, and then there's the one where there's not enough player agency. He said neither of them are interactive, because there needs to be some back and forth between the author and the audience.

There's a spectrum that encompasses everything from books (a heavily authorial medium) to toys, which have designers but most of the enjoyment is created by the audience. In the middle, Grossman said there's actual conversation between two equals. Pen-and-paper games like Dungeons & Dragons also reside some place near the middle, Grossman said. However, games fall in all along the spectrum, with Snakes and Ladders set up to give the creator of the game complete control, while Minecraft puts the responsibility for the experience almost entirely in the hands of the audience.

However, Grossman said it's not a linear spectrum, and game designers face an issue with choice of freedoms more so than the freedom of choice. He pointed to The Secret of Monkey Island and Portal, both of which are considered achievements in storytelling in games.

In Monkey Island, players have a lot of options at any given time, Grossman said, with nine different verbs to experiment with and an inventory full of items that modify those verbs. On the other hand, Portal has one main tool that is used to solve almost all of the player's problems. Monkey Island has an open environment where players can explore a bunch of different environments at their leisure, while Portal is a rigidly structured set of environments that happen in the same order every time. Monkey Island also has a wealth of goals for players to keep in mind at any given time, while Portal always has the single goal of making it to the end of each level.

Given all those assessments, one would think that Portal would be the more authorial controlled game, Grossman said. However, when asked subjectively which game feels like a more open experience, Grossman said Portal is almost universally considered the more open experience. That's the result of designers choosing exactly which parts of the game players had freedom with, Grossman said.

The key choices in Portal are made based on the way the physics of the world works, Grossman said, which is something that speaks to what he called the reptilian brain. However, the choices made in Secret of Monkey Island are based around the scripted ways people work in the game, and that speaks more to the frontal lobe of the brain.

Grossman pointed to a scene from the upcoming Walking Dead game, in which a player will be in the back of a squad car and looking around the environment as the car drives through. A highway sign will inform the player that they are on the outskirts of Atlanta, Georgia, provided they pay attention to it. Grossman likened it to The Truman Show, where the game designer/storyteller's objective is to ensure that players feel like they're in control of a great story, even when it's heavily authored.

They wound up centering the camera on the courthouse, and players would find walking elsewhere uncomfortable because it brought the main character too close to the camera. In a more open game, for example, Grossman said the designer can use architecture as a subtle lure to attract players where they need to be. For Telltale's Back to the Future, Grossman said they had a sequence where they wanted to guide the player to a courthouse without resorting to a cutscene. They wound up centering the camera on the courthouse, and players would find walking elsewhere uncomfortable because it brought the main character too close to the camera. Grossman said that violated their sense of personal space and made them more likely to explore the courthouse instead.

Designers can also impact what people do in a sandbox based on the tools they give players, as well as how they portray them. For example, player actions will change depending on whether the designer gives the player a fishing pole, a shovel, or a watering can. Grossman talked about the portal gun in Portal and how it inherently lets players break the rules, which further speaks to the character of Chell and her motivations.

It's also important to consider how clearly the choices are conveyed to players. He pointed to sequences from Monkey Island, where over the course of the game, the dialogue options in the game ran the gamut of player freedom. Some dialogue scenes had an obvious right choice and a handful of joke choices, others had a variety of equally interesting and viable options, while others presented players with four separate ways to say essentially the same thing.

Quote: "It's telling what choices you are given, and more importantly, what choices you are not given."--On making players feel like they're in control in an enjoyably guided experience.

Takeaway: Grossman said designers should think of themselves as partly storytellers, and storytellers should be partly designers as well. There's a time and a place for both to exert their authorial influence at the expense of player freedom, just as there are times to give up control and allow players to direct the experience themselves.

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