Gamer Hate

Belligerently lacking in remorse.

Saturday, February 28, 2009

Game Theory Versus Making Great Games

At Ubisoft it has become apparent that there is a French held ideal of putting the theoretical as the pinnacle of game creation. That is to say, you come up with a theory and you try to apply that theory so that all your games fit within that theory. Of course, most of the theories I’ve seen are applied to the game after they have been created instead of used as an underlying principle of how the game should be created. What’s worse, is when they try to force the application of the theory to another game that has nothing to do with the first game.

Let me give an example…

Let’s say you made a 2D side scrolling shooter, like Contra (you all know Contra, right?). Contra did very well, so you make a theory that Contra did well due to the number of inputs the player puts into the game. For example, you can shoot in any direction by pressing the D-Pad in that direction, giving you freedom to shoot at any 45 degree angle (up, upright, right, etc). Therefore, it is important for every game to have similar inputs to Contra and you must make a document showcasing how your game demonstrates a similar behavior in order for them to consider it a good game.

So you’re making a new version of Tetris and you’re given a game design document asking you to show the number of inputs for the game to prove how awesome it is. Well, you write the document and you only have 3 basic directional inputs. Move the piece left, right or down. This upsets your bosses who say that you don’t have enough directional inputs in order to compete with Contra and games like it, since they have proven successful, your game will not be successful.

What?

Yeah, the French can be weird.

posted by CommanderHate at 6:36 am  

Tuesday, February 3, 2009

Resident Evil 5
Quick Impressions

Hey look, it’s Resident Evil 4 but the hot black chick hanging with you is more like the Spanish guy with the gun instead of the helpless little girl.

Also, fuck the developers for not either getting rid of inventory management by moving it entirely onto set keys, or pausing the game while I deal with it. If the goal was to keep a real life intensity going at all times, you fail. Inventory screens are NOT something you deal with in real life. If you are in a combat situation you have a place for everything important on your person and you can grab it within seconds. You need to switch entirely to quick select with the d-pad.

Or you need to pause the game when you bring up the inventory screen.

I know why you did it too you cheap bastards. You don’t want to slow down multiplayer. Well it’s time to buckle down and find a proper solution with the quick select menu.

Recommendation: Try Metal Gear Solid and see what they did… It’s not quite right, but it’s close to what you need.

posted by CommanderHate at 7:20 am  

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