Showing posts with label Game Development. Show all posts
Showing posts with label Game Development. Show all posts

Sunday, 6 October 2013

The Ever Ecletic Saints Row IV


Around this time last year, I played through Saints Row the Third, a game with some strokes of brilliance, and some less than ideal aspects. SR3 was something of a flagship that took the series from being a cult hit, to a wild and ridiculous mainstream success. People decided they were a fan of a Grand Theft Auto style game that didn't take itself seriously at all. Then came the DLC. Then the game's published THQ went bankrupt. Placed in a decidedly strange situation wherin you have a wildly successful franchise, but a publisher who has gone broke, Saints Row developers Volition were put in a pretty awkward place. The result is that what was once intended to be a huge DLC expansion ended up being the standalone Saints Row IV. Some people were thrilled, some people were skeptical. Most just wanted more Professor Genki. As ever though, the question is, is the game any good?

So let's start at the beginning. The story of the last 3 Saints Row games follows the growth of the Third Street Saints from a down and out street gang, to somehow becoming a mainstream media empire. In SR4's opening sequences you become President of the United States, witness Earth be destroyed, get placed into a Matrix-like simulation, acquire super powers, and plot the downfall of the alien overlord Zinyak. And yet, this is all done as a tutorial. Sure, it makes sense to introduce the plot through gameplay, but this stuff should be epic. How do you make defending The White House from aliens boring? Make it a tutorial that doesn't have much to do with the game at all. How do we introduce an open world game? Clearly with a hallway shooter segment. Oh by the way, about that shooting? This game is about super powers, so don't sweat it too much. Now here, have a boring, needlessly protracted turret segment.


Unfortunately, that's really the story of Saints Row IV. It inherits everything from Saints Row the Third, and the new is constantly at odds with the old. Saints Row the Third was about jacking cars, driving in the oncoming lane, shooting rival gangs with ridiculous missions, and doing silly activities. All of that is still in Saints Row IV, but what's the point? Why use guns when you can throw fireballs? Why steal cars when you can run faster on foot? That's cute, you can vault over fences... or you could jump 500 feet in the air, dive into the ground and nuke the fence into oblivion. Don't get me wrong, the super powers are definitely fun, there's no doubt., but being tacked onto an existing engine makes them feel significantly more clunky than in say, inFamous. At least until they throw you into a mission where you are without them. It's like they needed to do that occasionally just to justify guns even existing. At least they are pretty good about providing you with crazy vehicles or power armor to use part way through these segments so you don't miss your powers too much.

As far as the game flow, things feel a lot less coherent than Saints Row the Third, too. You can cruise around Cyber Steelport and do many of the same or similar activities as in real Steelport. Except now there is this whole quest system. Many of the games' quests involve exiting the simulation and talking to a crew member on your ship in the real world. Which seems to me like it doesn't really accomplish much aside from adding travel and loading time to your task. Sure there's a story/atmosphere/otherlameexcuse reason to do it, but let's be real here. Saints Row IV's story is not trying very hard, it's barely there. This game is about being the super powered president. I guess you could say it's making some kind of statement about escapism, but I really don't care. It's just another example of the world with super powers being at odds with the world without. I want to stay in the simulation and run up buildings, don't make me work so hard to get to the fun parts. It seems an odd thing to do, considering a big part of Saints Row the Third's appeal was always making the player feel like they are doing something worthwhile with their time.


As for the non-story quests, most of them simply involve doing the various activities strewn about Cyber Steelport. On one hand, this is pretty cool, because it means you have a little extra incentive/reward for doing said activities. Except I completed most of them before even getting the respective quests. As a result, the activities felt kind of soulless and unrewarding. Then I got a bit farther in the story, and unlocked a slew of rewards all at once. It just seems to me that the way the game is paced out is all over the place. You start out in a painfully linear/lengthy tutorial, pining for the open world. Then you get it, and are given a world with a million tasks and no incentives. Then you go back to the real world to do some story missions, and are rewarded with incentives in the cyber world. Surely at the very least, they should have restricted what activities you can do at the start a little more, and let the player narrow their focus a little. 

What I will say about Saints Row IV though, is that when it get it right, it does it in style. The game is absolutely littered with delicious nerdy references. They feel out of place in a franchise that started as a gritty GTA clone, but I'll not say no to a tongue-in-cheek Metal Gear Solid segment. What's more, Volition once again flex's it's ability to create moments that are absolutely perfect for certain 80's songs. Those moments where you can just rock out and be awesome to a song that fits the moment perfectly.. Well they are absolutely stunning. Really, that's what this game is all about. It's about being awesome, being silly, being nerdy and being ridiculous. Saints Row IV definitely does all of this, but I would personally argue that Saints Row the Third did it better. I think it comes down to expectations. Saints Row the Third has tons of crazy in it, but it has a lot of the typical stuff, too. In contrast, Saints Row IV is thoroughly ridiculous from start to finish, and when everything is crazy, nothing is. The absurdity is still amusing, but not as much as it could have been.


So I suppose this is a long winded way of saying that Saints Row IV is a decent game, but has a lot of issues. I would say that while Saints Row the Third was a consistently good game, Saints Row IV consistently rocks back and forth between being amazing and being pretty mediocre. Considering the rocky publisher issues Volition experienced during development, it's not entirely surprising that it would end up being a little spotty in places. After all, this was a game that was never intended to be a sequel. I kind of wonder if it shouldn't have stayed as an expansion, it seems to me that a lot of complaints would evaporate had that been the case. In the end of the day though, I did have an overall good time with the game, and I will look forward to any future Saints Row IP. The next time I want to play with super powers though, I'm definitely going to play a game that was built from the ground up with them in mind.

Monday, 29 April 2013

Top 5 Reasons Why the AAA Market is Crashing

Back in the 1980s, when the video game industry was young, it suffered a pretty massive crash. Between 1984 and 1985 total revenues dropped by a whopping 97%, and people thought the fad had passed until the NES came around. Back then the industry had no infristructure and basically subsisted on Pac Man clones. Things are very different these days, but still people constantly claim that the market is headed for another crash. I don't personally believe this is possible any longer, now that we have things like indie developers, digital distribution and a generation of people who grew up playing video games. None the less, I do believe that the AAA market, big budget games, are headed in a bad direction. While I don't think you could call it a "crash", it seems to me that AAAs are in the process of "crashing". In no particular reason why, here are my top 5 reasons why:


1) DRM / Piracy


Piracy has become an incredibly common thing in recent years. It's quite easy to get an illegitimate copy of anything digital, and the chances of any real repercussions are incredibly slim. As a result, there is a large number of people playing games for free, depriving the developer of that sale. I don't think there is any question that this is a bad thing, good games can't get made if developers go broke. However at the same time, there really isn't any proof that piracy actually negatively effects a game's sales. It can be argued, for example, that a person who pirates a game may have never bought it to begin with. Nobody can say for certain what effect piracy has, but what we can say for certain is that game makers (understandably) don't like it. In fact many of them end up sinking ridiculous amounts of time and money into trying to prevent their game from being pirated. This is known as DRM.

DRM comes in many forms, but all of them are designed to bar illegitimate owners from playing a game. The problem is, it doesn't work. Not for video games. There are some very smart people out there who treat DRM like a challenge to be overcome, and working pirated games are usually distributed on the internet within hours. So if DRM doesn't restrict pirates, who is there left to restrict? Only legitimate users. The issue here is that while piracy probably isn't good for the industry, DRM definitely isn't. Game makers obsess over the potential loss of income that piracy may or may not cause, and as a result waste time and money fighting a battle they will always lose. The fact of the matter is that it's not uncommon for legitimate owners to suffer at the hands of DRM, while pirates have no such restrictions. The game experience is actually better for the people who obtain the game illegitimately.



2) Publishers


Now I want to start by saying that publishers get a pretty bad rap. They are often seen as "the enemy", the evil greedy businessmen pulling the strings from the shadows. In reality however, publishers are not all bad. In reality, many (perhaps even most) exceptional games would never have seen the light of day if not for publishers. However with that said, which games publishers do and do not choose to fund has a very real effect on the direction that the industry goes.When all is said and done, publishers invest their money in a game in order to see a return on that investment. AAA games are expensive, and publishers have to choose very carefully where to spend their money.

Creating high caliber games is a risk. The reason this is a problem is because it means publishers aren't as likely to invest in a game that can't guarantee success. Games that aren't a sequel or a Call of Duty clone could lose a publisher a lot of money, those risky investments aren't attractive. However on the flip side we see mobile games rising to prominence because they aren't so expensive. Big studios can sink a relatively small amount of time and money just spitballing. The problem with all of this is because the market is now being driven by things that don't necessarily appeal to "core" gamers. As the risks inherent to a AAA title increase, the kind of titles we see become less and less creative, and more and more samey. Gaming has become a mainstream hobby, but those that made the industry what it is today aren't who publishers are worried about any more. It's not wrong for publishers to want to make their money back, but the unfortunate fact is that ever increasing aversion to taking risks is leading to a market that is increasingly stagnant.


3) Pre-Orders


The issue with pre-orders is actually one that has only really cropped up in the last couple years. I've never really seen an issue with putting money up front for a game I know I want day 1. I still don't see an issue with the core of this concept, but the problem is that publishers (and retailers) are catching on in a big way. It seems to me that the entire way that a game is marketed is shifting. Perhaps I'm just being naive, but I feel like the focus used to be on selling copies by making a good game, whereas now it's more about hype. It seems like every game these days needs to have some fancy pre-order bonus, and a different reward for buying from Gamestop, Best Buy and Amazon. It's all about convincing the consumer how much they want the game before it's even released, and some games sell millions in pre-orders.

That's really where the problem lies here. Publishers want to cement the financial success of their game before it even has the possibility of being panned by reviewers. That's ok, marketing, building hype, and selling as many copies as possible are all their job. The problem is that the consumers are falling for it. We get so wrapped up in the hype, we have pre-order bonuses waved in our face, and we don't even know if the game will be any good. We live in an age where mediocre, or even bad games can be financially successful if they are marketed well. Apparently we can't even trust the truthfulness of trailers and demos. Why would we then continue to pre-order games instead of waiting at least a few hours after release? Maybe if consumers had a little more patience and were a little less obsessed with pre-order bonuses we wouldn't have to worry about another Aliens: Colonial Marines.


4) Bad DLC / Microtransactions


I want to be very clear upfront here: DLC and Microtransactions are not inherently bad things. The concept of spending $5 on a game I love is actually pretty appealing to me. If the developer did a good job, then they deserve a little extra from me. Having that secondary form of monetization can go a long way too, and it makes selling a $60 title a bit less of a crapshoot for the developer. The problem is that microtransactions have proven to work pretty well, and now everyone wants a piece of that pie. As a result it feels like every other game out there is either pay to win, or chopped up and sold as DLC. It's surprisingly rare to find a game that lets you spend $60 and be done with it, and even more rare that the base price is dropped as a result of them nickle-and-dimeing you.


The problem here is that the core of a game has to be able to stand on it's own, and has to be a complete package. If you chop off an important part of the story just to charge $5 for it, that's only going to make people mad. If you chop any piece off, really. DLC is supposed to be an addition to the game, not something that say, is already on the disc, but can't be accessed without a fee. Poorly implementing your paid content is one of the best ways to really wreck an otherwise decent game. I don't want to get a megabeamsword +6 when I pre-order the game, I don't want to pay for an in-game currency for a title I already spent $60 on, and I don't want to feel like my game is incomplete without the $20 season pass.


5) Graphics Over Gameplay


This is an argument that has persisted for a long time now, and yet it only gets more and more true each year. Graphics are always marching forward, it's virtually the only reason we even need another generation of consoles or better graphics cards. Yet if you were to ask anyone who has been gaming for at least 10-15 years, chances are they would say that the best games were released in the 1990s and 2000s. Granted a lot of that is likely nostalgia, a lot of those games were graphically impressive for their time, and there are certainly recent games that are also very good. However despite all of this, it seems like the AAA industry doesn't know how to make a game without blowing most of their budget on polygons. Plenty of people will tell you that gameplay is what makes a game good, and they aren't wrong, but the spending is where I feel the real issue lies.

The fact that AAA games are so expensive to make isn't doing anyone any favors. Good graphics can add to an already fun game, but they can't make an experience. If anything, style and aesthetics are more important than fidelity, and they are both less expensive. This all leads back to what I've already talked about in regards to publishers. Expensive games are risky, risks are bad when you want to make money. When you can sell 3.4 million copies of a game and still consider it a failure, then you have a real problem. It's hard to imagine a world where AAA games having lower expectations and more reasonable budgets wouldn't produce better games.When every title doesn't have to be a smash hit to succeed, you can afford to take bigger risks. That is the path back to an industry with imagination, niche appeal, and AAA titles that can actually make games that are as good as the indie developers who have a fraction of the budget.  It sure would be nice to see more titles that focused on fun instead of explosions.




Thursday, 8 November 2012

Is Zero Damage OK?




I am immersed in video games at pretty much every hour of the day, in one way or another. I think my favorite thing that comes of this is that I get to look at games under several different lenses. I find it very interesting to see what stands out to me when I am recording a Let's Play of a game, as opposed to simply playing it for myself. Similarly, one thinks very differently about games when you are looking at game design. Now that I have had the chance to actual build several very small projects, I would say that thinking about building a game is even separate from thinking about game design. I've enjoyed analyzing and discussing game design for several years now, but it feels very different from actually sitting down and pondering every minute detail about a game you are personally responsible for creating. That is where this post comes in.

Saturday, 20 October 2012

Why Final Fantasy IV is Good



So for whatever reason, I recently got to thinking about Final Fantasy IV. Reason being, the game has always been a bit of an enigma to me. That's not to say I Don't like it, by any means, but why I like it is a hard question to answer. If you were to look at the game with a critical eye, chances are you would find that it is pretty lacking in areas, even by 1991 areas. So why is it that the game is so celebrated? I can't speak for everyone, not can I claim to really know the answer, but I figured it was worth some thought anyways.

Saturday, 17 March 2012

March Break Flash Project

     So making video games. This is something that occupies a considerable amount of my time these days. That is of course because I am going to school to study just that. So the way my school operates is a little odd sometimes. One such oddity is that we periodically get what are called "lab weeks". Basically these are an excuse for the teachers to take the week off, but students are still required to do 20 hours of work for the week. So we get two options: either the teacher will assign us a project to do, or we can come in as normal and work on whatever we like. A chunk of my class chose the latter, and this is what came of it:


Saturday, 11 February 2012

My Flash Project

     If you follow me on Youtube, you may recall that almost 2 months ago I made a video stating that I would soon be starting a college course on Video Game Development and Design. Well, I am current sitting on the other end of the first four weeks of the course. Said four weeks were dedicated to learning the basics of programming, and in specific, using flash and Actionscript 3.0. Not particularly advanced stuff by any means, but flash has the awesome benefit of being a medium that is very simple to share. So I thought I would.