Tuesday, July 27, 2010

A Retrospective on RTS Games

500x_rtsguildeepi_01Kotaku’s Visual Guide to RTS games makes me feel like a wise video game sage, since I played so many of the formative RTS games.  (Click here for a Seadragon version of the image to the right).

Let me first talk about Herzog Zwei, considered by some to be the first RTS game. It’s the first one I played, at least.

My friend Scott was given it as a gift.  We were expecting to to be a shooter like Thunderforce II (from the same company, Technosoft).  It clearly was a completely different type of game, leaving us confused.  We initially concluded that it was a terrible game and would joke about its funny name (seriously, did they clear that with the marketing department?  Did they have a marketing department?  Command & Conquer – now there’s a good name for an RTS game).

But we eventually revisited the game and discovered what a unique, deep game it was.  Another friend of ours, Jeremy -- who was not a video gamer, but liked strategy-based board games like Axis and Allies -- really took to it, and became better at it than either me or Scott.

I had one strategy in the game -- build a tank and drop it off right behind the enemy base.  The character you controlled could not attack the enemy base directly, but could attack enemy units.  So I would let my tank attack the base, and I would defend the tank from enemy units.  That always worked against the computer.  Human opponents, of course, would figure that strategy out and defend against it.

Thz1he main defense against was to build anti-aircraft turrets, which would only attack the enemy commander using guided missiles.  We would build so many of these units around our bases that the screen would immediately fill up with missiles as soon as either command flew anywhere near the enemy base.  The game did not limit the number of units you created, so the only limit was the Sega Genesis’ hardware, which would struggle to keep up after a certain point.

As Kotaku’s guide points out, the real prototype RTS game was the PC game Dune II.  Like with Herzog, I did not know what to expect out of it.  My first thought was, “Ah, this is kind of like Sim City.”  But when I started creating soldiers and tanks and attacking and getting attacked by the enemy, I realized it was something special.  I’ve since enjoyed many RTS games over the years, particularly Warcraft II, Starcraft, Red Alert 1 and 2, Command & Conquer III, and The Lord of the Rings:The Battle for Middle Earth I and II.  The conventions invented for Dune II were used in all of them, and are still being used in the RTS games coming out today.

Unfortunately, the RTS experience on home consoles isn’t that great due to the lack of a keyboard and mouse, and the fact that PC monitors have a higher resolution than HD TVs, which makes them better for displaying large numbers of relatively small units.  I know that they’ve made improvements for playing those games with a controller, but that’s going to be a hard sell for me.  I’ve played so many of these games with a keyboard and mouse over the years, playing them with a controller feels very limiting.

On a side note, my copy of Herzog Zwei is for sale on Amazon.

Friday, July 23, 2010

Demo Assessment: Limbo

LIMBO-Screenshot-3

Limbo has the most distinctive graphics I’ve seen in a game.  It’s a beautiful, amazing game to look at.  As you can see from the screen shot, it’s incredibly minimalistic.  The puzzles (in the demo, at least) are similarly reductionist.  At most of the obstacles in the demo, my first thought was usually, “how in the world am I going to get past this?”  There is seemingly so little to work with, with the only buttons being jump and interact.  The boy that you control can’t jump very high or run very fast, so he he seems vulnerable and relatively helpless.

I enjoyed the demo and figuring out the puzzles in it.  As I mentioned, the game is very impressive and unique visually.  However, I don’t plan on buying it anytime soon.  Puzzle games are not my favorite, and the game’s pace much slower than what I want right now.  My tastes change all of the time, but I’m currently playing Transformers: War for Cybertron, and I can’t pull myself away from the game to place Limbo at this point.  But I can definitely see myself playing through it at some point in the future.

Wednesday, June 9, 2010

Thoughts on Video Game Movies

A movie based on a video game should only be made if the game has a good story that stands on its own.  To think that a movie should be made out of a game because the game is fun and popular is so absurd it’s hard to understand how anyone could believe it.  Cashing in on name recognition is the motivation of Hollywood, but there’s no reason to think a good movie will result.

Of course, when the movie fails commercially and critically, fans of the game blame that failure on the movie’s lack of fidelity to the game.  That is about the most idiotic thing imaginable.  Super Mario Bros was a great game.  To be faithful to the game, the movie could have been a 90 minute sequence of Mario and Luigi stomping on mushrooms and turtles, jumping on bricks and clouds, sliding down flagpoles, and shooting fireballs.  There would be very little dialog.  That would be a great movie – right, video game fans?  (I ask that rhetorically, but the scary thing is that there are probably people who would think that would be great as long as the movie had great special effects and Megan Fox playing the princess.)

3295839344_43dce716fcSomeone could say, “okay, Super Mario Bros wouldn’t work, but something like Street Fighter would.  That game had a great premise and would have made an awesome movie if they would have stuck to it.”  Of course, even fans of SF2 games admit the game’s story is nonexistent and the endings for each of the characters are pointless wastes of time – even the endings of the latest game, Super Street Fighter 3.

Here’s what I think goes through the mind of some video game fans. “Video game have great stories, but non-gamers don’t appreciate them because they think video games are childish or something.  If a movie was made of out game x, people would see how profound its story is and maybe even change their attitudes about video games.”  It’s hard to articulate just how wrong that kind of thinking is.  Every video game movie so far has had the opposite effect – instead of changing anyone’s mind about video games, they’ve cemented people’s beliefs that games have juvenile, hackneyed stories.

The answer to why video game movies are bad is obvious – games are good for reasons other than their stories.  Games don’t necessarily have bad stories, but the bar is so low that a mediocre story in a video game can seem a lot better to the gamer than it actually is.  A good game can make a bad story tolerable.  But if a game is bad, even a great story won’t save it from being bad.

Ironically, for all the complaining about video game-based movies not being faithful to their source material, people are praising the recently-released Mortal Kombat short (“Mortal Kombat: Rebirth”), which is completely unfaithful to any Mortal Kombat game I’ve ever played.  I don’t recommend watching the video since it’s a tasteless, pretentious piece of drivel, but if you must watch if you can find it here.  Why are they praising it?  Because it’s full of the pseudo-dark elements that the juvenile-minded think make a movie serious and profound.  But as I’ve mentioned before, fans of this type of stuff aren’t interested in exploring real evil, only a fantasy world where serial killers are interested in competing in martial arts tournaments.

In any case, if a game has a great story (i.e. a story that would be great in another context), I’m open to the possibility of a good movie being made based on it.  But people need to discard the idea that a movie can be good if it’s just faithful to the game.

Friday, June 4, 2010

Video Games Are Optional

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There are not 1001 video games you must play before you die.  There’s not even one video game you must play before you die.  If there was a book titled, 1001 Stamps You Must Collect or 1001 Baskets You Must Weave, the absurdity would be obvious.  It should be just as obvious for lists of video games, books, movies, etc. that someone thinks you must consume.

Video games are a hobby.  Unlike gardening, hunting, and bicycling, their real world benefits are negligible to nonexistent.  99% of their value is entertainment.  Does that sound like something you must do?  If you played all 1001 of the games mentioned in this book, would your friends, coworkers, parents, and other people in your life be interested in hearing about it?  Mine wouldn’t, outside the few who enjoy video games, and even they wouldn't be that interested.

In fairness to the writer of this book, maybe the publisher chose the title.  It’s probably a book I’d enjoy flipping through.  But in the end they’re just games.  I’m guessing that most people on their deathbeds aren’t going to regret the games that they didn’t play.  They’re more likely to have some regrets about the amount of time they spent playing games.

Konami is Learning

First they announced Rush'N Attack: Ex-Patriot, now a new Contra game called Hard Corps: Uprising.  Konami seems to be following my advice.  Here’s a quick review:

The Wrong Way to Bring a Classic Game to a Modern Console:

Example 1 (Super Contra for XBox Live Arcade)

super-contra-xbox-live-arcade-screenshot-big

Example 2 (Contra:Rebirth For Nintendo Wii)

Contra-Rebirth-Preview

(If you look at the screen shot above and think, “those graphics aren’t too bad”, you need to realize that those are 16-bit caliber graphics.  The 16-bit era end 15 years ago).

The Right Way:

Example 1

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Example 2

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Keep it up, Konami!

Thursday, June 3, 2010

Demo Assessment: The Bourne Conspiracy

For reasons too boring to go into, I decided to check out the demo of The Bourne Conspiracy game that was released about 2 years go.  The demo covers the escape from the US Swiss embassy that’s depicted in The Bourne Identity movie.  This Youtube video covers what’s in the demo:

The demo was frustrating for me.  Early into it, Bourne has to slide under a closing gate.  You can see this in the video.  If he doesn’t make it, you can reload the last checkpoint.  The load times aren’t particularly long, but attempting the gate slide (and failing) took less time than the checkpoint loading.  Nothing’s more certain to make a game frustrating than load times longer than gameplay times.  In addition, in order to slide under the gate, the player needs to press a button.  The specific button changes per attempt, and is revealed to the player at the time he needs to press it.  I’m not against this Dragons Lair-type system for getting past obstacles.  I thought Shenmue’s Quick Time Events worked well enough.  But, I don’t understand the need to randomize the button.  Shouldn’t the button roughly correspond to the action that the button will perform, and not just be random for the sake of making the task more difficult?  Also, does every wrong or late button press have to be a game-stopper?  Some contingencies would be nice, especially in the game’s demo where I would think they’d want to ease players into the system.

My other big problem in the game is the hand-to-hand combat.  This was an aspect of it that was praised in most reviews, but I didn’t like it, maybe because I’m just spoiled by the “Free-Flow Combat” system of Batman:Arkham Asylum

RobertLudlumsTheBourneConspiracy-29553

In the game, when Bourne fights a guy, he squares off with them boxing-style.  This doesn’t make any sense when there are multiple opponents.  Why put your arms in front of you when you’re surrounded by enemies?  That’s a great way to get a rifle butt stock to the back of the head.  Beyond that, when Bourne fights even low level embassy guards, he trades blows with them until knocking them out.  I’m sure the makers of this game saw the Bourne movies, so I’m not sure how they would have gotten that aspect of Bourne so wrong.  The only opponents that Bourne trades blows with are the highly-trained Treadstone/Blackbriar assets.  Everyone else he takes down with incredible speed and efficiency.

I know that the developers have to make it challenging, but the challenge should be true to the character.  If Bourne had to rely on primitive pugilistics to incapacitate enemies, he wouldn’t be able to function.

Batman:Arkham Asylum got it right.  They made Batman fight in an authentic, overpowering way, but still made the combat challenging and fun.  Of course Batman:AA was released after this game, so you can’t blame the developers for not studying a superior combat model.

That’s all I have to say about The Bourne Conspiracy.  I wanted to like the game.  It has good graphics and seems to capture the tone of the movies, but the gameplay doesn’t cut it.

Thursday, May 20, 2010

Sick of Playing Level 1

Smb3 I’m too lazy and unqualified to critique the video game canon list created by video game scholars.  Everyone’s going to have their own ideas about what should and shouldn’t be on a list like that, but few people were continuously up-to-speed on developments in both the PC and console gaming worlds throughout the 70’s, 80’s, 90’s, and 00’s.   I have more gaming experience than most people, but I wouldn’t pretend to have enough perspective to be able to assess how important any particular game is.  It sure seems like a game like Doom is important, but didn’t Wolfenstein 3D pave the way for Doom?  How do you include Doom on the list but not Wolfenstein?  The list doesn’t seem important enough to put time or effort into researching and arguing for or against a game’s inclusion.  It would be a different story if I was getting paid to do that.

I’m mainly interested in the scholars’ defense of Super Mario Bros 3’s inclusion.  The article says it was included because, “its nonlinear play, a mainstay of contemporary games, and new features like the ability to move both backward and forward.”  I’ve got to agree with that reasoning and emphasize how cool a feature like that was and is.

http://www.blogcdn.com/nintendo.joystiq.com/media/2007/11/mario_3_vcmm.jpg

In case anyone isn’t clear on what nonlinearity means, think of the first Super Mario Bros game.  The game always starts on level 1-1.  You beat the level and go to level 1-2.  At certain points you can warp ahead, skipping some levels.  But you can never go back, and never avoid starting the game on level 1-1.

Most of the games of the 8-bit and 16-bit eras are like that – certainly the majority of side-scrolling action/platform games.  Players just accepted that, but we were all secretly and not-so-secretly sick of playing level 1 every time we to played the game.

Super Mario 3 featured an overworld that meant the gamer didn’t have to always start the game at the first level.  He could play any level he previously passed.  This was unheard of at the time.

Super Mario 3 was not the first game to implement this.  Bionic Commando did have an overworld, but it’s wasn’t as nice.  In addition to the interface being clunky and unattractive, the lack of progress saving limited its usefulness.

http://www.elitecoder.com/bionic/walk/index_files/imgmap.gif

Progress-saving combined with the overworld really put SMB3 ahead of its time.

I was an early adopter of the Genesis, and although I owned an NES, I was contemptuous of the NES, Nintendo, and gamers who only owned an NES (yes, I was a gaming elitist).  The 16-bit era had arrived, but Nintendo continued to milk the NES.  I realized that it made good business sense for Nintendo to do that, but I wished consumers would forsake their 8-bit consoles for the superior graphics and sound of the Genesis (or the TurboGrafx-16 – yeah right).  In any case, SMB3 is the one NES game that I was envious of.  I wished that game developers for the Genesis would have put some of those features in the 16-bit games.  But they didn’t get it, and some of them still haven’t gotten it.

The funny thing is, making a game non-linear would have been easy to do.  The overworlds themselves don’t have to be graphically impressive.  SMB3’s definitely was not beautiful.  They just have to work.  They’re basically graphical level selection screens.  That’s all they have to be.

MD_Sonic_the_Hedgehog-738766 Sonic the Hedgehog was released in 1991 – three years after the Japanese release of SMB3.  The developers would have know about the innovations of SMB3.  And while Sonic blew the Super Mario games out of the water in terms of graphics and sound (including Super Mario World for the SNES), its lack of an overworld and progress saving hurt its overall quality and in particular its replayablity.

Sega didn’t learn this until Sonic Adventure for the Dreamcast.  As far as I know, that was the first Sonic game to have an overworld (which, at that point in gaming, had evolved into an immersive 3D environment with the same controls and graphical quality as the particular levels).  The Genesis Sonic games – Sonic 2, Sonic & Knuckles, Sonic 3 – all lacked an overworld and progress saving.  I’m not even convinced that the upcoming Sonic 4 will have a an overworld or more importantly, level selection.

Why didn’t more developers in the 80’s and 90’s see that as an important feature?  I’m guessing that it’s because nonlinearity does not sell games – at least not back then.  Gamers mainly wanted better graphics and sound.  We wanted screen shots of games showing the best the games had to offer graphically.  If a game had nice graphics, that was 75% of the sale.

Take a look at these screens:

http://media.giantbomb.com/uploads/0/4527/1089945-buster_super.gif

http://www.vizzed.com/vizzedboard/gen/screenshot/Arnold%20Palmer%20Tournament%20Golf-2.png

These are from James 'Buster' Douglas Knockout Boxing and Arnold Palmer Tournament Golf, respectively.  At the time, those graphics were unbelievable.  When a person would come across an ad featuring those screens in a magazine, the only reaction was “wow!”  The games themselves were bad, but they were effective marketing for the Genesis.  They’re colorful, exciting, detailed, and beyond what was possible on the NES.

So the motivation for developers to put “deep” features like nonlinearity and progress saving in games was not as high as it was for them to load up games with cutting-edge graphics and sound.  That’s still the case.  Overworlds are not particularly exciting.  But as I said, they add to replayability, they make games less linear, and they make games feel more substantial.

The main lesson here is that the best features of games – the features that become standard in later generations of games – are often the small things that seem inconsequential.  Whereas the graphics will look less impressive over time, innovative and substantive features tend to stand out even when looking back at a game 20 years later.