Monday, September 14, 2009

Pre-Production, Don't take the P, drop the re!

Moving on a little from playing actual games, I want to talk a little about making them, in an audio context.

Audio is a much overlooked element in many forms of media, noticed when exceptional, or in fact more often, underwhelming. Games are no different, and in many respects, especially the underwhelming ones, are often lagging a little behind the film and TV world.

Audio is often seen in games as aural 'paint' to be applied after the process of game making is complete. Do the basics, make the guns go bang, make the footsteps echo, and make the characters talk a bit. Well audio can do a lot more. Audio is inherent in our lives, providing feedback and verification of what our eyes can see. "I don't like it, it doesn't sound /feel right!"
Let's not forget that while our eyes can look forwards, its our ears that are the true 360 degree sensors. Also can you see in the dark? No, but you can hear even better. These 2 situations are common in games, and could be used even better if audio was part of the creative process.

Its easy to be thrown into the uncanny valley by poor audio, either by missing or misusing a layer of environmental sound, or by the fact a character sounds just plain ridiculous!
How many poor scripts and voice recordings have spoiled games you played?
Just the awful voice-overs stopped me playing a game I had actually been looking forwards too a long time, Jade Empire, for one example.

My exposure to some game industry work has left me a little surprised at the lack of involvement of audio in the pre-production process of game creation.

Often studios lack an audio lead, or audio director, who can link the audio team to the creative leads of the title, leaving the audio team in the dark, and leaving the creative team with no input early on from the audio team as to what the soundguys (and girls if there are any out there!) can offer.

Integrating audio at stage one is essential in my opinion, and can offer a wealth of creativity and originality to a title, as well as saving on production costs or possible dead ends later on.
Now games aren't the only media guilty of the "we'll do the audio afterwards..." methodology by any means, but it seems to be the dominant approach in the games industry, with some notable exceptions.

Modern consoles can now pack the processing power and storage capacity to enable top quality 5.1 sound, and a variety of teams have shown what great sound experiences can be delivered.
It's up to the industry at large to try and integrate audio more closely into the creative evolution of a title.

Not much humour here I'm afraid, but as my title so confusingly puts it, investing in audio as part of pre-production can save a lot of wastage and re-production at a later date. Not only that practical enhancement, but the overall quality fo a title can be much improved with an original and coherent sound scape, rather than the same old last minute bangs.

Wednesday, July 29, 2009

“You’re not the boss of me!”

Difficulty in gaming. An oft discussed topic nowadays, and perhaps relating to the “ageing population” of gamers, who suddenly find what with adulthood (and in the case of many of my friends, childhood, just not theirs!) and work and so on, gaming time is a little restricted.

What might have been seen as a challenge a while back, has now become an irritating sticking point, blocking progress. Also in terms of actual skills, a hardcore gamer will dedicate time to a title and really “settle into the groove” of both its visuals and its control layout and responses. Picking up a game after time away really shows you how much you learn by experience while playing. It’s no coincidence FPS’s are ‘pwnage zones’ as well practised players put the smack down on ‘noobs’ and rookies. EVE online too, the space based MMORPG, and in my eyes, one of the best games ever made, was ruthlessly ‘elitist’, where veterans often made mincemeat out of new players, even if the newbies had better equipment or outnumbered the veteran players. Even good gamers usually suffer a little when they switch to a new title. Thus our new ‘old timer’, part time gamers (like me!) don’t have the time to really soak up the skills for a new title, when they just manage to play it in small time compressed chunks. We never really get over the rookie hump, and into “the zone” of the new title. Of course, this initial learning period can be half the fun of a new title, especially when you get the satisfaction of realising you have cleared the “rookie hump” and are now the one handing out the pain. The satisfaction of gaining new skills and “making the grade” may explain why people move onto new FPS titles so often….


While progress can still be made even by amateurs, it’s often when bashing into what has often ruined a game for me, the “BOSS” that everything grinds to a halt.

A notable case in point for this was in a title I actually really enjoyed (and aside from the BOSS HELL) would highly recommend, Conan on my Xbox 360. The slashing sword fighting was great fun, with a real visceral control and feeling of achievement. I slogged through to the end, defeating some huge bosses at the end of each level (often with great difficulty and multiple retries…. In fact I nearly gave up at about 3 of the bosses, but carried on doggedly, as I enjoyed the mainstay fighting so much).

I was playing on hard level, which I often do as I don’t like to ruin a title by revealing everything dashing through on easy. I enjoy a challenge, so I hope this entry doesn’t make me look like a whiner! I don’t mind dying as long as I’m enjoying it! Anyway, after I completed the game, I immediately started a replay…Not a chance on the hardest setting after ‘my boss hell’, but actually a level easier. What do you know, the sword play was still great fun, and the bosses were a cinch. I still got to enjoy their grandeur, but actually got past them quickly and without being reduced to tears!

Now why was the “hard” setting seemingly exactly the same, except for the bosses having 3x the health, and just making them into an immense pain. There was no difference in the victory technique required; you just had to do it over and over and over again. I was terrified at even the thought of the bosses on the most difficult setting. My question is what do some designers think they are achieving by adding ridiculously difficult bosses in, especially with the growing trend of having them being defeated by QTEs (as indeed Conan features in some places)? OK the great graphics and sense of scale or menace is introduced, but rather than crushing the player, they should help him feel heroic and special, after achieving victory and moving on. If you want to use QTE's, why not make a success be an awesome kill, and some failures an ever more mundane and struggling one. Let the player see a cool Beast / Mech / Demon / Wizard / Mafia Don death of some kind, and move on!

I was reading NGai Croal’s piece in this month’s Edge, and was inspired to write this entry. I totally agree with his idea of “on the fly” changeable difficulty. If one part of game is annoying me, the customer / player, why not give me the option of making it a little easier? I especially liked his “drop difficulty level down one, for one checkpoint” idea. Perhaps it could even be handed out as a ‘reward item’ which could be used only a few times, to keep a sense of challenge for the player…. After all if I can only use it a few times, I might just try and beat this bit a few times first……

Anyway, little blog entry over. I bought the game, so I should be the boss!

Monday, February 9, 2009

Close Combat – In Praise of Modding!
Well my state of the art Xbox 360 is back doing it’s original job, streaming video to my TV. For gaming I have returned to my all time favourite game (possibly juuuust ahead of Eve Online), the Close Combat series, in this case, Close Combat 5. The series, a top down tactical / strategic game set in World War II first came out in 1996 (yes over 12 years ago!) and is still unbeaten today. It was the computerised equivalent of much loved tactical board game, Avalon Hill’s Advanced Squad Leader. Now in one player mode, the game is quite fun, but stupidly easy. However, the game comes alive head to head, as a human rival makes the game a thrilling and tense duel, like chess but with heavy artillery support, and psychological damage.
The beauty of Close Combat is that it models real combat, taking into account troops experience, equipment, physical state and most importantly of all, their mental state. Rookie troops, surrounded, low on ammo, out of contact with allies and under heavy fire won’t do much other than cower and scream, and if you are unlucky, just surrender. No Tank rushes, no confusing weird sci-fi weapon sets (well not if you know your WWII history) no production or bases to take care of or build. Just a tactical struggle to the bitter end.

Currently my long term opponent, (my brother) and I are engaged with Close Combat 5 (released in 2000) which via the use of mods is enabling us to fight the WWII campaign from start to finish. We have completed Meuse 1940 mod, which shows the German Blitzkrieg into France, and Stalingrad, which moved us from the fields of France to the bitter house to house fighting on the Eastern Front. Both were harsh losses for me as the Allies, where we caused significant casualties but couldn’t turn the tide of battle against our Nazi foes. However for the first time, the Allies are on the front foot as we play the SDK (Stalingrad Der Kessel) mod, which replicates the Soviet ‘Operation Uranus’ offensive from the 19th of November 1942 through to the end of December. The campaign is well suited to a back-story both in history, and one created by my brother and myself, as propaganda flows back and forth, and the game allows heroes of legend to be born and tracked (and unfortunately, often to die horribly). Currently, our alter egos, German Field Marshall Hans “Choco” Liebnitz, and his Soviet counterpart, General Lebedev of the Marines, (a promoted survivor of Stalingrad, appointed to raise morale after the terrible politically inspired leadership of Commissar Ivan C U Znaipov) are engaged in a titanic struggle, now nearing the end of November.

In the future, we will move on to the Western front, with the Gold Juno Sword (GJS) mod, on D-Day, march up the coastline with the Scheldt mod, suffer a counter attack with the Battle of the Bulge mod, strike to end the war early with a “Bridge Too Far” Arnhem mod, and then finally fight at Kursk and in Berlin. All this is possible thanks to fans and committed coders and mapmakers who create these amazing mods, (often far better than the original game, pace the creators!) and keep creating them.
The audio alone in SDK is amazing, and often inspires terror or elation as one hears the beginning of a Stuka raid, or HQ radios in the availability of an artillery barrage, or just relief as a sergeant tells me that Pvt Sulebovskiy is rallied and ready for duty.

So I would like to take this opportunity to thank all the modders out there, of all games, who show such creativity, and who inspire humble gamers such as my brother and I to new heights. SDK’s realism has taken the propaganda war to new heights, and I hope I can publish some of our exchanges below (once I figure out where I can host the PDFs). These add significantly to our enjoyment, and I firmly believe that ‘story driven’ is not necessarily the aim, but ‘story supported’ can only be good.

Initial Day 19 and 20
http://www.keepandshare.com/doc/view.php?id=1063813&da=y
Days 22-24
http://www.keepandshare.com/doc/view.php?id=1063814&da=y

Fable 2 - The delayed review!

OK. So it's 2009. You may have noticed that some time has passed since my ‘just prior to buying Fable 2’ post. Well I bought it, I played it and I enjoyed it. That’s the summary. Now let’s have a little more detail. First of all I went into the game with a vision. A character I wanted to be, and to see how the game let me deliver the character. I wanted to be an ‘east end gangster’ type. Loved in my hometown of Bowerstone, (because I was kind and generous) and hated and feared elsewhere in the kingdom. I would be handsome to start, with good gangster family values, but a womanising badboy when out of town.

All went well, aside from very worrying initial doubts, when after playing for a while, I thought to myself, “Hang on. This game is boring! What’s so great about Fable 2? All I’m doing is being a blacksmith!” Then the game began to charm me. My character developed. I bought a house and got married and had a child, (verrry evil!) and Gargoyles began to abuse me. After being held captive (SPOILER ALERT!) for a decade my character became even more evil, not to mention a sex crazed alcoholic fat killer. Wow! Fable really let me do it. Gaming fun and I never really felt compelled to act contrary to how my character, as decided pre-game, should act. The sound again lived up to what I expected, although my gaming conspirator rightly criticised the initial quote, “and so the story begins” (or something) NO IT DOESN’T! It continues!!! How hard is that to do! It only begins with a new game!

OK. That quibble aside, the sound and music was very good, as was the dialogue.
Game wise the much vaunted co-op play was a joke. It’s not coop play. It’s just a chance to share a friend’s world and look about. Play is severely restricted and the camera is a pain! So co-op should have been mentioned as a tourism feature, not a gaming feature if you ask me. As that it would have been a success. As compared to co-op play in Crackdown for example? Well no. It just doesn’t compare.

I finished the game in the main, and was looking forward to continuing, but basically got darked out by Fallout 3. And that stopped my 360 gaming for the present time!
What has replaced it? Read my next blog for a blast from a long distant past (in more ways than one….)