Showing posts with label telltale games. Show all posts
Showing posts with label telltale games. Show all posts

Tuesday, 3 November 2015

Warren Spector calls "failure" on Uncharted and other big hits: does he have a point?

One of the first posts I've written for Videogames Beyonder was about Warren Spector and his 'One City Block' design dream - I'm going to translate that one from the original italian text soon, as it's a very interesting description of some of the highest objectives attainable in the realm of game making. And I'm happy to return to Spector in the wake of his PAX Aus 2015 keynote, where he made a distinction between "low", "medium" and "high expression games" based on players' agency and the potential for emerging, unpredicted situations. For instance fighting games, sport games and sandbox experiences (Dishonored, Fallout, Deus Ex: Human Revolution, The Sims are explicitly mentioned) would fall into the high expression category, while things like Uncharted and Heavy Rain would respectively be low and medium affairs.


Taking such successful brands and associating them with a "low rate of expression" has caused a bit of unease among the fans, as if Spector was trying to imply that certain genres were somehow "better" than others. While some of his words about Uncharted suggested that this was not the case...
"It's not that games like these are bad, but they limit your ability to interact with the game world, so the story can unfold the way the storyteller wants it to unfold.
You have very limited ability to express yourself; it's about how you accomplish a predetermined path to get to the next plot point.
It's a great story - a better story than I'll ever tell in a game - but it's not a player story; it's not your story."
 ... some others weren't chosen as wisely, causing an apparent contradiction:
"If all you want to do is show off how clever you are, get out of my medium! Go make a movie or something, because that's what you should be doing."
Game developers are not required to be subtle or elegant, but such statements creates unnecessary friction rather than helping to get the real point of discussion across, and that is: certain genres are somehow better than others at doing what? There's no misinterpreting Spector here, as he talks about offering engagement through chances, variety and reiterated unpredictability, rather than an underlying scripted narrative that justifies the gameplay.

In fighting games, the moveset associated with a character is a tools allowing the players to build their own emerging narrative, match after match: the story you tell your friend about how you beat a boss or a strong contender online, is something the game creators may or may not have predicted. The same goes for RPGs and adventures where open mechanics (= interactions) can be used to resolve particular problems and puzzles in clever and unscripted ways.

Offering engagement through chances, variety
and reiterated unpredictability, rather than
an underlying scripted narrative
that justifies the gameplay

That's what it means "making the most out of the medium" in Spector's terms, which are quite a departure from the kind of experiences he is known for; storytelling is one of the original Deus Ex (2000) strong points after all*. With the rise in computing power for both PCs and consoles, a merge of complex IA and physics could contribute towards making Spector's design dream a reality: games where the objectives are only loosely defined, and the players can use the world rules to attend them while weaving a deeply personal, active and surprising narrative all along.  

Sounds rather futuristic, right? Maybe not that much, but there's no denying the need for extensive (and expensive!) research on how the underlying systems of such games should work, and that's something that is simply not possible in the current AAA space without a radical change of philosophy from the publishers - call it courage if you will. If anything, it should be up to people like Spector to find ways to carry on such research, possibly within the scope of smaller projects: his assertions at PAX Aus may be interpreted as a wake up call to whoever has similar ambitions at heart, but the monetary problem remains.

Nowadays, it is much easier and cost effective to tie specific gameplay systems into rigid (or semi-rigid) scripts, and there's actually nothing wrong with that - both Uncharted and The Walking Dead are compelling experiences that people loves AND expects to spend a finite amount of time with. Their existence has perfectly valid commercial and design reasons, in spite of a scope that is barely comparable to what Spector would aim at - a goal that is unquestionably worth pursuing somehow.

* Quite curiously, one title that better aligns with Spector's recent views would be Thief: The Dark Project (1998), a particularly gameplay-centric experience that he produced until the mid-1997, when he dropped out of Looking Glass Austin to set up Ion Storm: in the words of project director Greg LoPiccolo, the goal in Thief was to "build a type of simulator where object interactions are correct and physics are tied in correctly". Lead designer Jeff Yaus wanted everything in the game to "behave as it should. For example, things that burn will burn, and then is up to the player to burn things, whether or not we've anticipated it" (sources: Wikipedia's "Thief: The Dark Project" and "Warren Spector" entries).

Should you be interested, here's Naughty Dog's timid response to Spector's opinion about Uncharted

Thursday, 4 December 2014

A proposito di Game of Thrones: Iron from Ice...

Certe volte, un tweet è qualcosa che arriva di getto. In altri casi bisogna scegliere attentamente cosa infilare in quei 140 caratteri, e per quanto succinto, credo che il mio messaggio riassuma decentemente il punto chiave della nuova avventura Telltale:
Dei difetti di Game of Thrones: Iron from Ice in versione giocata si sta parlando diffusamente altrove: il motore grafico, ora dotato di uno shader che emula alla lontana la pittura ad olio, è ormai chiaramente alle corde, e nei momenti d'azione l'interfaccia appare limitata, non sempre chiara e poco reattiva. Le tipiche magagne di Telltale, insomma. Nel valutare Iron from Ice è sempre bene tenere a mente il solco nel quale si inserisce, la natura ed il respiro di una formula che vive di limitazioni da aggirare: Kirk Hamilton scrive su Kotaku "ho avuto più l'impressione di star giocando a 'game of thrones' senza in effetti condurre IL gioco dei troni", un'ottima considerazione che però va contestualizzata.



Credo che Telltale Games abbia distillato bene nelle sue succinte meccaniche un aspetto chiave di Game of Thrones, ossia l'alternanza tra decisioni sottili ed altre più istintive: se nel confronto tra Mira Forrester, Margaery Tyrrell e Cersei Lannister si può tentare il gioco d'astuzia (del resto ci sono più tempo ed opzioni dialogiche disponibili), inginocchiarsi o meno di fronte al velenoso Ramsey Snow diventa ovviamente una scelta binaria dalle conseguenze immediate, responsabilizzanti. Iron from Ice non ha paura di mettervi con le spalle al muro quando le circostanze lo richiedono, ed in questo senso ha lo stesso "caratteraccio" del materiale d'origine, sebbene un po' meno profondo.

Considerati la breve durata dell'episodio (circa due ore) ed il suo ruolo da "pilota", direi che personaggi e situazioni sono ben presentati, mentre i volti noti paiono destinati ad avere un certo peso sulla trama anziché fungere da sterili cameo. Inoltre, Telltale introduce altri eroi dello show HBO sin dal momento dell'installazione, facendo capire da subito che lo spessore della vicenda ed i suoi legami con la saga di Martin saranno tutt'altro che tangenziali; sono segnali incoraggianti, nonchè ottimi motivi per vedere Iron from Ice sotto una buona luce.

Niente sassolini nella scarpa dunque? Si, qualcuno c'è, e mi riferisco in particolare alla gestione di animazioni e regia nel gioco. Movimenti credibili possono sopperire ad un dettaglio grafico ridotto, mentre una buona regia può limitare il ricorso ad animazioni complesse o mascherare quelle imperfette, come in una catena. Visti i limiti tecnologici del progetto, Telltale Games avrebbe potuto ammorbidire la sua agenda e mettere a frutto questi principi, anche per dimostrare nel suo piccolo di aver compiuto una maturazione stilistica. E invece si resta fermi agli standardi di The Walking Dead - buoni, per carità, ma ormai superabili senza troppi sforzi.

Telltale's Game of Thrones - Sito Ufficiale