Showing posts with label bioshock. Show all posts
Showing posts with label bioshock. Show all posts

9.14.2007

A Path Through Recovery

It's been a while. I know, and I'm sorry. A few people have been in contact due to my lapse in blogging to ask if everything's okay, and if the game is still going.

I'm fine, thanks. The last couple of months have been fairly torturous, but I'm back home in Exmoor now, taking plenty of exercise, and leaning on the support of my family. I was pretty severely depressed in Brixton because of the day to day loneliness, and generally feeling kind of burned out, but I feel like I'm getting back to normal now. Prozac seems to help a bit, but even with it, you can feel stressed out an panicky, so it's by no means a total cure to my situation. Still, I'm recovering and getting back up to speed.

Goo is still going, thanks mainly to Tommy's incredible hard work and persistence. It can't be easy to keep going at this project when the only other person doing the work with you is having a nervous breakdown, but he's soldiered on regardless, and for that I'm eternally grateful.

Tommy's been reworking our engine, making it more efficient and stable. Previously, we had this rather nice feeling physics, but it was unfortunately not very efficient, and could be unstable - explosions of goo, a bit like in DarkMan. Tommy's taken that stuff, and completely re-worked it from the ground up to feel just as nice, but to also maintain stability. He told me that he left it on all night once, by mistake, and it was still stable when he got back. Result! We used to use some fairly devious corruptions of Lennard Jones spring potentials, but ultimately Tommy found that simpler is better, especially where bajillions of spring connections are concerned. We now use very basic dampened springs for our physics.

We're crunching for the IGF at the end of this month. Only two weeks to go. The same build we submit there (which won't be complete, but it's rare for primary IGF submissions to be the final product) will also be sent to Microsoft and hopefully championed internally.

Someone contacted me about World of Goo, and whether we're worried about the similarity in name to our own, "Goo".

I'm really looking forward to World of Goo as I've been watching the output of the Experimental Gameplay Project for a long time now. They've managed to popularize the idea of gameplay prototyping, and I want to kiss them for it. While I found all the experiments interesting in some way, Tower of Goo was the one which was clearly ready for a full production.

Am I worried about the similarity of names? Probably not as much as I should be. It seems like there's a whole micro-industry of games publishers who shovel lookeelikee games into their portfolio in a simple attempt to get mistakenly bought by Grandmas who happily purchase "Grand Thrift Aunt" amidst a confused hunt for similarly acronym'd hit games. It's the only service outside optometry dedicated to cataract suffers.

I wish I had the Machiavellian genius to think so hard about something so cynical, and admit to you, dear reader, that the name "Goo" was born of a desire to rob Kyle Gabler of some well deserved sales. I'm sorry to say that the truth is far more innocent.

The reason we call our game "Goo" is threefold:
  • Most obviously, you control a sticky, blobby fluid - like a dense oil or quick silver. The subject matter is Goo.
  • The main aim of Goo is to surround your opponent, much like the ancient eastern board game "Go". In a sacrilegious kind of way, Goo is like a spiritual successor to Go - the same premise but more organic and flowing. So, we added an "o" to represent that natural progression. Clearly, if we did a sequel, it'd have to be called "Gooo" (and have sniper rifles and exploding genitalia).
  • "Liquid War" was already taken. That's right. When I came up with the idea of Goo, I had never heard of Liquid War, and it was only after checking google to see if that name was taken that I found the game. Definitely worth a look, but if you're worried about the credulity of making a game so seemingly similar to it, I can assure you that Goo plays significantly differently, being based on very different physics and very different controls.
So, I don't know yet if we'll be changing name. I wonder how many sales "God of War" earned due to the proximity of its name to "Gears of War", and vice-versa? Perhaps "Tower of Goo" and "Goo" will be mutually beneficial in that way? Or maybe, the obvious answer is to call our game "Goos of War"?

Any suggestions for new names are welcome, of course! "Liquid War Copying Cunts" is the thing you would write if you enjoy trolling, for example!

In other news, I got into the Bioshock credits!

8.03.2007

Bioshock First Review: 10/10

I just wanted to give a public shout to my mate JP, and the rest of Irrational, because the first review of Bioshock is out.

I'm not the sort to judge a game by review score alone (so much else is important in a review - whether or not you have an established knowledge of the reviewer: I tend to agree strongly with Tom Bramwell from Eurogamer, for example, so I put more credence in his reviews than with people I know I don't have a shared taste with), but when something gets a perfect ten, you have to sit up and take notice.

Once again, congratulations Irrational! I knew you could do it!

6.07.2007

Some Approaches are more Equal than Others.

Delivery of narrative is not the sole purpose of an artistic medium.

I say this because I've just read this article on Bioshock. It's a good article, all in all, and I don't want to deride in in any way. There was just one comment in it which triggered my alarm bells:

The point of BioShock, the raison d'etre, is really the story, and the messages and intellectual content that Levine tries to deliver as a payload. "Look at Lord of the Rings," he challenges. "Why is Lord of the Rings more interesting than random RPG story number 507? They're exactly the same thing. They have orcs and goblins and demons and trolls. But Lord of the Rings is a meditation on power. And it's really interesting because of that. It's what gives it it's heart." And with undenied hubris, Levine's trying to do the same thing with BioShock, while still delivering a game 16-year-old cheese eating high school students will want to play. "We have these philosophical notions, but you've got to deliver. You gotta bring home the monsters. You gotta bring home the superpowers." In short, he's become a commercial realist.

There's nothing wrong with this quote in of itself. Publishers demand returns on investment. Marketing the game as an RPG is not going to give them what they want. Therefore, while Bioshock is heavily RPG oriented (though without the unnecessary complexity which typical RPG convention dictates), the publisher wants to focus the market on the percieveably more accessible action aspects. If Bioshock allows players to take on a gung-ho approach as a viable option whilst also fostering sneaky and cerebral approaches, then it's truer to the root of the term "role playing" than most RPGs. Indeed, many FPS/RPG hybrids have certainly been wanting on the pure-FPS side, almost forcing your expression away from Rambo-ism via inadequate core controls. So again, if Bioshock pulls it off, I'm happy that it won't be an implicit cost to other sides of the game.

My issue here is that the implication from Levine (or rather, inference from the author) that the "shooter" aspect exists merely to sate base desires in the mass market and to deliver a story payload, seems to me to be an incredulous amplification. I know a developer on Bioshock, and although I'm not privy to details on the game (bless his NDA fearing socks), I am aware of the design philosophy that guides him. Because I know this, something about the above doesn't add up for me. The view that low level mechanics, proprioception, and feel are in any way less important than the overall message of the game does not match with what I perceive to be their attempts a more symbiotic relationship between the two.

The idea that Narrative and Ludology must together form a master/slave relationship is an old one, and one I had hoped was dead by now. I'll sum it up briefly for anyone who is unfamiliar: How can an interactive medium produce a coherent story without compromising the author's intent, or the player's expression? Who has the reigns of the story; player or author? Surely it cannot be both? It has taken a while for people to calm down and understand that there doesn't have to be a conflict of interest, but you get the occasional article in the press fanning the ashes of a long burnt out debate, hoping to ask a wider audience into this initially ferocious debate, generating a little advertising revenue, no doubt. What's the final point which settles the argument?

Logos Ex Machina*: The Message/Idea in the Machine. Through the forging of a path through possibility (HAY THAT'S THE NAME OF THIS BLOG!!) systems generate stories (or at least, "series of events": "Jump, Jump, Break Block" is hardly Dickens) but at a more abstracted level, systems describe and explain emergent behaviours. In other words, they portray a message/idea in their own way - in a way which is fundamentally different to painting, sculpture, dance, writing, film or any other artform.

When you play Civilization, you can derive an understanding about why, say, the US is in Iraq: From your needs as a player, you grow to understand that you need to dominate resources to fuel a war machine to conquer the world to dominate resources. In the Sims, you see countless truisms in life - our credence of the capitalistic lifestyle and worship of material goods: "The things you own end up owning you", or that there's a fine balance to be struck between all your base needs if you want to be happy and productive. These are not explicit stories - they are messages woven deep into the fabric of an interactive system either by masters of the art form, or by lucky shits with unintended messages to spread. Their exposition is a natural systemic inevitability through the emergence of gameplay, rather than a forced contrivance in a cutscene.

With this in mind, there is no conflict between player and designer for authorship. Both are free to express themselves at different levels, feeling each other's will/intent without an authoritive power struggle.

Clearly there is an overall narrative string in Bioshock, but the progression from System Shock 2 and Thief seems to show that Levine is more and more being reborn as a storyteller who is embracing the strengths of the medium. This is refreshing considering that many die hard storytellers in games see a player's agency as a nuisance; as an affront to their own creativity.

The Narrative, in Bioshock's case, is just one expression of the underlying idea. It is amplified by the gameplay, and vice versa, since both gameplay and narrative are striving to explain the same thing. That moral choice to bio-engineer ones' self, or save a population if little girls is wrought implicit in the fundamental gameplay - moment by moment actions bear out themes in the story, and in more way that one! The openness of possible expression in your approach ("Rambo" for the slack jawed joes, "cerebral" for the poncey art fags) is bookended by a difficulty at either extremity: "All guns blazing" is possible but apparantly difficult; "Tower Defense: the FPS" likewise is hard to survive on alone, but is fully catered to. A mix of strategies, therefore, may be the easiest route, matching the "Fundamentalism is Baaad" overtones which the story tries to express.

I should also mention that the level design also re-enforces the narrative message: it's a sprawling the mis en scene. That's the technique it uses best to describe that same message - the ubiquotous conflict between the arrogance of imposed structure and penetrating waters embodying nature's malevolence: fundamentalisms causing conflict.

The point is, it's a three way symbiosis between exposition of the story, exploration of the physical/virtual world, and experiencing the varied strategies. Level Design, Gameplay, and Narrative are naturally intertwined: That's because this is not a case of "Which came first: Chicken or Egg; Story or Mechanic". It works because every cardinally aligned medium employed in the game is its own expression of a single unified idea. Using the message as a seed, each part of the medium grows out to express the same thing, in their own unconflicting terms - on those different, non conflicting layers.

I don't mean to imply that "Narrative as master" is a red herring, or that "You must have a story to justify a game mechanic". I don't believe either of those things - I welcome all approaches. I just felt that the idea that Bioshock delivers its message in one medium only, or that the other media utilized are subserviant, is false, and discredits the work that I know has gone into the game. Delivery of narrative is not the sole purpose of an artistic medium. Delivery of the idea is. And you can do it any bloody way you feel like. And you don't even have to be intentional about a message, because it's ultimately all in the interpretation!

I don't mean to sound like I think Levine indicted his own team, either. You know what I think happened? I think that a passionate journalist takes measures to dig deeper into details. I think Levine sensed that this guy is more interested in the higher level story, and placates him with more information about that side, playing to his wants, as every good designer should. Journalist (somehow) takes this as an implicit damning of what he percieves as a "lesser art" - that of basic interaction... kinaesthesia.

This whole post seems like an over-reaction to most, I'm sure. The reason that I rebut this incredibly minor point with this many words' worth of effort is because the idea that any one part of a game is more important to the medium than any other, by extension, denigrates what I'm trying to do with Goo: a focus on feel, and an expression of something greater through that one quality.

Just to show that I'm not being a total fanboy, I leave you with this Bioshock cover art, and the first words that sprung into my mind upon seeing it:


"Cowabunga, dudes!" :/

*Forgive me for a fruity embellishment which is probably translated wrong :/

3.04.2007

Indie Vanity and Motivation

There are a lot of thing you have to bear as an indie developer. Not least of them is the loneliness you may take on. At first it's quite the luxury to get on with whatever you want, undisturbed and ungoverned. Then you start to miss the human contact. Then you start to wonder what the point of it all is. And then find it hard to get out of bed, because the dried tears make you stick to the sheets.

Tommy and I work separate from one another, purely because we can't currently afford a place of our own. As a result, our only communication is through instant messenger and the occasional phone call. Technically, this hasn't been an issue - text is condusive to code-talk because you can be copy-pasting bits of code across to each other, linking website sources, and generally disambiguating your sentances more. IMing is second nature to us because we've grown up with the IM culture.

We have close to no social lives (probably why we're so good at Instant Messages), and a real lack of human contact outside our families (who we live with and leech off). It can get us down quite often.

Mainly, I think it's a sense of appreciation that we lack most. We don't tell anyone about our game publically because we're really not ready to show anything, so we have very little feedback on how others think the game is going. Ofcourse, this emptiness is caused completely by vanity, but vanity is a human need none the less.

My parents aren't exactly versed in videogames (especially my Mum, who yesterday recoiled at the absolutely jaw dropping new* Bioshock walkthrough), and can only give me moral support while asking when I'm going to get a "proper job". They can't tell us "This game will be great", because they simply don't know enough about games to give me an honest opinion.

Tommy's parents are much nicer about what we do, so Tommy often finds himself having to boost my confidence by showing me pictures of electric supercars which can fly and how we'll be driving them around in outer space, this time next year (Rodney).

When vanity gets the better of us we'll make videos of our progress and send them to trusted friends if only for some short term appreciation. But we're showing them real work-in-progress stuff (which, incedentally, you should never, ever show to publishers - hit them with something polished). Thus, the people who are enthusiastic about it are the ones who see past the placeholder graphics, unfinished features and questionable stability, and appreciate the promise of the game. And God bless 'em, because they put the proverbial wind in our sails.

I mention all this because if there's one thing never lacking in a bigger studio, it's someone with an opinion. Even if it's a really negative opinion, at least you're surrounded with people who are interested enough to comment. When you don't have that, there's a real struggle to keep yourself motivated, despite even the most creatively stimulating concepts. You have to find a way to knuckle down and plough through these dark patches. Maybe just take a little break? Go visit a friend. Play some other games. Try rather too hard to make people on internet forums like you.

One excercise I've been doing to help my motivation is keeping a secret diary (complete with secret thoughts) where I write out what I'm going to do today, or the next day, and also what I've achieved since the last post. It's accessible to a tiny number of incredibly trusted individuals. In writing it, I'm forced to focus on what my goals are, and how to achieve them - a sort of mini design session which sets me up for the day. By letting others see it, I feel my vanity bar is filled (even though it's now so boring that I doubt any of them bother reading it).

Maybe you have your own ways to pep yourself up? I'd love to hear them. God knows I need them.

*I say "new" - this version of the game was from a behind closed doors demo at X06 last year, so it's what... 4-5 months old? Check out how easy to use the Telekenisis is, and how much of a step up the particle effects have taken since the previous demo.

11.03.2006

Stories about their Games.

I am in America right now! I am working with Tommy! We are in his basement! I am excited! Mainly because I didn't get interrogated and strip searched on the way in! Like I did last time! (!)!

While driving to a stripmall to grab FinalFantasy XII (for Tommy) and Dark Messiah of Might and Magic (which I almost worked on), Tommy made me think of an interesting point, and I figured I'd write it here to congratulate myself.

We were talking about how separate story and game play often are in contemporary games. The Narrative vs. Interactivity debate is not one I'm going to dig up and clobber again, because I will fall the fuck asleep mid-sentance.

I was explaining to Tommy in my most patronizing tone, how Kevin Levine at Irrational tries to work game play and narrative into a symbiotic relationship. When he gets his way, the story tends to be about the things in the world that you interact with. He once gave an example of how, in Theif, he wanted one mission to be about the Rope Arrows that you use - make them a big plot point, rather than just a "tool". In Bioshock, the story is about how the genetic alterations you make to yourself (part of game-play) change and corrupt your identity, and your morality, and how that process has extended to the under water city of Rapture - furnature re-appropriated, and existing walls cracked and crumbled. Levine is, in a way, merely amplifying the inherent message in the gameplay, rather than creating unnecessarily detailed backstories which have no real relevance to the player's moment to moment actions.

I compared that to Kojima, where the story is about memes, genetics, terrorism, conspiracy, but the game is about moving around stealthily. Story in the Metal Gear series is treated a little like a string of rewards - you're playing to unlock an almost unrelated movie. There's real dissonance between the story you're being told, and the game you're actually playing. How much does finding and defusing bombs really have to do with the machinations a clandestine group of "Patriots", who are trying to filter the meme-o-sphere to their own liking?

So here came a hypothetical question: what if all games' stories were forced to be about their gameplay? Here's what I think might happen, (apart from seeing the games industry instantly implode, of course):

We're no longer allowed to have stories about things unrelated to gameplay, so for better or worse, we have to leave behind government agencies, gritty backstories involving murdered wives, children and parents as these aren't really "about" the abstract game play.

If stories start to be about the game play, and a continuing stream of cookie cutter Beat'em 'ups, Tunnel FPS, RPG, RTS and racing games come out, we become inundated with stories about "the way of the warrior", "the totalitarian control of one man's freedoms", "self improvement through toil", or "the art of war"... philosphical interpretations which aggrandize pretty standard games to the height of Go, or Chess's ivory towers.

When every game's story becomes introspective with regard to its game play, and the game play is the same, you get the same story, over and over. Black, Fear, Prey, HalfLife, Halo - these all draw from the same well in terms of game play, and would all have the same intrinsic story to tell - the upkeep of costs involved in travelling through life, the inability to form a path that hasn't already been specified, and ofcourse, the art of pointing at a thing and pulling a trigger until it falls over or explodes. Without the typical unrelated back-story/theme to differentiate them, there is not much left to hide their similarities. People grow tired of hearing the same story much faster than they grow tired of playing the same game, since games have replayabilty. (Except, probably not, because video game stories are already so damn similar as it is. "Oh, you're in a super special forces squadron? Oh, but you have 'special abilities which make you viably different from other products in a highly saturated market'? Oh really?! Wow!").

As a result, I'd love to think that this would force storytellers and designers to think much harder about their game play, and what its intrinsic message is. Y'know - rather than what currently happens - sandwhich whatever existing gameplay you like with whatever story you like.

Of course, we're much worse at coming up with fundamentally different game mechanics than fundamentally different themes and stories - not because it's very hard (though it's not easy either), but because of the costs and risk associated with exploring new territory. It's also very hard to work on this "Message from the Machine" level. Systemic messages emerge naturally through iterations, combinations and chaos in general - it's out of your hands, to a degree. (I do believe that we can get better at this art, and science. For me, that's really what mastering the medium is all about, and it's clear that it's still very early days for us as an artform.)

But if Bioshock is anything to go by, then focussing the story on the game play has forced Irrational to try a fair few new ideas - the focus on AI's interelationships, and creating a social ecology within each level, rather than a series of rather restrictive linear levels. Sure, you'll still shoot and frob your way around, but they're trying a lot more than most would at the same budget level.

And what does this have to do with our game? Well, I've never really had any kind of story for the game - it's rather abstract. However, it still needs some kind of encompassing theme to bring all our ideas into one cohesive bundle. After talking to Tommy about it, I think we've got it now. I'm not saying what that is, yet... but I'm pretty sure it'll win me a Wank Hat.