Tuesday, May 29, 2007

5/21 - 5/27 Front Page News

"Hell, it's about time.." - Terran Marine



This last week there was some major news for Blizzard RTS fans. Starcraft 2 has been announced! The trailer looks amazing. You can download it here. I have been informed that the lead designer of this game is the same one that worked on Lord of the Rings RTS at EA. This worries me as I know people who worked on that game, and the things they tell me are troubling. I'm glad that Koreans get to beta test the game as I know the majority of people there embrace Starcraft and will find exploits and bugs efficiently.

Sunday, May 20, 2007

5/14 - 5/20 Front Page News

Spider-Man: Friend or Foe


Activision recently announced a game, due fall 2007, that is supposed to retell the legend of the Spider-man trilogy. Some people think/hope that the game allows players to take control of the super villains of the movie trilogy. I, believe, that this game will be more "Grand Theft Auto meets Spider-Man". If this is the case, I would like to share my opinion in how Activision could improve on the franchise.

Lips, Rails and Poles: I am referring to improved movement for Spidey, of course. Program code that allows for Spidey to know if there is a small overhang (not quite big enough for spider-man to crawl upside down on) and be able to maneuver around them. Spider-man should also know if he is on a railing and should have animations for them. Poles are also a big part of the city (flag poles, antennaes, city lights, etc.) Spider-man should have animations for those as well.

Vehicles: The city lacks a variety of vehicles. I hope they integrate more trucks, buses (tour buses), and helicopters. Spider-man should be able to land and crawl all over these vehicles. Vehicles should act as they normally would as well. (Firetrucks to fires, Ambulances from and to hospitals, Police to crimes.)

Interaction: Assuming this game is similar in style to GTA, Spider-man should be able to interact with vehicles and people more. Damage cars, hurt innocents, Web rodeo some people and get them stuck to the wall in web cocoons. This would lower or raise the city view of Spider-man and interact with him differently.

City events: There should be events with consequences. If Spider-man doesn't get to a mugging in time, the criminal escapes and a chase ensues. If he does get there in time, maybe a hostage situation occurs. No more lame events (pies and balloons?!), just realistic ones. (mugging, gang wars, suicidal jumping, robbery, car chases, runaway vehicles, injured citizens.)

Thursday, May 17, 2007

Article: Problems encountered when creating a game with a set release date:

"The day is finally here.. you know its out today, because you've been waiting months for it. They promised!" These words are uttered in your mind as you head to your local game vendor to purchase a long awaited game. You return home happy that you gave up 70 dollars and the next few weeks of your social life. You put in the game... and then you are shocked.. "THIS GAME IS AWFUL!". This has happened to many of us in our gaming career... Lets take a look into why this is often the case.

1. HYPE: Whether you think its in your mind or not... it's there. The marketing machine hard at work as well as your expectations growing up until you put the game in the game machine and actually play. The more anticipated a game is, the more it's likely to let you down. If this game is a sequel, there are many times that game devs try to appease the many fans by making a game much better than the first.. this often leads to devs breaking what wasn't broken.

2. DEVS VS. QA: This is why you see so many "glitches" or bugs in the game. Think of game development as a marathon where the marketing promises they will finish the race in a certain time.. but fail to mention they will attempt to do it by taking 2 steps forward and 1 step backwards the entire race. As developers add new things to the game (such as art, program code, new levels or areas, etc) the QA must then test it and tell devs what has broken since the new addition. With big budget games getting as big as they are.. Quality Assurance becomes infinitely harder to do well with the budgets given. Now, bugs are usually given a classification.. (such as graphics, text, design, cinematics, control, audio, etc.) Each bug is also given a ranking of seriousness. (such as 1-5 or A- E.) As time goes on in this marathon and the release date is fast approaching, it is up to the producers, execs, and some devs to decide which parts of the game to "block off" and which ranks to not fix. For example, 1 month before shipping, the Execs may tell the QA team that audio bugs are off limits and all C bugs are to still be written up but will not be fixed. (This is because fixing minor bugs may cause bigger problems. Fixing these 3 C's might cause 5 A's). Another problem is that Devs often times do not play their games as a QA tester might... Most of them are sick of the game when it needs to be played by them the most, which is just after going "Beta" and before going "Gold" (about to be released). So, when testers write bugs such as "this level is boring because of X, Y or Z" (most devs don't even think this is a bug). It is immediately written off as not a bug or "As designed" not fully knowing what the tester is talking about or sees. Of course, there are exceptions to this. I've known and seen devs play their levels. I've rarely seen a dev play the whole game like a tester would, it is not their job and they simply don't have time. So, by the last leg of the race, the race becomes, 2 steps forward and 0 steps back.. this is where devs go insane working really long hours turning 3000 bugs into 0 in 2 weeks and where QA gets pissed because they still have to bug the game even though they won't get fixed like many of their bugs are being disregarded.

3. MARKETING vs. DEVELOPMENT: In most cases, a game company will not set a specific release date without some idea that the set date will bring them the most amount of money. Whether its because they want to release before the competition or with a new piece of hardware, or with a movie release. With that being the case, the shift from quality to profits is inevitable. I believe, every development team wants to release a quality product, so they can say "I worked on that." rather than try to make some money. Trust me, the video game industry is NOT where you want to be if your sole purpose is to make money. There is just too much time, and stress involved. The company execs, however, are more concerned with keeping the company alive. There is a balance of course.. if the game is really bad, then the company reputation goes down the drain. Marketing often requires updates and interviews of a games progress. This can cause hype if features of a game are talked about and later on must be cut due to time/budget constraints or unforseen problems with the rest of the game.

4. PORTING: Assuming this game isn't specifically made for one system. Porting becomes a problem. In this generation of systems (Wii, Xbox360 and PS3) porting has never been tougher. Porting will never go away, but it causes so many bugs no matter how its handled. If a game is a regualar port, then the hardware differences causes problems. If the game is tailor made for each system the development time and cost is multiplied. Even if cost isn't a problem, time is.

With all these factors in play, it's no wonder that most games are released with lackluster reviews. As games become more complicated, with more variables, it becomes exponentially harder to test to find bugs. More time and bigger teams are required, which is not possible most of the time. To remedy this, some companies release patches for games, now that all major consoles have access to the internet. The only problem is getting a company to care about fixing a game (for free) after a gamer has purchased it. These patches, however, can only fix minor issues, not big issues such as bad game design. So next time you purchase a game that is released on a specific date (like with a movie release), go in with lowered expectations.

Monday, May 14, 2007

5/7 - 5/13 Front Page News

Spider-Man 3.1 DVD?

I, like many of you, went to see Spider-Man 3 in theaters. I had heard that it was getting average grades, which is a drop for Spidey. I thought the movie was going to be horrible, but it's not. A few things could be patched up and it could be a great movie. (I personally would give it a 7.5/10.) I offer some suggestions as to how the movie can be improved in DVD form (much like what Sony did with Spider-Man 2.1).

First, Replace the last scene with the usual Spider-man "money shot": I can appreciate the book end feel of the trilogy being all about MJ and Peter.. but the ending scene with Spidey is just as much part of the series as the amazing intros. Seeing Spider-Man tumbling from rooftop to rooftop and swinging around New York is always fun to watch and a great way to end the movie.

Secondly, add more footage: I know that may seem counter intuitive at 2 hours and 20 minutes.. but those villains need to be fleshed out a bit more. Devote 50% of the new footage to Sandmans story... (did he ever give his daughter the money?) and 30% to Venom. Give Venom some face time (and I don't mean Topher Grace). I would've loved to see Eddie's take on learning how to use his abilities (in contrast to Peter's in the first movie. The last 20% should probably be action scenes.. more swinging and catching badguys with black spidey and more fighting against Venom. If you must remove or reduce scenes to compensate.. reduce/remove Peter's dance number and take away unnecessary scenes like Peter purposely messing up his hair. Round it off at two and a half hours and I think it could be fine.

Thirdly, Take out some of the humor and replace with more story driven scenes: For example, add some knowing/awkward glances from the butler and reduce the dancing in the kitchen scene. Maybe show Flint Marko visiting his daughter a second time to drop off some money but doesn't have enough.. give him a reason to be angry at Spider-Man. Show Venom learning how to swing.. or maybe the Venom suit teaching him how.

I think with these 3 changes alone, the average would go from mid-60's to mid-80's. Other than that, I think this movie suffered from the trilogy curse of superhero movies. Look at X-men 3, Superman 3, Batman and Robin. It was just a case of trying to give too much to their fans.. I know that if it was up to Raimi.. it would've been just Sandman and the climax of Harry/Peter. They didn't know if there would be a 4th Spider-Man (which there will be) and included Venom because alot of fans wanted to see him.

Monday, May 7, 2007

4/30 - 5/06 Front Page News

Spider-Man and the Sinister Systems!!!

It's obvious that Spider-man is a cashcow. Anything involving him and movies/videogames rakes in money.. Even former head-of-all-things-Playstation, Ken Kutaragi, used the Spider-Man font on the Playstation 3! THE FONT!! Well.. here we are in the year 2007 basking in the glow of the next generation of systems facing a problem... Each system is vastly different from each other technologically and in user experience. Xbox has Live Arcade and its achievement system, Nintendo has its wii-mote and PS3 has cell technology and SixAxis. Because of this, porting has become a problem. THQ has turned their backs on porting, and instead is embracing console specific development. Activision, however, has not...

Activision, along with Vicarious Visions and Treyarch, instead has gone and made something like 3 different Spider-Man 3 games for 8 different systems. Being a fan of Spider-Man myself.. I am left with a dilemma.. which system or systems should I buy the game for? Wii? 360? PS3? ALL? I just don't have the money... damn you Activision for being so greedy!