5 Moments

At lunch we were babbling about games over BBQ, a common practice for Arkane’s Austin studio. The subject today was emotional moments in 2007. All part of the ongoing, endless drive to knock it out of the park with a great game no matter how many times you have to get up to bat.

I rattled off my emo moments without hesitation, which means it was a great year:

(WARNING: SPOILERS.)

1) The first time I saved a Little Sister in Bioshock. The perfect swell of music, the little form struggling in your hands, the voice…all perfect. Much more powerful that first time.

2) The moment the puzzle game became a story game in Portal, via empathy for whoever had come before me… Never has so much been said with so few “words.”

3) One of the rainstorm gun battles in STALKER, with an enemy in the dark breathing hard on the opposite side of a pillar. I felt hunted. Honestly, it was like playing an intense game of Capture the Flag in the woods at night at age 13…exhilarating, scary and empowering.

4) The staggering death, post nuke, in Call of Duty 4. “Omg, someone finally did it.”

5) The pistol slide sacrifice at the end of Call of Duty 4. Captain Price is counting on the FNG in a way that is still emotionally evocative. Amazing use of drama.

I think 2007 reinvigorated my faith in games, which had (perhaps understandably) flagged. And all but one of those moments came via console.

I can wait for the followup to these games (in addition to Fallout 3, Far Cry 2 and Mercenaries 2)…omfg, so much goodness.

positive and negative weights

I’ve been craving an iPhone since the first one came out. But I knew that a 3G version was on the way, so I waited. This time, I assumed there would be crushing lines and bugs, so I waited. I’m still waiting. In part, it’s probably due to the fact that I love my Blackberry Curve’s keyboard. Hard little buttons that I can mash very fast.

I’ve been watching a few new people deal with the Apple paradigms and, of course, struggle. I remember the first time I got an iPod, vs the prior non-Apple MP3 players I had. It’s always a struggle at first for me, no matter what platform. “You’re converting my files to what format? Where are they…hidden now? I can’t sync my iPod at home and at work? I can’t back my music from home up on my work machine…why not, since my iPod is basically a portable harddrive?”

Intuitive just means “like something I’ve done before.”

What’s interesting to me is the weight we give to annoying features vs pleasing features. For instance, the iPhone does most things much better than my Blackberry. I am fascinated by the fact that the iPhone supports web browsing so well, has YouTube, the screen is gorgeous, the fingertouch interface is revolutionary, and it doubles as an iPod. But again I still have a Blackberry simply because the iPhone keyboard annoys the hell out of me.

So which is “better?” Do negative or positive weights matter more? How strong one way or the other does something have to be to overcome all other considerations? For that matter, is the suckiness of the iPhone keyboard a negative, or is the Blackberry’s a positive?

I will eventually get an iPhone: One device, with phone, camera, the web, my music, etc…it’s unbeatable. So I’m sure I will eventually overlook the 3 or so really annoying things about the iPhone in favor of the pleasing features. In currently prefering my Blackberry, I’ve simply already accepted the features that annoy me on the Blackberry. (And there are a bunch…)

The murky depths

I’ve mentioned before how much I love Fl0w. Lots of smart people have commented on how the game’s setting and mechanics manage to evoke various feelings.

Additionally, I find that there’s an interesting flirting with death feeling that comes to mind when I’m playing. There’s the sensation that as you go deeper the layers of the world get darker, colder (imagined) and more dangerous; early in the game, the entities that swim several layers below you seem truly threatening. And so in addition to evoking a number of peaceful, positive feelings, the game also sometimes gives me this type of self-destructive thrill…oblivion is below, just keep diving.

It’s amazing that so much springs from such a minimal, elegant game design. I love it.

L.O.D.

I was just thinking about Syndicate for some reason.

Great game(s), of course, but what struck me was how smartly Syndicate was abstracted. Anything that the game could represent in detail was featured at a low level, in terms of systems granularity and even physical proximity. Everything else was seen at just the right distance, concealing weaknesses in terms of mechanical variation or precision, animation fidelity, number of character models, etc.

Often, when starting a new project, we forget this and assume that everything in the game needs a very granular, close-up representation. There are so many great lessons in our favorite games.

Loving the life sims…

Since Activision’s Little Computer People, El-fish and forward I have loved life sims. Imagine how cool it would have been for all the little fish in Deus Ex, swimming along the ‘aquatic archetype paths’ through the maps, to be imports from El-fish… Anyway, at last, Spore is coming. I played with it at E3 one year and instantly had fun as soon as I put my hands on the creature creator. I can’t wait. Civ Revolutions soon, then Spore. This is going to be a good year, with these games plus Far Cry 2, Mercs 2 and Fallout 3 coming.