Hadouken

Hadouken: GDC 2010, Day 2

Come with me to day 2 of the Game Developer's Conference. But first, here's some things I left out from yesterday.

Jaime Griesemer Again (Bungie)

Jaime Griesemer made a point yesterday that when gets feedback, he doesn't like hearing solutions, just problems. He's ok with "I don't like this" and he's even better with "I don't like this because [of X]" but he's not hot on "this should be changed to that." Often these solutions are not feasible. Sometimes they have technical problems, sometimes they cause other even worse problems in some other area of the game, or whatever. He says don't discuss solutions with playtesters, do that with other designers.

I've found this to be good advice from both sides of the coin. I've also heard lots of "change this to that" pieces of advice that can't work, but the real message from the player is that SOMETHING is wrong, so figure out a better solution. On the other hand, the playtesters I work with these days have a close relationship with me. They have learned a lot about my ideas and methods and are often able to provide good solutions. Even with that, there have been many times when there most valuable feedback was identifying a problem that I then puzzled over to find a solution. I mainly bring this up because Sid Meier said exactly the same thing today...but one thing at a time.

Another point he made yesterday was about ignoring balance feedback in some situations. He was saying that if the people giving the balance feedback (aka, the people complaining) realize that you can easily change a number somewhere to change the game, then they will complain over all sorts of things. Maybe a strategy or weapon or move or something is pretty good, so they complain rather than explore the game more and find counters. And yet many of these complains go away the moment the game is in a more fixed form, like when it's actually burned onto a disc and changes would be hard. At that point, many of the previous "complaints" go away and those players learn to overcome whatever challenge by actually getting better. Obviously you have to be careful about when to ignore or not ignore this kind of feedback, but I've noticed this same phenomenon.

Rob Pardo Again (Blizzard)

I remember a few more things Pardo said yesterday. "Don't make players read a story." He limited quest text to 512 characters on purpose in World of Warcraft, not for a technical reason, but to make quest designers keep it to the point. He said that players should be able to get the gist of the story by only reading the objecting and actually doing the quest. The quest text can then enhance, deepen, or further explain things, but it shouldn't be necessary for understanding the basic story.

He said one place they really failed at that was Diablo 2 quests. In that game, you talk to the quest giver and they launch into 2 to 3 minutes of monologue about all this story stuff. You sit there with no form of interaction. The quest is really just "Kill Andariel" or whatever though. He said that's a fail. But he said World of Warcraft: Wrath of the Lich King succeeded here, specifically the quest chain for become a Death Knight. (I agree, and so does basically everyone else.) In this quest chain you steal a horse that you then turn into your Dreadsteed. You get quests from Arthas himself at first, but we see how your alliances change. Just playing through it all and reading almost nothing gives you a great sense of what Death Knights are all about.

Another point was that players will choose the shortest path, so make sure the shortest path is also the most fun. In EverQuest, the fastest way to level up is to fight the same monster over and over a million times, standing in like the same spot. In World of Warcraft, the idea was that quests were the fastest way, not standing in one place killing the same monster. He pointed out that even the most boring of all quests "Go kill X bears" or something is a big improvement because at least you finish that, turn it in, then get another quest to go kill some other monster, maybe with some other abilities, and that is located somewhere else in the zone. It gets you to move around at the least. Better still are quests that are more creative and fun, and that give enough XP to be worth doing even for the optimizer players.

Pardo also said that Blizzard is known for polish, but that polish isn't something you do just at the end; you have to do it all the way through. I think that's another way of saying you need to iterate and iterate and iterate. He showed a top down map of Arathi Basin (the battle ground in World of Warcraft) that was really low res and pixelly, like something you'd see on an Atari 2600. He said that was the design document for the battleground, ha. (It was remarkably accurate!) Then he showed a screenshot of the earliest playable version of it. It looked ugly of course, but it was playable. They could move the bridge or the flags or whatever and try different things. They did this through its development and it turned out to be one of the best battlegrounds with the LEAST overall development time.

The contrast was Silvermoon City. Silvermoon is a HUGE city, bigger than they had done before. It was so big that they had to break it up into several sections, each built in isolation. It was so unwieldy to connect up all these sections and actually play it as a whole that they very rarely did it. I think he said they did that only about 2 times in a YEAR (oh my). As is no surprise, Silvermoon turned out to be unwieldy to actually navigate as a player, too. It just didn't have the continuous iteration and polish (as a complete, continuous city) that Blizzard usually does. Pardo said that they now call this "Silvermooning" and are very careful to avoid any situation that prevents them from doing many, many iterations on something.

Another point he made (he sure made a lot of points, btw) is that he has to create a culture where his employees "show their work early." He says if you work on something (maybe a map or a character or programming a feature, whatever) you don't really want to show people when it still has obvious problems. It will make you look stupid. But the alternative is to keep working and working in secret, building up to some kind of "big reveal." At this point, you're too invested. If you've been working on something for three months, he said, and then finally show it, you aren't looking for feedback. You are looking for a pat on the back. But the only way to make things good is many, many iterations. He encourages his employees to show each other even their very early work and to give each other suggestions on whether that work is going in a good direction or not, or how it could be improved.

Ok, now let's start GDC Day 2 for real.

What You Need to Know About Casual Games 2010

This was the worst named session in all of GDC. Or...was it the best named session? Maybe the worst because it showed almost no casual games and almost nothing from 2010 (the games are mostly from 2009 I think). Or maybe it's the best named session because it seeks to redefine what a "casual game" even means. I thought it meant lame match 3 stuff, peggle, and facebook non-games. Apparently to Juan Gril and Nick Fortugno, it means a bunch of awesome experimental web games. Sweet.

Read More...

Hadouken: Street Fighter IV iPhone Game Winners!

Congratulations are in order for the following Capcom Unity members, as they've just won a copy of Street Fighter IV on the iPhone (IGN recently gave the game an 8/10! Go check out their review!):

Eric

Gerardo

Syl

ChriscoTek

Alex

Check your Capcom Unity inboxes for the code!

Read More...

Hadouken: Watch Me on AnimeTV!


I was recently a guest on AnimeTV on internet television network Revision3 and the episode is up now! I was interviewed by one of their hosts, Kaiji Tang and he had some interesting questions about the SF4 scene. Then I play a match with the voice of Ryu himself, Kyle Hebert. That was fun lol.

It was a lot of fun and a pretty big deal for me personally because I’ve been watching shows on Rev3 since the early episodes of Diggnation. So check it out, my segment starts at 7:05.

Read More...

Hadouken: Help MLG Get SSF4


MLG co-founder Sundance is asking for your support to get SSF4 into the Pro Circuit. A lot of people are not fond of MLG for reasons that sometimes make sense but usually don’t. I’ve had several lengthy conversations with Sundance and can see that SSF4 in MLG makes things bigger for everyone.

SF4 in MLG will mean more prize money for players which means more players that play full-time and that means better competition overall. So you can say what you want about them, but the fact of the matter is that money talks and increases competition.

Sign the petition here, it only takes a sec!

Read More...

Hadouken: Watch Final Round XIII NOW!

Final Round XIII is live! Log in at tournament’s site (it’s FREE) and click the LIVE STREAM from the left column. Today almost 200 players from all over the US and two Koreans will be doing their best to advance to tomorrow’s top 64 brackets. If you want to know what is the tournaments’ schedule, visit the Final Round’s info page.


Read More...

Hadouken: Street Fighter IV on the iPhone is #1 on the Top Grossing App List

In celebration of:

1) Street Fighter IV's release on the iPhone (yay)

2) The fact that it's currently sitting in the #1 spot in the top grossing apps section of the iTunes App Store

3) And that there are currently 524 ratings with a current 4.5/5 star average rating on the app store...(awesome!)

We're going to be giving away FIVE codes for the game!

All you have to is comment telling us why you think you deserve the code! We'll randomly select 5 winners by the end of the day today! You'll receive a private message from me if you have won!

Good luck!

Read More...

Hadouken: Level|Up Series TEKKEN 6 Matches

Level|Up Series has uploaded videos from their 2/27 Tekken 6 tournament with such well-known faces for Tekken fans as MYK or Mr. NAPS. Check out the rest of the entry for the videos and tune in to http://www.justin.tv/leveluplive every Wednesday from 8:30 PM to 12:00 AM for some SoCal fighting game action at Wednesday Night Fights!

Level|Up Series D&B Event: TK6 Pool A – MYK vs AlexMan

Level|Up Series D&B Event: TK6 Pool B – MrNaps vs MarkMan

Level|Up Series D&B Event: TK6 Pool B – MrNaps vs Juggernaut

More vids can be found at levelupseries’ YouTube channel.


Read More...

Hadouken: TEKKEN 6 Global Championship FINAL Montage

During the last weekend’s Global Championship Final… The top 16 players from around the world gathered in Tokyo to find out who is the best worldwide TEKKEN 6 player. Our very own MarkMan attended the event and can be seen in Namco Bandai Games’ video montage of the global final! Click below for the full video!

SOURCE – GameTrailers – Global Championship Final Vignette


Read More...

Hadouken: GDC 2010, Day 1

Welcome to Game Developer's Conference.

Nicole Lazzaro

I was too exhausted and needed to sleep, sorry Nicole. I'm sure you did great.

Yoshiro Sakamoto (Nintendo)

Sakamoto started with 20 minutes describing in excruciating detail exactly which Metroid and Wario-Ware games he did make and did not make. (Short version: a lot of them.) Also he made some series of detective games that we haven't heard about.

He said Metroid is the only non-niche game we would know him for, and in Japan, Metroid is niche (wait, what?) and so over there he's seen as only making niche games. But he's a quirky guy and he likes that.

Early on, he worked with Iwata (current president of Nintendo) on something, I think he meant Balloon Fight. He showed a picture of him and Iwata where each has a thought bubble. Iwata's has a bunch of equations and techie stuff. Sakamoto's has "3 + 3 = 7?" and like a cartoon cat with an arrow to a lunchbox and a lizard or something. They have different modes of thinking, apparently. Recently, Iwata asked Sakamoto how he is able to make such opposite games. The Metroid games are "serious" while the Wario-ware games are totally silly and funny. Sakamoto suspects that actually Iwata's question isn't "how can you make such opposite games?" but is really "how can you make a game with a serious tone AT ALL?"

Sakamoto said to explain, we should know what influenced him as an artist. Early on, he was very affected by Dario Agento, especially his films Deep Red and Suspiria. These are horror films (I think?), and Sakamto said he was so impressed at how the films had tension and heightened emotions. There was some certain kind of music he thought was unusual, but effective. The rhythm had a "dead" quality to it, I think he said, and the music stops entirely at just the right moments.

He was also influenced by Luc Besson's film Leon: The Professional, John Woo's A Better Tomorrow, and Brian De Palma's Carrie. He's also quick to point out that he is not a movie buff, that he has not watched more movies than the average person, that he has not watched all the films of those directors, and that he doesn't wish he were making movies instead of games. It's just that these particular films showed him tools of the craft.

Specifically, he learned the use of these four techniques: mood, timing, foreshadowing, and contrast. He probably should have talked about these in much more depth as this was really the central point of his entire talk, but I don't think he gave specific examples. Anyway, these are the four ideas that he felt were very important to making horror movies work, to have just the right tension.

Then he talked about comedy. He likes comedy and he likes to laugh but a) he is definitely not a comedian (his words) and b) he actually likes making other people laugh more than he likes to himself. Making games that are silly and funny is his way of achieving this, without being a standup comic. He said those same exact four concepts are what makes comedy work. Mood, timing (especially timing!), foreshadowing, and contrast.

Oh, and he also showed us a crazy, indescribable DS game called Tomodachi Collection. You make Mii's (avatars) of your friends, then the game allows you to put them into a bunch of surreal and completely absurd situations. Some are like love scenes on a beach, one was running away from a *gigantic* rolling head of one of your friends, or doing silly dances with them while wearing even sillier costumes, and so on. Sakamoto certainly has a comic touch. Even I started to wonder how he makes a game with a serious tone.

Anyway, his point is that the reason he can do these opposite things--make a comedy game and a serious game--is that they are not opposite to him. They require the same sort of care and he thinks about many of the same ideas in both.

One last interesting thing he said, but I have to translate it a little for you. He talked about how he spends all this time making sure the timing and mood and all that is right, because that's what will create the right emotional response from the player. He was trying to say that he thought of the player as this nebulous thing out there. Kind of like he makes a work of art, then throws it into some sort of void where, theoretically--some humans will enjoy it. I know exactly what he means because I often have that exact same feeling. I've heard other artists mention this same idea too. They are designing something that people are supposed to enjoy or appreciate, but...who are these people? Sakamoto just does his best then hopes for the best.

BUT, then one day he changed his view. After the release of one of those detective games we don't know about here, a woman who played the game liked it so much that she sent him homemade chocolate candies. He explained that in Japan, this is what women do for men to signal romantic interest. He said he was shocked by this, like he didn't know how to even react. It was the first moment he really felt deep inside him that actual real people enjoy his games. Not just theoretical people. So this praise he got had quite an effect on him, and from then on, he pictured specific people when he makes his games. What will his wife think? What will some little boy he knows think? And so on. Well, I thought it was interesting.

Jaime Griesemer (Bungie)

Griesemer's talk was called Changing the Time Between Shots for the Sniper Rifle From 0.5 to 0.7 Seconds For Halo 3. It was about multiplayer game balance, and he covered many similar ideas as my GDC lecture last year and my writings. He even quoted me in his presentation

Read More...

Hadouken: Enjoy These Amazing Super Street Fighter Fight Club Art Pieces

The Street Fighter event that we held earlier for GDC had some pretty amazing artwork, thanks to our very own bastion from Creative Services. Luckily, he's managed to give us here on Unity the original files to share, so please enjoy and let us know which one is your favorite!

Hit the jump to see more and don't forget to click on the images for high-rez files!

Read More...

Categories