Category: Game Design

Innovate

Something’s been percolating in my subconscious. I think it started about a year and a half ago when Greg Costikyan lambasted Warren Spector’s 2003 GDC keynote, in which Warren suggested that if game designers cannot innovate as often as they want, they can at least make the best games they can where they are. It didn’t help any when I read an excerpt from Chris Crawford on Game Design where he (among other things) said that sequels have no artistic content.

Both of these really rankled, and it has taken a good long while to figure out why. Actually, it didn’t take long to figure out why Crawford’s remarks had rubbed me the wrong way; he’d effectively said that Ultima VII, Day of the Tentacle and Shenmue II had no artistic content, an indefensible statement, especially in an industry where a new game design can take a few games to wear its rough edges off and become really fun. But there was something else, something deeper. And I finally think I know what it is.

I don’t think innovation is that important to game design.

Costikyan and Crawford both obviously pine for the days when everything designers (including themselves) did was innovative. But designers were innovative because they had no choice – no one had ever done what they were doing before! The field was wide open; everything was innovative.

But the nature of the available play styles on a platform are dictated by input devices, and the input devices we use haven’t changed much in a good long while. When I play Doom 3, I still use the same mouse/keyboard/screen setup that I used to play Quake. When I play Ratchet & Clank: Going Commando (yet another sequel that was better than the original), I use the same gamepad/screen setup I used to play Pitfall on the Atari 2600. Yes, my controller now has more buttons, a rumble feature and analog sticks, but the basic concept hasn’t changed – one hand steers the character and the other hand presses the action button(s).

Thus the only way to get the kind of earthshaking innovation Costikyan wants is to change what play styles are available, which is exactly what studios like Bemani do. Lots of people point to Dance Dance Revolution as a rare example of innovation in this moribund industry, and they are right. But what did Bemani have to do to get that innovation? They had to introduce new input hardware, and without that hardware DDR is just a Flash game. What else have I seen recently that at least attempted innovation? Lifeline looked very interesting…hey, new hardware. Donkey Konga – oh, wait. New hardware.

We’ve very nearly completely explored the possibility space of both of the classic gaming setups. We’ve discovered a lot of play styles that work extremely well with them. And having done that, we are now devoting the majority of our energy to making better and better games using these play styles. I’m trying to figure out why this is a bad thing.

“But there are only so many genres of games! Where are the new genres?” Well, again, genres are dictated by what people are willing to play and what can be physically done on the hardware. When the mouse came along, it made more play styles possible. When fast 3D came along, it changed a lot of play styles. And then came the internet…pity no one ever figured out how to use that to play games…

“But the industry doesn’t award innovation!” This is the conventional wisdom, and I disagree with it. The biggest selling game of all time is The Sims. The previous biggest selling game of all time was Myst. Both of these games were considered innovative when they were first released. Yes, you might be able to make a quick buck by knocking off yet another decent RTS, but a) it has to be decent to have any shot at success and b) you can just as easily lose your shirt that way. And while the industry doesn’t directly award innovation, it does tend to award good work – yes, I know, Ico and Beyond Good & Evil both tanked at retail, but for the most part it’s true – good work gets rewarded, and good work is the first necessary component to innovation.

The second is inspiration. And inspiration can’t be forced, it can’t be bought and it can’t be faked. When the lightning strikes, it strikes, and when it doesn’t, it doesn’t. Innovation is inevitable, but the speed at which it happens depends very much on how much work in the field has already been done. Innovation now tends to wear away at the rough edges of play styles (witness Doom 3’s excellent handling of in-game interfaces) or adds fun new tweaks to an existing play style (Burnout 3’s aftertouch system or any of the myriad of new features in Grand Theft Auto: San Andreas) or blends play styles in interesting ways (notice how designers are grafting RPG elements onto every other genre) instead of creating new play styles out of whole cloth. It’s a river smoothing its rocks, where originally it was Michelangelo passionately attacking a marble slab.

The point of game design isn’t to innovate – it’s to make fun games. Innovation is just something that happens once in a while along the way. Designers should always have a bottle on hand to catch the lightning just in case it strikes. But if it doesn’t, I see nothing wrong with merely flawlessly executing a classic play style while throwing in a few new tweaks just for fun, and making lots of gamers happy by doing it.


Randomize

Warren Spector has a dream. He calls it the “one city block” RPG idea, and he’s talked about it several times. The design consists of a relatively small area that is modelled with such detail and interactivity, and has NPCs that are so “alive”, that this small area can support as much gameplay and story as a “normal”, mission-driven game. Warren was certain that with Deus Ex he was going to get the chance to create this dream design of his – in fact, the original design of Deus Ex called for three such city-blocks – one in New York, one in Hong Kong and one in Paris.

As the development of Deus Ex continued, he discovered that the technology to implement his design still wasn’t there, even after all these years. So as the development of Deus Ex progressed, the game became a lot more linear and mission-driven, like other games.

But Warren’s attempt wasn’t a complete failure. The second mission of Deus Ex is set in New York, and comes very close to fulfilling his goal. Far too much stuff is scripted, but there are a lot of people on that map, all with different personalities and goals. There are a lot of very different places, and a metric ton of secrets (including a secret mission that is very easy to miss). All of these make Hell’s Kitchen feel more real than environments in most other games.

Hong Kong is almost as good, but by the time you get to Paris it becomes apparent that the incredible amount of work necessary to put a map like this together was beginning to wear on the designers. Paris is the last map with free-form elements in the game – all of the rest of the maps in the game are very traditional, mission-based maps. They still have secrets and alternate paths, but the conflicting goals, the complex NPCs and the scripted optional sequences are gone.

This is one reason that Warren has called for the development of tools that could generate game content automatically.

Content created through generation used to be extremely common in gaming. All of the maps of the original Populous were created simply by generating strings of random numbers (and Peter Molyneux admitted in his 2000 GDC presentation that the Promised Lands expansion pack to Populous simply consisted of those random numbers reversed).

Starflight is another older game that benefited greatly from generated content. Starflight attempted to give players the experience of their own Star Trek five year mission. In order to do so, it was necessary to give the player a very large number of star systems and planets to explore – too few and the player would feel too constrained and wouldn’t get the sense of grand exploration that the designers were going for. So the designers stuffed the game with over two hundred star systems to visit and over eight hundred individual planets to explore. But Starflight was made back in 1986, before hard drives were common and CD-ROMs even existed, so the game had to fit on floppies. The only way the designers could fit so much content on two 360k floppies was to generate each planet on the fly using algorithms.

So if generated content (both pregenerated and on-the-fly) was so common, why isn’t it used any more? Why is Warren’s request so difficult to fill?

If there is one thing the human brain is good at, it’s pattern recognition. In fact, the brain is so good at it, we humans often see patterns where none exist. The nature of the “game worlds” of Populous and Starflight were very simple – they weren’t hard to generate, and they weren’t large enough for patterns to develop to clue the player in to the fact that they weren’t hand-made.

That’s all changed. Generating a Shenmue-style world is a much tougher challenge than generating a 64×64 heightmap – but it may not be impossible. If this problem could be solved, it could allow game worlds to get bigger and more detailed without requiring teams to double in size and schedules to extend even farther than the industry standard eighteen months. It could also finally make Warren’s dream a reality.


Final Fantasy VIII

Final Fantasy VIII sucks. Right? Worst Final Fantasy Ever. Right? Am I right? Come on, you all hated that game, right?

Well, I did.

I mentioned previously that Final Fantasy VII was the first “real” Final Fantasy I played, so I wasn’t really expecting the change-up in both the presentation and tone of Final Fantasy VIII. Nor was I expecting a much more complicated character advancement system.

So as I continued to play the game and Squall refused to act like a hero (i.e., like Cloud) I became more and more frustrated. My frustration increased as battles got tougher and tougher because I wasn’t using the Junction system properly. The result was that I ended up borrowing a Game Genie and cheating in order to finish the last boss so I could finally see the ending. And while the ending was nice, my feeling was not of elation, but “I’m glad that’s over.”.

But I recently began to feel a bit of nostalgia for FF8. Had I really given it a fair shot? Could I get more enjoyment out of it with another playthrough? I remembered the game having some wonderful characters – I hadn’t cared much for Squall, but Selphie, Zell, and Quistis were all great characters. And there were some aspects of the storyline – the Gardens, the Sorceress – that I thought were really well done. Was I up for trying it again?

And the answer was yes. I booted up Disc 1 and started a new game. This time I paid a lot more attention during the Junctioning tutorials and realized that I had neglected a vital aspect of the game – basically, drawing magic from enemies and junctioning it to character statistics.

Character advancement in Final Fantasy VII was very much like a ladder. Get enough XP and you (and your materia) get more powerful. Use your Limit Break 100 times and you get another one. Pretty simple.

Final Fantasy VIII’s advancement is much more like a graph on two axes. On the axis going up, you’ve got your level. Yes, gaining a level will make you more powerful in FF8. But on the other axis, you’ve got your junctions. Drawing out tons of magic from enemy characters and junctioning it well can make characters much more powerful without having to level. This is important, because in FF8 monsters level up as you do – you’ll never get the upper hand on a powerful monster just by levelling, because it will level with you. You need the extra edge that good junctioning provides. And high-level characters that also have good junctions are godlings. This was what I was missing in my first playthrough – drawing magic can be very tedious, so I didn’t do it. But levelling up is tedious as well, and you don’t have to draw nearly as much as you level. And if you’re smart, your Guardian Forces can learn abilities that allow you to refine magic from items, which means you have to draw even less.

But what about the whole “Squall is a jerk” aspect?

I’ve heard tell that Squall didn’t translate well from the Japanese, which is a possibility. But even so, on my second playthrough I’m finding him a much more interesting character – much deeper than the “obvious hero” type. Why is Squall so introverted? Why is so abrupt and hostile, even to his friends? He’s scared! He’s terrified in the way that only a teenager with the rest of his life in front of him can be. He’s afraid of death, and afraid of the rest of his life. Once you realize this, a lot of his behavior (like his sudden outburst upon learning of Seifer’s death) becomes easier to understand.

So in the words of my good friend Moof, I was doing it wrong. I was putting my own expectations on the game rather than taking what it gave me. Once I stopped doing that my characters became superpowerful and the game overall has become much more enjoyable.

But I still think Metal Gear Solid 2 sucked.


Class Begins

I worked for a brief period at 3DO, on a game called Crusaders of Might and Magic.

CoMM wasn’t a great game. It pains me to say that, because the guys who were working on it were all really nice, and I thoroughly enjoyed working with them. The game just didn’t come together properly, as least partially because it was the first PSX game for a lot of them. And of course it was rushed.

But I have a particular memory from working at 3DO. We were all sitting around a table discussing the game, which was a third-person medieval hackfest. The game was really hard to play, and people were suggesting ways to make it easier. I suggested that we make it possible to “lock on” to enemies, like in The Legend of Zelda: Ocarina of Time.

I got blank looks. No one else at the table had played Ocarina of Time. And they called themselves “game designers”.

At the Disney studios they have a vault that contains the rough animation for every Disney feature and short, all the way back to Snow White and the Seven Dwarves. Disney has done so much stuff over the years that when an animator gets a task, the first thing he does is to check the vault to see if something similar has been done before. That gives him a leg up on what he’s doing now – he doesn’t have to start from scratch.

We game designers also have a vault. It consists of all the games that have been done before ours. If you want to be a game designer and you don’t know gaming history and you haven’t played the classics, you’re going to spend a lot of time re-inventing the wheel, and yours is guaranteed to be less round.

But Badman, I hear you say, where can I learn about gaming history? What are the classics, and how can I play them?

Excellent questions, both. As much as I’d like to write a history of gaming, a) I don’t really have time, and b) it’s been done much better than I ever could. I hereby present a linkstrip in my navbar, sorted by group, and the first group is The History of Computer Gaming.

General Gaming History
Gamespot’s The History of Video Games
The Dot Eaters – Videogame History 101

The Classic Consoles
Intellivision Lives!
Creating Adventure for the Atari 2600
Programming NES Games for Konami
Programming MC Kids for the NES

More forthcoming. I haven’t yet found a good “history of PC gaming” link yet – if you know of one, email me.

And what are the Classics?

Well, there’s a lot of opinion involved here (of course). But I’m going to start by providing a list of games that differ across platforms and genres but have one thing in common – they are all brilliantly designed. If you want to be a game designer, playing great games and both and experiencing what they have to offer and analyzing them to discover how they provide that experience should be one of the first steps you take.

I’ve tried to pick games that are commercially available and on still-common platforms. I’ve also tried to pick at least one game from every common genre. This list is also not exhaustive – I’ll be adding to it as I find games that merit the list.

Ultima VII – Traditional Role-Playing Game – PC
Quake and Scourge of Armagon – First-Person Shooter – PC
Deus Ex and System Shock 2 – First-Person Role-Playing Game – PC
Ratchet & Clank – 3D Platform Game – PlayStation 2
Age of Mythology – Real-Time Strategy – PC
The Legend of Zelda: The Ocarina of Time – Third-Person Adventure/Role-Playing – Nintendo 64 and GameCube
Civilization III – Turn-Based Strategy – PC
Grand Theft Auto: Vice City – Third-Person Open-Ended Gameplay – Playstation 2 and PC


High Weirdness

Was talking with a friend here at work, and the conversation drifted onto the topic of how difficult it is to create a game that hits big in all three markets (Japan, Europe and the US). The cultural differences can really make a game resonate well with one market, while another goes “Meh.”

Which reminds me of the first time I played Final Fantasy VII. The only Final Fantasy I’d played previously had been Final Fantasy Legend II for the GameBoy, which I’d enjoyed, but which hadn’t really given me the full force of the FF milieu.

So I’m at an overnight LAN party with a bunch of friends. We’re taking a break from blowing each other up, and I notice that the host has a PSX and FF7. I ask if I can play it for a bit, and he agrees.

So I begin to play. I watch the intro movie, which is very good. The game starts in media res, which I always enjoy. The combat system is kind of simplistic, but that’s okay. Cool stuff happens, the reactor blows up, Cloud gets separated from his companions and meets Aeris. Aeris asks Cloud to escort her home, and she does. So far, so good.

On the way home, they’re attacked by a house. Literally. A house stands up, grows arms and legs, and fights our heroes. And I think to myself, “Uh…I’m fighting a house. That’s really, really weird.”

If you’ve been reading the site long, you’ll know that I’m heavily into coherent experiences – worlds that are simulated, rational and internally consistent. Fighting houses isn’t really included in there anywhere.

And at that moment, I realized that if I wanted to play this game and enjoy it, I was going to have to consciously shelve my preconcieved notions about what an RPG was and was not, and just accept the game for what it was. If I didn’t, then little things like fighting houses were just going to rankle me until I finally gave up on it.

And so I did. And, of course, I ended up being thoroughly rewarded by the game for doing so. And apparently a lot of other people got past the house thing as well (probably much easier than I did).

But I can’t help but wonder…what kind of US cultural vestiges in games don’t go over well in Japan? What would be their equivalent to fighting a house? A study on this subject would doubtless make fascinating reading, and could lead to better games for both sides.


Gamespotted

Goshwow. The inestimable Greg Kasavin makes many of the same points I did in my last post in this week’s GameSpotting, though of course he’s much funnier than I am. Go check him out.


The Real Game Begins

Note: I know, I missed Wednesday’s update. I’ll try to make it up with a supergood post today.

Okay, if you’re here, it’s because you’re interested in good game design. While I’ve talked about many games that I feel have good design, I haven’t yet started to delve into what I think good design actually is. It’s time to do so now.

Good game design, in my opinion, can be boiled down to a single maxim: Give the player interesting, meaningful choices.

Let’s break down that sentence.

Give – You are the GameMaker. You have willingly taken it upon yourself to attempt to create an enjoyable experience for your players. Take that seriously.

The Player – Lots of game designers think of the player as a passive consumers for the designer’s content. This line of thought gives us games like Metal Gear Solid 2. Know the truth: the Player is not your student, your recepticle or (God forbid, but some designers do think like this) your adversary. The Player is your partner. It is together that you make a great play experience.

Interesting, Meaningful Choices – The player must be able to make choices that alter the outcome of the game. He needs to make these choices often (or else he’s simply watching and not playing) and making those choices needs to both interest the player and have a meaningful consequence within the game.

And now for some examples. Let’s start with the bad.

Metal Gear Solid 2 – While the early parts of this game are not terribly egregious, as the game goes on the cutscenes get longer and more confusing and the actual gameplay portions get shorter and less interesting, until you’re literally ending a cutscene, running down a hall, and starting another cutscene. Metal Gear Solid 2 simply takes too many decisions away from the player in favor of presenting the story Hideo Kojima wants to tell.

Dragon Warrior – This game has the most egregious violation of the “make the choices meaningful” rule I’ve ever seen. At the end, when you rescue the princess, she asks “Dost thou love me?”. If the player answers no, she responds, “But thou must. Dost thou love me?” And she’ll continue to ask the question until the player gives the “right” answer.

Now, I’m picking on Dragon Warrior a bit here – it’s not a bad game, but this is a classic case of giving the player a choice that means nothing. Reminds me of that Animaniacs short where Yakko, Wakko and Dot are running an Italian restaurant: “Marinara or red sauce? Calamari or squid? Ham or prosciutto?” They’re all the same.

In fact, this is something console RPGs in general tend to do – you get choices, but they don’t mean much, if anything. Pick the insulting conversation choice and either the person you’re talking to will blow it off or you’ll get to try the choice again until you get it right.

Anachronox – Okay, I really liked Anachronox. I thought it was a well-done game beginning to end (or rather, beginning to Rictus’ ship, which is where I’m currently stuck). But in the game you have these rocks called Mystech that give your characters magical powers. About halfway through the game, you gain the ability to customize your Mystech by putting bugs of various colors on them (no, I’m not kidding).

There are several million bug-color combinations, and most of them don’t have any real helpful effect – they don’t make the Mystech more powerful overall. There are a few payoffs, but finding them takes a lot of effort and the game tells you up-front that while customizing your Mystech may be helpful, it’s not necessary to complete the game.

So this system gives the player many, many choices – it’s just that the system isn’t interesting enough and doesn’t have enough meaningful outcomes. It didn’t even inspire anyone enough to write an FAQ for it. (Side note: Designers, if you really want to know how popular your game is, check how many FAQs it has on GameFAQs.) Fortunately, the player is given the choice of whether or not to fiddle with this system at all, which prevents it from ruining the whole game.

Okay, now let’s move on to the good:

Grandia II – Grandia II combat is a delectible menu of choice options, each of which have immediate, visible results. The game also gives the player all the information he needs to make his choices intelligently – where each player and monster is on the action bar, how much mana and special points spells and special abilities cost, and how many hit points each monster has and what elemental effects they are vulnerable to. Note that Final Fantasy combat hides a great deal of this information from you…Final Fantasy X combat felt very stilted and procedural after Grandia II’s exciting, free-flowing melees.

System Shock 2 – I’ve got a whole article about System Shock 2’s RPG system, but what I wanted to point out again is how things perceptibly changed for me after I upgraded my character. That’s very important – a change that isn’t perceptible to the player is no real change at all.

And now, the grand mama:

Tetris – There’s a reason this game is as popular and pervasive as it is. The player has all the information he needs, his every decision is vital and changes the game board in an obvious and predictable way. Players respond to this, it gives them a feeling of control, which makes them want to play the game.

And now you know the fundamental root of my design philosophy.

Soon: More on the Player as your partner.


Revolutionary or Evolutionary?

I finally managed to track down a copy of the now-rare Quake mission pack Scourge of Armagon. I wanted it specifically so I could watch Scourge Done Slick, which is an excellent machinima that marries incredible gameplay with a great sense of fun.

Of course, once SDS was over, I started playing Scourge myself and discovered that it’s actually a damn good mission pack and does lots of things with the Quake engine I wouldn’t have thought possible. I also couldn’t help but notice how little things had really changed from a gameplay standpoint in first-person shooters.

I mentioned to my good friend Lee that I thought that Quake was revolutionary, but that since then all other FPS games have simply been evolutionary. Now, Lee’s a naturally contrary person, so he asked me why I thought this. After all, Lee said, Quake wasn’t the first true 3D polygonal game. It wasn’t the first first-person shooter. It was ugly – all browns and greys. What made it so special?

(It must be noted here that my good friend Lee is a big Marathon fan.)

There are several things Quake did that made it revolutionary. Allow me to bullet point:

It was the first 3D polygonal first-person shooter that used 3d models for almost everything – yes, there are still a few billboarded sprites in the game, but they are used only for minor things like explosion effects. This fully 3D space gave the game a coherent feeling no other game had at the time, especially when combined with…

Lighting effects. Quake was the first game to have real 3D lighting – Carmack insisted on it, even though it was an incredible challenge to do in eight-bit color and it meant having to draw every frame of the game twice. The effect of having every light source (even rocket explosions!) affect every object in the game drew the player in – and pointed the way towards the future.

QuakeC and Radiant – id’s player-friendly philosophy allowed players to use the same tools as original level designers instead of the hacked-up, reverse-engineered tools of the past.

And finally, Quake was incredibly popular, which meant that the people who did create new content had a huge audience for their work. The fact that Quake came out just as the internet was beginning to take off didn’t hurt anything either.

Quake probably wasn’t the first game to do any one of these things, but because it did all of them at once and rode the rising wave of the internet, it created a huge fanbase willing to create new content and continually breathe new life into the game. Quake didn’t create modders, but it empowered them in a way they hadn’t been before. Modding moved out of the realm of putting Barney at the end of Wolfenstein 3D and into the realm of Team Fortress. That’s why ten years after it’s release people are still making cool things for Quake like Scourge Done Slick.

And that’s a revolution.


The Swamp Squishes Between Your Toes…

One of the first games I ever played that tried to present itself as a unified experience was Legacy of the Ancients, released back in the Day (the Day in question being 1987). It had a fun and cohesive storyline, the best graphics of its time, minigames that were fun and were integrated into the main game well, music that fit the mood, and fun sound effects (the swamp squishing between your toes goes SPLAT! SPLAT! SPLAT!). Even the copy protection was integrated into the gaming experience.

Needless to say, I like that kind of stuff, and LOTA was the first game to “wow” me with the sheer level of detail it provided in an attempt to present a cohesive game world. It’s been a while since a game has knocked my socks off in a similar manner.

If you want to try Legacy of the Ancients (and you should), you can download the Commodore 64 disk images from the unofficial official site. However, the site suggests PC64 or CCS64 as the emulator to use; I disagree. VICE runs the images well without the need for a patch and is free. You can also save state right from the emulator, making it unecessary to deal with LOTA’s slow save process (those old 1541 drives didn’t do anything fast…)


Doom III Vs. Half-Life II

I’ve now watched every publicly available movie for Doom III and Half-Life II. And I think that the real difference between the two is that Doom III wants things to look good and Half-Life II wants things to act right. Half-Life II’s industrial-strength physics engine allows for new and interesting gameplay elements; Doom III’s unified lighting code and self-shadowing doesn’t.

Before you flame me, remember that this site is about pushing the envelope of game design. Half-Life II does; Doom III deliberately doesn’t. Doom III is about classic, rock-solid gameplay and showing off Carmack’s spanking new everything-gets-sixteen-texture-passes engine.

Now, is Doom III going to be a hit? Absolutely. It’s going to be huge. And it will be a good game, and I will be buying a copy. But it’s not going to do anything new gameplay-wise.

Watched a video on Gamasutra (that’s a recurring theme, eh?) from this year’s GDC. It was of Jason Rubin of Naughty Dog, one of my favorite people from one of my favorite companies. He talked about how much time they had spent on improving their engine for Jak & Daxter 2. He said that during that time he’d had an epiphany…nothing he was doing was necessary to the making of Jak & Daxter 2. They could have done Jak 2 with the Jak 1 engine and it wouldn’t have looked as good, but it would play just the same. Nobody is going to care that Daxter now has an environment map on his eye that reflects his surroundings – on a standard television you won’t even be able to see it!

He continued to ponder and came to the conclusion that graphics is quickly becoming a dead-end. You can only make so many texture passes and add so many polygons before you reach diminishing returns and the player can’t tell the difference. Not only that, but the increased poly counts of the characters on Jak 2 meant they were taking a lot longer to model, skin, rig and animate than the ones for Jak 1, which meant the game would take longer to make, which meant it would be more expensive, which meant it would have to sell better, which meant it needed something to grab players and bring them in – and that graphics weren’t going to do the trick any more.

Naughty Dog has never been known for their innovative gameplay. Jason stated up front that Naughty Dog’s “mission statement” had always been to design games with very familiar, classic gameplay ideas and simply make them look better than anyone else’s.

And Jason concluded that this wasn’t going to cut it any more. He concluded that Naughty Dog will have to start innovating from a gameplay standpoint in order to stay competitive. And he honestly stated that the idea scared him to death – he had deliberately shied away from innovation for almost his entire career.

I think Jason came to the correct conclusion. I think this is the last “generation” of games where incredible graphics will be able to sell a title (and of course, id is also playing off its own huge reputation with gamers). Very soon excellent visuals will simply be par for the course and gamers will start asking “What else you got?”

Needless to say, id should be far more worried than Jason. After all, he did co-author “Dream Zone”.