Category: Game Design

The Obligatory Spore Creature Creator Post

The Spore Creature Creator. Is it awesome? Of course it is. Why?

Well, for starters, I don’t think I’ve ever seen an easier-to-use piece of software. How easy is it?

My daughter Jewel made that. She’s three years old.

The other thing that struck me is that the creator has all the functionality promised by Will in his original presentation video. While other developers have been cutting features, resulting in software that looks nothing like their original presentations, Will and his team have been working hard to not only implement everything but even add features.

And if you’ve never watched that video, I strongly suggest you set aside an hour and do so. Here, I’ll embed it to make it easier for you!


Time to Level Up

I’ve been thinking that it’s about time to start challenging myself again. Yes, yes, Planitia…but there’s something else I’ve been wanting to do.

I’ve mentioned the self-confidence problems that I’ve had in the past and while I’m a lot better (look, Ma! I’m writing in public!) there is one thing I still don’t like to do and that is compete. I shy away from testing my skills against other people, because I’m afraid I’ll discover that I suck. Well, it’s time to meet this thing head-on.

Therefore, I am hereby announcing that I will compete in Ludum Dare Eleven, which will be held from April 18-20.

Now, see, in order for this to really work I’m going to need to make a pretty good showing of it. So for the next month I’m going to be making lots and lots of small games. I’m hoping to do at least four and I don’t want any of them to take longer than a week to do. This will get me better at starting out quickly and sand over any edges in my 2D development skills.

So the bad news is that there won’t be any Planitia news for a while. The good news is that there should be lots more news on all the other games I’m doing leading up to the competition.

I’m also going to have to come up with a few good recipes, since one of the categories you’re graded on is food


Tabula Rasa

Man, I’m glad that contest is over, because it means I can now talk about something else. Like Tabula Rasa!

I got a three-day trial of the game from my friend Wynne McLaughlan, who is actually a designer on the game now. I was…trepidatious about playing it because I really, really didn’t want to dislike something so many people I like worked on. Fortunately, that wasn’t a problem.

Tabula Rasa almost defies description. It’s an MMO, but it plays a lot like a shooter, except when it doesn’t. I got a character to about level 11 over my three-day trial (would have been higher but I had my daughters’ birthday party that weekend).

So what’s the basic gameplay of Tabula Rasa? Well, you outfit your character with weapons and armor. You drag the weapons, items and abilities you want to use to a quick-use bar that maps to the number keys at the top of your keyboard. Then you run around looking for enemies to fight. When you find one you can lock on target with the tab key – or not, since the game auto-locks onto whatever enemy is under your cursor when you pull the trigger. Then you fire at the enemy by left-clicking, usually dancing around trying to avoid return fire, until one of you is dead. You may also use Logos abilities during the combat, which you do by right-clicking. You also run around exploring, doing quests and trying to find more Logos symbols so that you can become more powerful. That’s basically it. Armor and health are handled in a very Halo style – both recharge over time, with armor quickly but only when you are out of combat.

What I loved:

* You loot enemies shooter-style, by running over their bodies instead of having to interact with a GUI. YES YES YES.

* Killing several enemies in a row gives you an XP multiplier, which increases as long as you keep your streak going. I got mine up to 150% and I’m pretty sure that’s not the max multiplier.

* Lots of quests and a good quest progression. The game does not just throw you into the Wilderness without any sort of guide; its quest progression (at least in the starting area) is as good as World of Warcraft’s.

What I hated:

* Resurrection trauma. Resurrection trauma in Tabula Rasa lasts for five minutes. It’s not quite as debilitating as World of Warcraft’s, since it only drops you to about 70% of your stats…but it happens every time you die. Plus, your armor seriously degrades with each death and there is no on-screen indicator to tell you this, so if you’re a new player and not used to the system and you try to jump right back into the action, you’re going to die again quickly. And then again even more quickly. Until you finally look at your character sheet and see that your armor is 0 and all your stats are red…at which point you clue in to what is going on. Now when I die I immediately repair and then spend the next five minutes turning in quests or fighting enemies significantly lower in level than I am until the rez sickness wears off. It’s kind of annoying, though I did become a more cautious (and therefore probably better) player once I figured it out.

You do not pick your class when you start the game. Instead you begin to choose your class at level five. You must choose to either become a Soldier or a Specialist, and each class has branches that allow you to specialize further later. Basically the Soldiers are the damage dealers and the Specialists are the support. I went Soldier.

The thing in the game that I enjoyed the most was after I had gotten my Shrapnel Bomb up to level 2, at which point I would run up behind a group of three Bane thugs that had just teleported out of a dropship, pop them with the Shrapnel Bomb to immediately remove all their armor, and then kill them with 2-3 shots of my shotgun. I could do that all day.

Base defense can also be quite fun…until the game decides that it’s time for the humans to lose this base and sends an absolutely overwhelming force at it, at which point the prudent player will immediately hit the teleporter in order to get away quick before the base’s capture point switches allegiances (at which point the teleporter doesn’t work any more).

I didn’t manage to do any crafting, although I had several recipes drop. But the crafting system I observed looked a heck of a lot like Star Wars Galaxies’ system, where you have a recipe that requires certain skills and components and once you fulfill all your prerequisites you go to a crafting station to actually do the work. I’ve no idea if the system is as punishing as SWG’s (where you could lose incredibly valuable resources and possibly even die for critically failing a crafting roll) but I kind of doubt it.

So is it good? Hell yes! It’s the second-best MMO I’ve ever played after WoW – and I’ve at least tried practically every MMO out there. Will I be subscribing? Well, no…but it’s because I simply cannot afford another timesink if I want to get Planitia finished. So I guess I should say “not yet”.

If you pick it up, look for an engineer named Salter at Alia Das (the first base you come to after finishing the tutorial). Because he’s named after me! He’s even a quest target, though the voice actor for the questgiver mispronounces my last name as “Sattler”. Why does everyone do that? He’s also apparently got a bad dust habit…


An Evening with Richard Garriott

I finally managed to get to another of Warren Spector‘s design seminars last night. This one was with Richard Garriott.

Okay, I’m going to be up front here. Richard is one of my Favorite People. He’s the reason I moved to Austin – when I decided to leave home to get a game development job, I felt that my two options were to move to Austin to work for Origin Systems or to move to San Mateo, California to work for Electronic Arts (please note that this was back in 1990, before they became the Borg). So I’m not going to be particularly objective about his talk.

My one real annoyance was that while Warren started with Richard’s chronology of games, Ultima IV was the last game in the chronology they got around to talking about (other than Tabula Rasa, of course). This was disappointing because I wanted to hear more about the development of Ultima VI and VII myself. But at one point Richard answered a question about dealing with his staff by mentioning that he is very easily swayed by the last person who has talked to him. This neatly explains why he and Warren kept getting off-track.

As a result, the session was a mish-mash of Q&A and Warren and Richard discussing whatever came to mind – Richard gave no formal presentation. That doesn’t mean that the session was boring or pointless – quite the opposite. What it does mean is that the summary that follows is basically going to be as random and haphazard as the session itself.

Richard and Warren did start off with the chronology, with Richard talking about his upbringing. His father was a NASA scientist who later became an astronaut and was constantly bringing experiments and equipment from NASA home that Richard got to play with; he mentioned that one time he got to use a image intensifier tube years before it found a commercial application in night vision goggles.

His mother, on the other hand, was an artist. She was the inspiration behind the silver serpent necklace he now wears.

And in high school he was exposed to the three things that combined to lay out his future path – computers, Dungeons & Dragons, and Tolkien’s Lord of the Rings. He became obsessed with the idea of programming a computer to play a role-playing game.

The first computer he used was a PDP-11 terminal. The terminal was never used, and Richard really wanted to try it out. In the first of many benign cons, he actually managed to convince his teachers and principal to let him have complete access to the terminal every day as a school class. The class had no teacher, no tests and no other students – it was just Richard playing around with the computer unsupervised. All he had to do was show progress on a program at the end of each semester to get an easy A. Not only that, but he managed to con them into considering this his foreign language credit – that’s right, the foreign language Richard learned in high school was BASIC. This was what made it possible for him to write his first RPG.

Writing that RPG wasn’t easy. The PDP-11 wasn’t actually at his school; he had to use a terminal and punch paper tape in order to program it, and it took forty seconds for the PDP-11 to respond to input while the program was running. That gives a new meaning to “turn-based”…

The first program he wrote (which he simply called “D&D 1”) was effectively a Roguelike (and dammit, I meant to ask him if he’d played any other Roguelikes before he wrote it, but I forgot). It was so complicated that his father actually bet him that he’d never finish – if Richard did manage to finish the program, his father would split the cost of an Apple II with him.

Of course, Richard did manage to get D&D 1 finished, but it took a while for him to get the Apple – by the time he did he was up to D&D 28! He converted D&D 28 (which he called “D&D 28B”) to the Apple and continued to improve it. This led to him later publishing that same game as Akalabeth, which started his professional game development career.

Richard is pretty proud of his latest game, Tabula Rasa. Now, before I get into this, I just want to say that I really like what NCSoft has been doing in general…even though I don’t play any of their games. They are proving that MMOs don’t have to be fantasy-based and they don’t have to require subscriptions and they don’t have to be Everquest clones. Yes, it’s easy to snicker at the failure of Auto Assault, but NCSoft more than any other company is trying to break the mold of MMOs. And Tabula Rasa is the latest iteration of that. It’s an RPG, but it’s one where positioning is important, you can actually get behind cover, and you don’t roll for damage until you actually pull the trigger on your gun – there is no “auto-attack”.

Tabula Rasa also uses a very interesting system to handle instances and big events in the game. I seem to recall a long time ago mentioning that World of Warcraft would probably have been the best RPG I ever played…if anything I did in the game actually mattered. Anything you do gets undone five minutes later so that someone else in the game world can do it again. Tabula Rasa actually fights this by having things appear differently in the game world for different players based on their own actions. So instead of the world continually getting reset, it appears that the world is moving forward…just at different rates for different players.

But the strange thing is that despite the fact that it’s “Richard Garriott’s Tabula Rasa”, Richard deliberately pulled back from doing a lot of the design work. He described the backstory and game world and made a few key design decisions, as well as creating the Logos language for the game, but after that he mostly oversaw the design and kept it on track rather than doing it himself. He called himself more the “creative director” of the game, saying that Starr Long was the actual director and producer.

He’s actually very proud of Logos, which is a pictographic language (not merely a substitution cypher like the Runic, Gargish and Ophidian languages were). He wanted a language that was just as easy (or rather, just as hard) for an English-speaking person to read as a German-speaking or Korean-speaking person. He based the language heavily off of pictographic languages for handicapped people and considers Logos to be superior to many of them. And he showed us how to read it…it’s actually not hard. For instance, the Logos on this screenshot means, “the fight for control of the universe begins now”. Logos is usually read top-to-bottom rather than left-to-right, though.

It’s pretty obvious to me that Richard has a Reality Distortion Field. When he mentioned convincing his teachers to let him at the PDP-11, Warren interjected that Richard did stuff like that all the time…which jives with Mike McShaffry’s anecdote in Game Coding Complete where he and the other programmers on Ultima IX went into a meeting early in the project with the express intention of convincing Richard that an Ultima VII-style streaming world just wouldn’t be possible in 3D…and came out of the meeting convinced by Richard that an Ultima VII-style streaming world in 3D was obviously the right thing to do.

Then came the question-and-answer session. I asked Richard if he’d ever consider doing a single-player RPG again and he said yes, but that his next project would be another MMO. Much later I asked him if he ever thought we’d see MMOs with the deep world simulation of Ultima VII and he said that hopefully I’d see one when he made one, and that’s probably what his next project would be. So if Richard’s next project turns out to effectively be an improved Ultima Online, I am taking full credit. I put that idea in his head. It was all me, baby.

Let’s see…what else did he talk about…oh, he said that they put up with player-run Ultima Online shards until some of them started charging money, at which point he simply picked up the phone, called the FBI and had them arrested. It’s kind of stupid to do something like that when it’s so easy to find out through your ISP who you are.

Also, to his credit, he took exception when Warren called Ultima Online the first MMO, but pointed out that previous efforts were either very difficult to get into like textMUDs or were linked to proprietary online services like Kesmai and thus had very limited markets. Ultima Online was the first mass-market, internet-based MMO and proved that genre’s viability. Richard had been turned down by EA again and again when he proposed UO to them and was only able to start the project by cornering Larry Probst personally and applying the Reality Distortion Field, which got him $250,000. He was able to create a viable prototype with that $250,000, but in order to get beta testers they needed more money to duplicate and mail CDs, which they didn’t have. So Richard & Co. put up a web page, one of the first Origin and EA ever had, to tell people, “Hey, we’ve got this game and we think it’s going to be great, but if you want to get into the beta test it you’ll have to send us $5 to cover the cost of shipping you a CD.” All their co-workers said they were crazy, but within a week they had 50,000 takers – and this was when the biggest MMO in the world had 15,000 subscribers. That was the point at which Electronic Arts perked up their ears and actually started investing in the project.

He also said that one of the most touching moments he ever had was when he was GMing UO invisibly. He said he was near a player who was fishing (fishing being one of the most popular activities in UO) and was actually wearing shorts and a straw hat to look the part. The fisherman was approached by an adventurer who had obviously just come from a dungeon run and who said something like, “Ho, fisherman! It is obvious that you are poor – you have no armor and weapon! Here, take some of the spoils of my latest adventure!” and started laying money, armor and weapons out on the ground for the fisherman to take (player trading having not been implemented yet).

At which point the fisherman player said, “Stop! You misunderstand! I am a fisherman. I catch my fish, take it into town and sell it, and then spend the money with my friends at the pub. I like this life and desire no other. Be off with you, warmonger!” Richard considered it one of the great accomplishments of his life that he had created a game that people could get so far into.

And I think that’s all I can remember…for now, at least. Like I said, it was a great evening.


Portal

All right, let’s talk about Portal. There’s no need to talk about the gameplay or the story or the dialog, because everyone agrees that all are stellar. So we’re going to talk about something else instead.

As an extra for the Orange Box, Portal is a fantastic value. But if you want to buy it separately, it’ll cost you…$19.95.

Is Portal worth that much? It’s a game that is as refined as any other out there, with fantastic production values. It took at least a year to make. But it’s only three hours long. Are those three hours worth $19.95?

Personally I would say hell yes, because I have beaten the game about five times, done all the advanced maps and about half the challenge maps and thus I’ve played Portal for over twenty hours. But not everybody is going to do that, even if they loved the game the first time through.

What’s Portal worth?

And another thought. Everybody loves Portal. I haven’t met a single person who has played it who didn’t think it was fantastic.

Can a game that is only three hours long win Game of the Year awards? Again, personally I’d say yes. Portal is by far the best game I’ve played this year and I don’t expect to play a better one between now and January.

But will professional gaming websites be willing to man up and say, “Yes it’s short, but the quality of what’s there is so great that it deserves a Game of the Year award”? Or will they cop out and give it easy awards like Best Writing, Best Voice Acting or Most Innovative?

What do you think?


An Evening with Marc LeBlanc

Warren Spector is hosting a series of master classes in game design at the University of Texas here in Austin.

Despite very short notice and a near lack of funds, I managed to squeak in. The first session was Monday night and it was with Mark LeBlanc, who is most famous for his work on the classic Blue Sky/Looking Glass games (Ultima Underworld 1 and 2, System Shock and Thief 1 and 2) and his more recent game, Oasis.

The session took place in a studio in the CMB building on the UT campus and was professionally recorded. Doubtless all the sessions will be available in some fashion after the series is over, but, having never had the opportunity to go to the GDC or any other game conference, I am very grateful for the chance to see them live.

When I got there I was surprised – for one thing, the studio wasn’t full to bursting, and for another, most of the people there were fresh-faced college students rather than the slew of industry grognards I was expecting. I found myself wondering if these kids even knew who Marc was…

The format was one I hadn’t seen before. Warren interviewed Marc for about an hour on Marc’s work history, then after a brief break Marc presented a lecture on his core design philosophies. Then Warren interviewed him again, this time asking Marc about specific games he had worked on or contributed to. The whole thing lasted about three hours and I was fascinated the whole time.

Now, I have to give Warren his props. I’d seen videos of him presenting at the GDC and he was very good there, but he also turns out to be an excellent interviewer.

But listening to Marc was a mind-expanding experience. This guy knows his stuff. You can get the gist of it by going to his blog and reading about the Eight Kinds of Fun and Mechanics, Dynamics and Aesthetics, but the real meat of his talk was how he actually applied those precepts to the design of Oasis. You can get the slides for that talk at his site as well, but it was much better live (and the ability to interact was key).

And now I’m just going to throw out random things that I remember from the talk in no particular order.

Blue Sky/Looking Glass actually started as a group of MIT students, one of whom had an uncle who was working at Origin and wanted to start his own company (Paul Neurath).

One of the really odd parallels between Blue Sky and Id Software is that at both studios all the developers started off living and working together in the same house – the Blue Sky house eventually had ten employees living in it. This both facilitated the work and kept initial production costs way down.

Warren said that when he first came to the Blue Sky house (to produce Ultima Underworld) the guys there wouldn’t talk to him until he got his laptop on the network and named it. Apparently, having a machine that you could name yourself was a big status symbol at MIT, and the idea that you weren’t “somebody” until your computer had a name carried over to Blue Sky. Warren said he named his computer “Elmer PHD” and that he uses that as his online tag now.

Warren said that Marc has the ability to play your game for a short time and tell you exactly what’s wrong with it and give you a whole bunch of ideas for improvement. How I wish I could have him play Planitia…

Marc finally left Blue Sky during the development of Terra Nova after he got into an argument with Dan Schmidt, the director, over a feature Marc didn’t want to implement.

Marc said that he liked the fact that his involvement with System Shock 2 was purely technical and didn’t have anything to do with the design because he could then actually play and enjoy the game!

Marc is very big on programmer/designers. He said that if you want to work at Mind Control Software, you can expect to get grilled on game design even if you’re interviewing for an art position. Warren chimed in and said that they do the same thing at Junction Point. Marc also mentioned that at Valve, there are no game designers – they have “gameplay programmers” instead. This neatly coincides with my two favorite game postmortems.

After it was all over I went over, shook his hand and thanked him for the Looking Glass stuff. He said, “Hey, I was just on the team.” I said, “Well, you’re the member of the team who is here, so I’m thanking you.” He didn’t seem to mind that.

Frankly I think the whole thing was good enough to put on TV, and I’m hoping that’s where it will end up. Looking forward to next Monday’s session, which will be with Mike Morhaime, one of the founders of Blizzard.


Spock Lizard

I recently tried the demo for Age of Empires III: Asian Dynasties. I really enjoyed…most of it. The setting is far more interesting in my opinion than that of the Americas and holy cow it’s the prettiest Age game ever by a mile.

But in the end, it shares the design flaw that I think prevented Age of Empires III from replicating the success of its predecessors.

In the beginning, there was Age of Empires. Age of Empires had three basic units: archers, infantry, and cavalry. These are arranged in classic “rock-paper-scissors” format. Archers beat the slow infantrymen (as long as they get to attack at range). Cavalry beat archers because they can close quickly. And infantrymen beat cavalry…for some reason. Classic design, easy to understand.

Age of Empires II added a whole bunch new units but in the end didn’t mess with the basic formula too much. Most of the new units were simply better archers, infantry and cavalry and could be used in the same way.

With Age of Mythology, Ensemble decided it was time to start mixing up the design. They introduced three new classes of units – normal human units, heroes, and mythological units. These three classes are also arranged in the rock-paper-scissors wheel – humans beat heroes beat myth units beat humans. But each class also has archers, infantry and cavalry within them; thus human archers are really, really good at beating hero infantry because archers beat infantry and humans beat heroes. This wasn’t…too bad, but I did feel that the design was starting to get out of hand.

Age of Mythology also introduced the idea of counter-units. These are units that are only good against the same type of unit – that is, archers that are only good against other archers, infantry that are only good against other infantry, etc. Thus, you don’t have to remember what beats what if you’re using counter-units – you counter with the same unit you’re being attacked with. Not a terrible idea, but the only counter-units in the game were humans; it was still up to you to remember how the hero and myth wheels worked. So it probably just ended up confusing players even more.

And then in Age of Empires III they messed it up completely by expanding the wheel to five unit types – archers, infantry, hand cavalry, archer cavalry, and artillery. With three unit types there are exactly three interactions: archers beat infantry beat cavalry beat archers. With five there are now ten interactions: infantry beats hand cavalry beats artillery beats archers beats archer cavalry beats artillery beats infantry beats archer cavalry beats hand cavalry beats archers beats infantry.

Yeah, I think that last sentence sums up Age III’s design flaw perfectly. The interactions are now too big for most people to hold in their heads any more. Age III is a perfect example of designers on the latest iteration of a long-running series adding features just to make the current version different from its predecessors without thinking about how well those features work as a game. Why do they do this? Well, I think it’s mostly the fault of reviewers. I may have mentioned this before, but I was appalled at the reviews Dungeon Keeper 2 got; over and over I heard reviewers say, “It’s just Dungeon Keeper with a fully 3D engine, some minor design tweaks to fix problems, and some new units and room types.” Uh, yeah. That’s why it was one of the best games of 1999 in my opinion – it was an already great game made even better by improving the base design and not betraying it with lots of unnecessary changes. But if reviewers don’t see enough new stuff…

When designers write a sequel to a game, their goal should be to supersede the original. Once the sequel comes out, players should have no desire to go back to the previous version.


The Fundamental Disconnect of Computer RPGs

I’ve mentioned earlier that I try to keep negativity off this blog. I also try not to read blogs that I consider overly negative, and yet one of the blogs I do read is Scorpia’s.

Scorpia is the grande dame of adventure/roleplaying. She got her start reviewing adventure and computer roleplaying games for Computer Gaming World decades ago. I always enjoyed reading her reviews, especially when she would gleefully excoriate some piece of crap she’d been forced to play. After CGW dropped her she got a web presence and kept going.

Now, Scorpia’s got two themes that she constantly returns to. The first is that CRPGs today suck compared to those of the past. The second is that CRPGs never seem to turn out as good as the paper-and-pencil RPGs she plays. And while she’s technically right on both counts, in the end complaining about them isn’t particularly useful.

It’s not useful to complain about the first because the first is all perception. In the end, CRPGs today are much better than their older counterparts. The problem is that back in The Day(tm), the genre was still being explored. Games could still surprise us with new methods of pulling us in. Older CRPGs used lots of tricks to suggest that the world didn’t strictly revolve around the player. I recall running across a random fight between a group of bandits and the town guards in Ultima VI and thinking, “Whoa, what is going on in this world that I don’t know about?” Answer: nothing, but the suggestion was there. Did I have the same experience when the same thing happened in Oblivion? Of course not.

Now those tricks can still work, but only on younger players who haven’t Seen It All like us grognards. Which is why, ultimately, complaining about this is futile.

It’s also not useful to complain about the second because of the dirty little secret of computer role-playing games. Which is that there’s no such thing as a computer role-playing game.

There are two aspects to paper-and-pencil role-playing. The first is the numerical aspect – the stats, the skills, the to-hit percentage and the amount of damage done per attack, as well as the improvements to all these numbers as the character progresses. Computers do this scintillatingly well, but in the end this isn’t roleplaying. It’s just character bookkeeping.

The other aspect of paper-and-pencil role-playing is collaborative storytelling between the players and the game master. Computers cannot do this at all and they’ll never be able to ever ever ever ever. Well, at least not until artificial intelligence is perfected and by then we’ll all be too busy running for our lives from the hunter-killer robots.

The best a computer “RPG” can possibly do is to marry a good pre-programmed story with a fun iteration of character bookkeeping. That’s it, and that’s all there will ever be. I guess this doesn’t bother me as much as it does her because I was never able to do as much paper-and-pencil roleplaying as I wanted. When I was growing up I got maybe one real roleplaying session a year, and the rest of the time I’d have to scratch my itch by playing solo RPG adventures like the Fighting Fantasy gamebooks. Which, goshwow, married good pre-programmed stories with fun iterations of character bookkeeping. So the transition to CRPGs wasn’t a painful one for me.

But this is the root of Scorpia’s dissatisfaction. I think she’d be happier if she either stopped playing them or stopped expecting them to be something they never can.


The Bioshock Demo

I wasn’t as taken with it as Tycho. The most obtrusive problem is the enemy design. In System Shock your enemies were programmed cyborgs which explained their simple enemy behavior. In System Shock 2 they were mindless mutants, which ditto. But the people in Bioshock are people, and I simply do not understand why every single person in the world is willing to fight to the death to kill me as soon as they see me. You can say, “Splicing drove them insane” except that there are several points during the demo when I hear splicers talking to each other rationally. Of course, as soon as they sense me, they turn into Quake 1 monsters and all I can do is shoot them.

Second flaw, in my opinion – very little backstory. Atlas starts barking orders at you as soon as you leave the bathysphere and tells you nothing about what is actually going on in the city. Yes, one of the charms of games like this is that you piece it together for yourself, but it’s just incongruous not to get ANY information from him…even if it’s misinformation. He doesn’t even tell you about plasmids; your character basically just walks up to a busted vending machine, picks up a syringe and plunges it into his forearm for no good reason (as far as he knows at the time).

The whole demo just feels kind of lazy, as if Ken Levine & Co are betting that you played previous Shock games and know the formula and thus they don’t have to spend time setting things up.

And one more niggling thing…the voice messages you get are vital both in terms of plot and to keep the gameplay flowing, and they are hard to understand because of all the “it’s a late 50’s recording device” scratchiness overlaid on them. I turned on subtitles, but that’s got its own problem…subtitles actually run ahead of the audio you’re listening to, which is annoying, and the only things subtitled are recordings and transmission – no in-game speech is subtitled.

The good? Goshwow, it’s pretty (though my computer can barely run it). The story does seem complex and interesting and there’s a suggestion on one of the voice recordings that Atlas is not being completely straight with us, so it may not just boil down to Ryan == Bad, Atlas == Good. Plasmids are fun. Shooting is fun (if the frame rate can stay high enough to make it possible). Holy crap the game is creepy in spots – excellent atmosphere.

I’ll almost certainly pick up the full game eventually…but unless the game improves immensely, I don’t think it’s going to beat System Shock 2 despite all the pretty.


Mass Effect

I have never been more torn over a game than I am over Mass Effect.

On the plus side, its conversation system was apparently designed by God.

The main character is engaged by an NPC – always a good start. Notice how you quickly and easily direct the tone of the conversation rather than choosing specific dialogue. I love that – those short phrases are much easier to parse on the fly, which keeps the conversation flowing in a natural fashion. It’s not in this video, but you can also do things like cut people off if they’re annoying you by quickly choosing a hostile response.

And then we’ve got the best dynamic acting I’ve ever seen on a video game character. It’s not just the real-time lipsynching, either. Notice how Wrex looks conspiratorially to the side when he says “Now I hear you’re going after Saren” and shakes his head a little when he says, “I’m not in this for the money.” Good voice acting makes it even better. Frankly, any RPG fan that doesn’t feel funny in the pants after watching this video isn’t really an RPG fan.

So what could possibly ruin this game for me? What could possibly make it so that I don’t know if I want to play it?

Try insipid real-time squad-based combat. With Force Powers thrown in.

Ew. Ew, ew, ew. If that doesn’t look a whole lot better when the game ships…

…okay, I’ll still buy it. But it seems like such a shame to come this close to making the ultimate sci-fi RPG and then trip at the finish line.