Friday, December 1, 2006

Ingredients For A Great Game

There are millions of computer games out there on the market, how do you make your game best selling? What features have to be included? I have taken a look on previously best sellers trying to determine what makes a great game.

Set the player in focus

The player wants to be in focus in the game, he or she wants to feel that he can control the outcome of the game. It doesn't have to be easy, or it shouldn't. The harder the game is the better the player will feel when he has completed the game and won.

For example in Sid Meiers Civilization the player is set in focus and can affect the outcome of the game. She knows that it's up to her if she wins or loose. This concept is seen in virtually all best sellers, Doom, Civilization, The Sims, Sim City, Warcraft, Command&Conquer to name a few.

This can also be done in games that are heavily built on a story. For example in several adventure games by Lucas Arts the concept of that the player can control his or her destiny is used frequently. Developers should look out for basing the game too much on what the computer does or other factors.

Simplicity

Never underestimate simplicity; a gamer does not generally like to read hundreds of pages to be able to play a game. Sure advanced features could be included, but still the player should within ten minutes be able to understand what the game is about and how it is played. If the gamer doesn't the game will probably be turned into a dust collector in the basement.

Here the design of the menus and the interface comes in. Avoid having strange controls, like the firing button on F for example. If you were making a 3rd person shooter you would want to use the same set of controls as other games in the sector do.

The menus should be easy to understand, I have reviewed a lot of games were the menus are made out of symbols without any text. This is not recommended since the interpretation of a symbol is highly subjective; try to mix symbols with text.

Action

With action I don't necessarily mean violence. There should however be something happening in the game, and when it happens the player should really notice it. For example killing an enemy in a 3rd person shooter should generate blood, building a police station in Sim City should reduce crime, killing the last enemy in Warcraft should generate victory, ok I guess you got the picture. Perhaps this seems quite basic, and it is, but still some developers don't think in these terms.

Story

Never ever underestimate a game story. If you read any gaming magazine today you notice that there is an awful lot of focus on the graphics. The graphics are important but they mean nothing if the background story sucks. Of course this isn't true if a game is ground breaking. Doom didn't have a very well developed story but still it was ground breaking because people had never seen nothing like it before.

But generally the story is important, sometimes a player wants to feel part of something bigger.

To name a few examples we could start with virtually all role playing games. However don't do the mistake of writing the story too complicated. A simple story or shorter story should work fine as long as the story is good.

Graphics

Yes well I have to mention it. Graphics serve one purpose as I see it; they enhance the game play and all the other factors I have mentioned. They are important in the sense that they communicate the game to the player. They don't have to be stunning but they should serve a purpose.

A recent example of this is Command&Conquer Generals, the graphics are good, they serve a purpose and they enhance the gaming experience. However the game in question was not that long-lived for various other reasons.

There are several games with bad graphics that are still fun to play for example Warcraft 2 or Sid Meiers old classic, Pirates.

Things that people can relate to

A bestseller game has to include something that the player can relate to in some way. The Sims that is the world's best selling game right now have several factors that people can relate to in real life. However remember that different people relate to different things.

Say that a person just saw a science fiction movie and thinks "I really want to fly a space ship like in that movie", so the person in question starts a search for such a game. This is also one of the reasons the Warcraft series become very popular, the Orcs and other characters in the game people remember from reading Tolkien's book.

Developing a game about solving equations will probably not be a hit since far too few people relate to it. These are the main factors that create a good game, if these factors are followed you will probably have a pretty good game. There are of course other elements that make a difference; marketing is one of them that will be more important as the gaming scene grows.

Computer Traumas

It has happened! Computer games have started to control my life on and off the screen. No complicated games like Age of Empires, just the simple one of Tetris. You know the one, where different shaped and colored bricks fall out of the sky and you have to arrange them in nice lines at the bottom? Hopefully with the end result of all colors matching in straight lines so that they can be removed and point gained.

Crazy really, it first happened many years ago when I had this stupid bet that I could get more points than the next guy. What that really means is that, "I am going to be up all night playing this game and will be totally incapable of staying awake in the office tomorrow, unless of course I play the game in the office as well". That’s what computer games do to us. We become machines where food and sleep are secondary items to all else. Just keep on playing.............till you drop.

I managed to get through that episode with only a slight increase in my weight and a damaged back from not having moved anything else except my two fingers for a sustained period of time. The latest episode though has created havoc with my life in more ways than one and I am getting seriously worried about it.

I had been playing that game in the evening for around three hours and had then gone to bed early for a dreamless and normal sleep. All okay and expected you say? Well, the sleep was but when I drove to the office the next day things started to happen that rapidly woke me up to the danger that I was in. There I was in my blue car approaching the traffic lights when all of a sudden I swerved into the other lane thus ending up stopped neatly behind this other blue car. Behind me, confused and irritated drivers with green and red cars tooted their horns angrily wandering what this maniac was doing. But I? I was happy in that I had managed to get the colors arranged and all I needed was another blue car and then we could have a full line................oh, no, what is happening to me? I sat there for a while shivering as it dawned on me that I had entered the game itself, it had taken me over.........I was a brick!

Yeah, and that was not all. I found myself one afternoon staring inanely at a house wall and following the line of bricks along trying to sort out in my mind which pattern was best and which was not. And at my desk I found that I had arranged all files and papers in a neat pattern according to color and size having totally disregarded any format associated with the importance of in-going, outgoing, urgency, etc. Extremely worrying to say the least!

I have withdrawn from playing Tetris and other games of that sort hoping that I will stop having these off the screen episodes in real life. In the hope that I can return to a normal existence without having off-the-screen battles. Do other people suffer from this or is it just me?

The other game that I played to have a break from Tetris was "Prairie Dog". One of those annoying games where you have a choice of guns and dogs keep on appearing on the screen. Aim and fire being the next step. Bang, Bang, Bang, another dog bites the dust. Yes, I know, pathetic really, but great fun. Volume up full, there I would be furiously firing at any movement, reloading and starting again and the dogs would make a strangled sound as I hit them. But once again I one day realized that all was not well with me, as I used to sit on my balcony and take imaginary potshots at cars as they appeared on the road. Or in a busy street I would say "bang, bang" and pretend that I had cleared a path for myself through the crowds.

I played that other game Age of Empires many times to. Love that game as it takes s kill and thought as well as two fingers and rapid movement and I became extremely proficient at it as time went by. My computer often struggled to cope with the size of my army and the enemies that I faced. I would sit there for hours on end, maneuvering, shifting, attacking and withdrawing till the sun started to come up on the horizon. It would be then that I would force myself away and climb into bed only to resurface two hours later, make a large urn of coffee and re-attack with a vengeance. Although this game never caused me to start charging at other cars on the highways or lobbing screwed up notes at others in the office it did cause me to take a good look at myself.

What would happen if suddenly I started to do this sort of thing in real life? If I started to make deals with my neighbors to attack next door offices or ping elastic bands at the mail delivery boy? I’ve stopped playing games now and have become a serious and boring "been there, done that and cured myself" type of person. I do have long and empty hours where I feel the urge to take up where I left off and I get extremely jealous when others talk about games or I see others playing them but I resist. I think it must be like smoking where one never loses the urge to light up and take a draw – just the one! No, No, I cannot! I now sit there and lecture others on the dangers of playing games and that they should stop before it is too late. And they? They just nod politely and then disappear to talk amongst themselves............."must be and ex-player", whisper, whisper, whisper.

Are You A PC Gamer And Want The Best Out Of Your Graphics Card

Introduction

In this article you will learn how to get the most out of your graphics card by installing new drivers and tweaking Windows. The guide is based around Windows XP Professional Edition but you can use the same guide to tweak other Windows operating systems.

Step 1.

The first thing you need to know what graphics card you are using. The most popular graphics card companies are nVidia and ATi. Both these companies have an excellent range of products and offer excellent service. Once you know what graphics card you are using, then head over to the companies website where you can download the latest drivers.

Drivers are software that runs your graphics card, printer or scanner correctly. Being up to date with drivers will help solve issues that may arise with modern PC games. Just recently I had to update my drivers to fix a problem I had with a game I recently purchased, and this solved my problem.

OK once you have downloaded your drivers for your graphics card make sure you create a restore point using the utility System Restore. This can be done my click Start->Programs->Accessories->System Tools and then System Restore. Then follow the on screen instructions to create the restore point. By doing this it makes sure that if a problem occurs after you installed the new drivers, you can return to the restore point to see if the problem is the drivers you installed.

Once you’ve finished creating your restore point, you need to install your drivers. This can done by double clicking on the file you downloaded and then you follow the on screen instructions. After you’ve installed your drivers you will have to restart Windows so the changes can take effect.

If everything goes according to plan you should see an increase in performance in your games and you will not need to go back to your restore point. If you do have problems, use your restore point to go back and fix the problems. If the problem persists, then contact the company that made your graphics card.

Step 2.

Make sure you have the latest version of DirectX. This can be done by going onto the Microsoft website and searching DirectX. Once you’ve downloaded the latest version, you will need to create another restore point. One person I know installed the latest version of DirectX and then had problems afterwards, and because they didn’t create a restore point they couldn’t fix the problem and so they needed to reformat their computer to solve the problem. Again to create a restore point, go to Start->Programs->Accessories->System Tools and then System Restore.

Once you’ve created the restore point install the latest version of DirectX by double clicking on the file you just downloaded. Follow the on screen instructions and once you’ve finished you will have to restart your Windows.

Step 3.

In this step I will guide you through tweaking Windows XP. The first step will be changing the performance of Windows, to do this right-click on My Computer and then Properties->Advanced->Performance->Settings and select ‘Adjust for best Performance’.

The next step is to change your Themes, so right-click on your desktop and select Properties. Under the Themes tab set your theme to Windows Classic.

The Future of Submarine Games

In the last six months, the demise of sims has been pronounced in abundance. Print mags and sim webzines have been telling you sims are being cancelled left and right Jane's A-10: Cancelled. Wolfpack II: Cancelled. Silent Steel II: MIA. M1Tank Platoon 3: Cancelled. Fighting Steel Deluxe: Cancelled. Jane's Attack Squadron: MIA. Thunder Over Europe: MIA. The list goes on.

We all know that this is a down cycle for sims and we believe there is hope that in a couple of years, things will turn around and sims will be hot stuff again. Hey, I remember in 1973 when the EPA and OPEC throttled the life out of the muscle car scene. I had a 1970 Cobra Torino that had 450 hp and ran the quarter in the high 13s. In less than three years every car out of Detroit was a smog controlled, gas economizing slug. They even started making them as ugly as they were slow! It was heartbreaking.

But over time, things change. Now you can get a high performance machine that handles and has luxuries like front/rear AC. My '99 Riviera has a supercharged V-6 that would make my old Torino proud.

So, keep the faith. Things will improve, even if no one knows when. Silent Hunter II and Destroyer Command are showing signs of life. Harpoon 4 is still under development. There are stirrings from the Sonalysts camp.

When a new subsim does hit the shore, try to remember, the developers and game producers are our friends. They make the kind of games we like because they like them too. Why would they labor over armor thickness tables, ship model physics, and torpedo trajectories for a niche market? I know a few developers and they all love the genre.

Try to keep your criticism balanced. Should you blast a sim you had trouble with or didn't enjoy with all the invective and animosity you would normally reserve for someone who stole your car or used your toothbrush? I was told by one producer that high-level executives frequently ask him about hard-core negative postings on newsgroups and forums. The industry sees us as demanding, unappreciative, and impossible to satisfy. It's much easier and more lucrative to crank out Deer Hunter and Barbie games and their users rarely flame the game company to a crisp.

I work with a CPA accountant who likes computer games and is pretty good at them. He can play a mean Age of Empires warrior. I tried to interest him in learning Jane's 688(I) for some multiplay. He took one look at the hefty manual and waved it off. He assumed he would need to learn all the material to play competitive. The blessing and the curse of a good sim is its complexity. You want to command a battle fleet or do TMA on a Los Angeles class submarine? You need to learn skills and study. And this restricts the popularity of the sim. Mass market games generally do not carry the steep learning curve a sim does. So while we hard core sim players are delighting in the minutia of seven different stations and all their controls, casual gamers are passing up the sim at a 20 to 1 ratio. Sims truly are a niche market.

Niche market games have limited budgets. This mean a small number of programmers and artists must concentrate on the basics. Don't expect to see everything you want and imagine in a sim. Oh yeah, I'm with you--I wish a subsim could have full motion crews and other fun stuff. But as one producer told me, "We don't have the money to design and integrate these features into the product. I wish we could, too."

We should be finding out the status of Silent Hunter II soon. Either Mattel Interactive is going to sign someone to complete it or it will be canned. I went through the "we are planning to do this" stage with the fabled Jane's Ice Pack add-on for 688(I), Crusader Studios' Akula: Red Hunter, Silent Steel 2, and the interoperability between Jane's Fleet Command and 688(I). I'm not passing judgment here, just stating that when the momentum dies, so does the objective. For whatever reasons, the product champions behind those sims were unable to secure the financing to start work. To get a better feel for the whole process, read my friend John Sponauer's analysis of the life and death of a sim, M1 Tank Platoon 2, from its early development as an upgrade all the way through its last couple of weeks.

Despite my previous experiences with other sim companies, I am optimistic that Carl Norman and Rick Martinez mean what they say and SSI will continue to raise the banner of the Digital Combat Series while the Jane's, NovaLogics, and Microproses around them fall like unfortunate tin soldiers. This is not to say SH2 is a done deal--that moment will come when you hold the box in your hand. We look to the next rumored subsim as our best hope for advanced underwater warfare. All we can do is stay positive, supportive, and if it's decent, buy four copies when it comes out.

Another Title by Atari Released on StarForce Protected DVDs

“Atari has selected StarForce to protect their brand-new game called Race Driver 2”, a supervisor from StarForce has stated today.

“Race Driver 2” is produced by Codemasters and distributed by Atari. It was released in Taiwan in July 2004. The game is designed for both PC and Microsoft Xbox platforms. The product is distributed on DVD discs protected by StarForce.

Atari is a leading global publisher and developer of interactive entertainment for both gaming enthusiasts and the mass-market audience. The company’s products are based on internally created intellectual properties or products licensed from third parties, and include most recognizable names in popular entertainment industry.

This is the second case of Atari’s cooperation with StarForce. Earlier they used StarForce to secure their hit game — “Desert Rats VS Afrika Korps”.

Both titles are protected using the StarForce Professional 3.0 solution. StarForce Professional 3.0 utilizes latest copy protection know-how and provides a high level of security yet being a very usable solution for end users. StarForce Professional is designed to assist software developers and publishers to suppress high-volume industrial piracy as well as illegal copying by end users. The protection technologies implementation doesn’t require publishers to use any special tools for a licensed disc production, quality control, or other procedures.

Pleased with the quality of StarForce service and proven effectiveness of the company’s technologies, Atari is planning to continue its cooperation with StarForce in the nearest future.

$20 Buys a Lot of Game These Days

Watching the evolution of sports games has been like watching a retarded child grow up to become a handsome and brilliant Master of the Universe. Now I’m not saying ESPN’s NBA 2K5 is the pinnacle of sports gaming, but I will tell you why it comes pretty damn close – especially for all of us basketball fanatics. Before I go on, let us talk a little bit about the "Corky" Thatcher friendly games of the past.

In 1958, Bill Higinbotham and Bob Dvorak developed Tennis-For-Two, the world’s first virtual sports game. The game itself worked on an oscilloscope and basically demonstrated the magic of Pong in green wave form. Electronic signals bouncing back and forth in an electronic . Over the next two years, Bill and Bob demonstrated Tennis-For-Two to astounded audiences across New York, but it would take another quarter century before the next electronic sports game would work its way into the public eye.

It was 1978 – our parents were high on coke, Carter was jerking off the Chinese and Atari released its arcade sports classic, Football. And if a title is any indication of the creativity behind this electronic ball of shit, it fit like a glove. Sitting on a whopping M6502 cpu with less than 1 Mhz of processing power, the only glimmer of hope for this inept beast was the unique roller-ball controls.

By the late 80’s, the NES vs. Sega gaming war was in high gear leaving Atari’s Football and most other first generation arcade titles collecting dust in dive bars across America. The fierceness of said battle brought us some of the most memorable sports games to date. With the likes of Tecmo Bowl, Punch Out, and All-Star Baseball, things were indeed looking up for the aspiring couch potato youth of the world.

The 90’s brought a new era of 64 bit systems and remarkable graphics in the sports game arena. Even the game play for football, hockey and baseball titles were impressing the masses, but developers still hadn’t given much attention to basketball titles. Just another example of whitey trying to keep the black man down.

In comes Sega’s ESPN NBA 2K5.

As fans of the real life game, we know the way players are supposed to move and interact with one another on the wood. We know that players don’t stop to catch a pass (so eat shit, EA) or change dribble direction in a split second. This is why Sega’s geeky team of developers can self high-five their asses straight to the bank.

This year’s release offers numerous adjustments and new features made to create the series' most realistic basketball simulation to date, powered by a physics engine that can truly handle the quick paced, high scoring, stop-and-go game play with lubricated ease.

Sega also introduces a "Next Movement" system designed to display skills and talents from specific NBA players. A player's particular physical makeup now helps determine how well he performs in everything from running up court on a fast break, rolling a pick, or cutting off an open lane on defense.

The key feature that ties all this goodness together is the “IsoMotion” control. Using one of the thumb sticks to control your player, you can glide him across the floor and execute hop-step jukes as smooth as Iverson on his best day. Playing online, however, I’ve learned that this method of controlling can be exploited to create impenetrable defense when you throw in network lag and a stick happy adversary. Once the glitches are worked out, I imagine the 24/7 mode of online play to be the biggest hit of this fall and winter season.

Speaking of which, the 24/7 mode is a definite step in the right direction for bringing gamers online. 24/7 allows you to create a player and run him through training levels to collect points which unlock new courts and increase your skill level. It’s like an RPG, but fun!

I’ll close with this: The game costs $20 bucks. Go buy it.

Guns Don't Kill People Videogames Do

“Ban these evil games”, “Videogame violence corrupting our nation’s youth”, “video games stole my husband”. It seems everyday that the media are making more and more claims about the evils of videogames. But are these claims based on fact, or is it merely that there is a juicy new scapegoat out there that the woes of the world can be pinned on?

Many people will be aware of the Daily Mail’s ‘Manhunt’ story by now. The paper ran with the first page headline of ‘Ban these evil games’, claiming that 17 year old Warren LeBlanc’s obsession with the ultra-violent Rockstar game ‘Manhunt’ drove him to beat his 14 year old friend, Stefan Pakeerah, over 50 times with both a claw hammer and knife. The tabloid then proceeded to assert “the hammer-and-knife killing mirrored scenes in the ultra-violent game”. The paper also ran a quote from the mother of the victim, saying that, despite the fact the game had an 18 certificate, “it’s no good saying this game is marketed at adults. Everyone knows that young children get their hands on them.”

But what was the real motive behind the murder, and the follow up story? It’s easy to see where the motive for the Daily Mail’s story came from. In the words of the panel of the IGDA (International Games Developers Association) “it was a slow news day”. And what better to liven it up than blood, violence and a convenient scapegoat?

There are two other important facts to remember about this awful murder. Firstly, what do the police say? After the headline in the Daily Mail you may think that they came to the conclusion that it was the game that set Warren off on his murderous way. However the conclusion that the police arrived at is that the motive was robbery. It turns out that Warren Leblanc had, in actual fact, a £75 drugs fuelled debt to a local gang when he lured his erstwhile friend into the park that night, and originally intended merely to rob him. The police report makes no mention of ‘Manhunt’ whatsoever. This may be because the game was discovered in Stefan’s room, rather than that of the killer. Both of these pertinent facts were absent from the Mail’s front page the day this story ran.

And one must ask, how was it that Mrs. Pakeerah missed the fact her own 14 year old son owned this ultra-violent game, which he could only have acquired if an adult had purchased it for him.

“But is the game any good?” I hear you cry. Quite simply, no. ‘Manhunt’ is one of those games that are the key stumbling blocks in the path of truly adult games. Computer games are now reaching the point where mature themes, meaning detailed, involving stories that can deal with events in the real world, and portray realistic reactions to them, are becoming possible. Yet some developers insist on pouring out games that are aimed only at fuelling the testosterone driven adolescent fantasies of teenage sadists. When you consider tack like ‘Manhunt’ in the light of games like ‘Half-Life 2’, with its compelling narrative interwoven through beautiful, breathtaking scenery, you realise just how tawdry ‘Manhunt’ really is.

The consensus at the IGDA meeting this year was that the game was merely “a rubbish game with a layer of crunchy ultra-violence slapped on top”. No doubt the loss of such a young child as Stefan Pakeerah was a tragedy in its own right, but the true tragedy here is twofold. Almost overnight the game, whose sales had been a mere trickle before, started flying off the shelves of those few shops who hadn’t banned it, the concept of censorship lending the game a certain cachet. Even worse, in the words of Rob Fahey of the IGDA, is the way in which “the games industry ‘close ranks’ to defend it [Manhunt] when its an aberration compared to most games - do you see Stephen Spielberg defending hardcore porn films?”

There are many well-documented stories of the media blaming video games for the world’s woes. They blame the twin-towers terrorist attack on Microsoft, who trained the pilots with their flight simulator software. They blame Doom for the shootings at Columbine High School, because the game where you openly flaunt weapons helped the boys secretively plan their murderous rampage. There is often claimed to be a direct link between the American sniper incident and videogames, because the target shooting skills of the sniper were developed from videogames, and nothing to do with the comprehensive rifle training he received from the US army. The simple truth is that it takes more than just games to transform ordinary people into murderers.

According to the tabloids we should currently be inundated by hordes of slavering, violence obsessed gamers. However as this plague has yet to develop maybe we should take what they are saying with a pinch of salt. When a game player unglues him (or her) self from the computer monitor and doesn’t find a machine gun lying at their feet, the suspension of disbelief is broken. It takes planning and training to carry out acts like these. Saying that violent games turn people into killers is the same as saying that people exposed to Islam will become terrorists. There is no more violence in most games than there is in movies, or horror books. In fact even the U.S court of appeal wrote, “(the idea that) there is a strong likelihood that minors who play violent videogames will suffer a deleterious effect on their psychological health is simply not supported in record.” In other words, videogames are not the cause of violence.

What this really comes down to is the parents, and the worldview that they impart onto their children. If the parents don’t take the time to talk to their children explain to them right and wrong, then how will the child know what he or she should do? How many parents explain to their child that the game is not real; that in real life you can’t do everything you can in the game? While violence sells it does not educate, and unfortunately in this day and age ‘upbringing by Playstation’ is becoming a more and more common phenomenon as parents’ time constraints get the better of them.

All games have a strict rating system in place, called ESBN. This system is designed to prevent games from falling into the hands of minors, and yet often when a child is refused a game by the management the parent, even after the rating system has been explained to them, buys the game anyway. Parents need to be educated more about what they are buying, instead of buying whatever game the kids ask for; maybe they need to consider what they want their children to be seeing. Would you let a child of 12-14, or even younger, watch hardcore porn or an 18 rated movie? Then maybe you shouldn’t let them play an 18 rated game. The stereotype that games are just for kids is badly out of date, and maybe it’s time parents started to take more responsibility for what their children play on.

In every group there are a few who don’t fit in with the social norm. Is it true that these people can be influenced by violent videogames? No doubt. But is this the root cause of their affliction? No. Books, movies, rough and tumble play; all of these blend reality and fiction. What people need to accept is that they must take responsibility for their own actions, and that maybe societies ills are rooted in larger problems than a small animated character shooting another small animated character.