Hang on….

As we all know, games writing is a bullshit art. Seriously overpaid people who think that they can put as much detail of story into a game whilst the player is concentrating on blasting the fuck out of a brumak on insane.

Just to make everyone clear, I think that “stories” in games are the anus of games, to be perfectly frank, barring a very few rare exceptions, I do not give a fucking shit about stories in games. In fact, I think games are medium where we should transcend stories altogether and brace yourself let the player make up his own story. Hey, now there’s a fucking novel [pun pun] idea.

And so when I wake up this morning with a rapidly cooling coffee, and click Kotaku to see Rhianna Pratchett spouting off about the subject indicating that “integrating story people into the development team is the future” – it kind of irritates me.

Why does this bother me?

Well Mirrors Edge has possibly got one of the most waffer thin “stories” I’ve ever fucking experienced in a game. I god damn tried to like the fucking game, but just can’t. The controls are hit and miss, and in a world where controls are so important, it’s inexcusable.

Secondly, and this is the more applicable point for this post is-
Every single interesting bit of the game is shown to you in a cutscene. So horribly ripped off from “thief: the dark project” but not carried out with anywhere near as much style. See, these fucking developers think that ‘no one will spot it if we nick that cool idea from a game in the 1990’s’ – Wrong.

Course – I’m not adverse to saying that copying good things is okay, it’s fine, it’s how we learn after all, but copying and making significantly worse is an entirely different kettle of bastard.

So, lets assume these cut-scenes are where the story is being told. (And it seriously is as thin as cling film) – Why are they 2d cartoons? Is that supposed to be stylish and cool and hip and trendy and an EA thing to do? Why do they have exciting bits that I have to Watch why not have me actually taking part in them, are we not there yet? (Ref: Half Life ~ 1998)

Hold the phone then when you start sharing your wisdom when you are obviously not fucking qualified to do so. Just because you worked on a game that gets media coverage doesn’t instantly make it a fucking diamond that did everything right.

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Well sure, Mirror’s Edge basically had no story and yes, that was more down to the quality of the story telling than the quality of the story (even the most ridiculous premise can work if told correctly).

This is the problem in the video game medium – game designers still don’t understand how to integrate narrative in to gaming without destroying things like immersion, gameplay, QA etc. Very few games manage to combine all of the elements to create what, in a few years time when the industry is more mature we should call “interactive entertainment”; the fusion of quality film-making narrative with the interactivity and immersion of gaming.

Some come close of course. Some due to being small paradigm shifts in quality or technique like Half-Life, Deus Ex, the Thief Series, System Shock etc. and others which don’t really advance a genre in any direction that are simply well put together in every aspect; PoP Sands of Time, KoToR, Shadow of the Colossus etc.

For what it’s worth Mirror’s Edge gets a single thumbs up from me because it’s the stagnant, sterile EA trying supporting something a little risky. Perhaps it’s because the stagnant, sterile EA immediately gravitated towards the style of the game… and perhaps that faint praise is more a cry of exasperation at a company that eats all others and churns out sports franchises every 6 months.

I’m sure Mirror’s Edge had enough commercial success to spawn a sequel but the core elements of the game need to be changed. Quite damning since the story was pointless and so poses the question; what do they keep?

- Tighten up the free running mechanic – make it more ubiquitous, easier to perform stunts practically anywhere

- Integrate the combat more into the acrobatics so moves, disarmaments, take downs, multiple attacks and engaging multiple opponents become a factor of player skill and the immediate environment

- Do away with the use of weapons completely

- Have more ‘quiet’ periods. It’s amazing how many devs ignore the concept of ‘calm before the storm’ in building anticipation. Probably because so few believe in the strength of the core mechanic.

- More patient, climbing where the strategy is not evasion but simply planning your route up a building. Elements of this were surprisingly satisfying in PoP:SoT and Assassin’s Creed.

- Engagement on your terms. One of my biggest game design tenants. So few understand the value of preparation for engagement and initiation when YOU decide. I.e. Know that if you do a given action, you will start the chase. Therefore, you take your time scoping out your own escape route first (take 10 minutes if you want), then when you’re confident enough, intiate the engagement in the full knowledge that it will be frantic and non-stop. But it’s on your terms, executing your escape plan, not a blind, trial and error exercise in frustration, the result of a skippable cut scene.

I could go on but DICE and EA don’t read your blog and they don’t listen to me.

Comment of the year! Superb, well done..

It also appears that we share similar opinions on what would make Mirrors Edge better.. (but then, become even more risky for EA)

I really really wanted to like M.E but it just kept not letting me.

You could tell that from all the reviews, the MC score; basically everyone wanted to say “it’s really not very good but we like that you tried something new – please do more of that type of thing even though you failed this time” – and most of those people assume that EA will look at probable disappointing sales, average reviews and can it.

But if you look at it, the only really good thing about the game was the look; bright single-colour theme, bleached whites, sterile shiny over exposure. It’s like what the world would look like if everyone went Mac but it was never really more than moving wall paper – you never really got to explore which is surely the core principle of being a runner? Freedom.

But that’s a DICE game for you; always something good in there but they’ve yet to make a game that isn’t riddled with either design or technical problems.

Best free-running game is still Playman Extreme Running for J2ME.

Here’s an amusing one:

http://www.shacknews.com/onearticle.x/56772

“Doom 4 Story Writer Revealed”

If there is any game developer who in their history have proven time and again their inability to deliver any kind of narrative whatsoever (let alone gameplay) it is ID Software.

Now hold on right there toyko.

Whilst I agree ID are about as good at telling a yarn as a paraplegic dog. I won’t hear that ID are shit at gameplay.

Admittedly, they’ve become a bit shit recently, but Quake, come on.. Doom? Cooommeee onnn..

I think Romero’s leaving and ID’s gameplay shitness is too much of a coincidence in timing to be completely bullshit.

The reason I love ID is because they invariably make the tools for other people to make great games with…

(Quake, Call of Duty, Half Life, etc etc etc)

Doom was revolutionary for 1993 and no doubt ushered in the advent of the first person perspective.

But look at the games that came after it:

Duke Nukem
Half-Life
Half-Life2
Deus-Ex
The Thief Series
System Shock 2
Halo
Battlefield 1942
Battlefield 2
The Call of Duty series
Alien Versus Predator
Farcry
Counterstrike
Tron 2.0

So there you have it, a list off the top of my head. These are the games that advanced first person perspective gaming landscape, these are the games that are pressed against the idea wall. They are the source of your inspiration, examples of what can be done in the genre.
The subtlety of story telling, the wax and wane of excitement, gamut of gameplay, breadth of emotion conveyed, control schemes, firing mechanics, stealth ability – so much is containted in that list. So much innovation and wonder that so massively extended the original idea that Doom spawned.

And what do ID come up with?

Doom 3.

Then Quake 4.

Resplendant with gameplay that had barely evolved from the early 90s.

ID make great, GREAT engines, just like you say.

They do not however, make games, they make glorious tech demos. They never have and probably never will, understand gameplay.

And where is Starship Troopers in that list?

Although I agree that ID ARE a technology studio, people do tend to overlook Quake as a dirty son-in-law, when in reality that game single handedly defined a genre. And not all from a tech point of view.

It’s deathmatch slant spawned Unreal Tournament, it’s very controls defined nearly every game in that lists W A S D configuration. (Even though I still map Right mouse to “forwards”)

But people skip over Quake because it was an actually good game from ID.

Quake two, for some reason was shit.

Quake 3, again, back to it’s routes and what it did it did well, unforutnately it was urinated on from a great height by UT.

I think for every good game that came from Quakes loins, there are twenty bad first person games that didn’t. (And some that did, Diakatana, SiN for example) – And each bad game surely goes to emphasis the things that ID did do right…

And then ID went singleplayer, and it all went wrong..

*Sad Smiley Face*

Quake 1 was a while ago and multiplayer has moved on somewhat.

Deatchmatch, CTF etc. are less about gameplay than they are balancing and map design. The real skill in game making is the marriage of technology, design, narrative and gameplay. From these, ideally emerge immersion, investment and ultimately the lofty ideals of “entertainment” and “art”. Multiplayer (competitive, not coop) only serves two of the fundamentals and mas as much in common with non-specator sports as it does the future of computer gaming.

It didn’t take a genius to come up with a game where you stick 16 humans on a server and let them fight it out.
It didn’t take a genius to take two teams of 8, a couple of flags on a server and let them fight it out.
It took a brainless moron to keep repeating the formula when it had been done countless times already, better.

I’m certainly going to stand by my original statement and add this,

“ID are essentially irrelevant to the progression of gaming as a form of interactive entertainment”

As for you, binding your right mouse button to “forwards”… dear god, man.

Ah but,

Id invent technology that gives other teams the ability to make great games. Without the trigger->response idea that Id developed, none of Half Life could have been made.

Saying “Id are not relevant” isn’t necessarily true, to this day when people go on about games and design, they still say stuff like “Make the auto aim work like Halo”, and ten years ago, people used to say “Make the default talk key “T” – or somesuch from the Doom/Quake era. Their legacy is the tiny design decisions they made that stumbled into other projects simply by the next team inheriting their engine.

And it did take a genius to make 16 player deathmatch back then – pre-dating TCP/IP and working on IPX (although I think Quake was TCP/IP enabled too) – but it did take a genius to make QuakeWorld work over 56k modems, it just didn’t take a genius to design it.

RMB = Foward – Why? So I can play one handed when I used to play quake. Why did I need to play one handed? Because I used to Eat Sandwiches whilst playing. (and invariably winning)

:)

I’m very meh about that.

WASD for example, I don’t remember that being the default on Quake. The first time I used it was HL.

Key bindings? If they predominate nowadays it’s because they were always going to do so over time, or of such little consequence that the first choice stuck if it was good enough.

Network optimisation? Again, it was always going to happen and giving ID the Nobel Prize for Network Gaming should be a join award to people dating back to the networked games that predate ID.

Tiny design decision make some impact sure, they are necessary ones and ones that would have been made eventually because they were needed. At best, ID take the small, obvious things and implement them. That still doesn’t add up to game design and certainly doesn’t explain the woefull gameplay of Doom 3 and Quake 4 nor the stagnant – wait, make that “rotting” – multiplayer (i.e. exactly the same as all of their previous efforts ignoring the lessons of countless other, superior efforts).

Whatever they did, it was a while ago and added nothing to the art and very little to the experience of gaming. Enabling others is great but it evokes “those who can, do, those who can’t, teach” and ID are at best, teachers.

Doom 3. It’s sole contribution; direct interaction with monitors. I appreciated that, it has been copied and something I had been waiting for in games.

…and how long was Doom 3 in development for? The gameplay sucked mokeyballs. It takes quite a poor game for me not to play it through to the end.

As for RMB. Jesus. Learn WASD, use RMB for meleeing zombies and get your lady to feed you sammiches and cookies while you play. It’s that simple.

Well, maybe the WASD Wasn’t quake, I can’t remember my mind gets muddled…

I think it’s easy to look back now and say “all ID games are shit” but at the time of release, quake was a completely new POV. Compared to Rise of the Triad for example that was still using sprites.. (and actually, was fuckin awesome multiplayer)

If you can’t hack the RMB config, wait till you hear the rest of them!

GHJ (Left, Back, Right, respectively)
Y – Jump! Yes, JUMP!
K – reload
T – Melee
Space – Use
N – Crouch
M – Prone
U – Any alternate fire mode
567 – Weapons Switches

YEAH BABY!, middle of the keyboard! – That’s just how I roll.. (and it means that I don’t interfere with the Windows Key or those crappy shift/tab keys…)

That is the very definition of insanity.