Saturday, December 15, 2012

Things I Learned in Game Design

This past semester I took a game design course with the Film and Media Arts Department at the University of Utah. Even though I am a PhD  student with the Communication Department, I wanted to understand gaming from a development standpoint to enhance and give more depth to my research. This course has opened my eyes to video games and the complexities that are inherent in production. Since my perspective has been limited to seeing video games from a cultural perspective, it has been enlightening to see video games from a production and technical aspect. Therefore, I would like to discuss some of the ideas I learned from taking this amazing course.

Now, before I go on you may be wondering: What does the comic above have to do with game design and what you learned? Well the person at the center of this comic happens to be the instructor for this class. Roger Altizer was immortalized by the popular webcomic Penny Arcade. His photograph from a gaming convention was coincidentally spotted by the Penny Arcade folks and it resulted in this comic. Nevertheless, Roger is a wonderful instructor with deep insights on gaming, narrative, and game mechanics. Now, Roger is best known for this caricature than anything else. Nonetheless, his perspective and the curriculum for the course has enabled me see outside of the closed doors of the Communication Department and see games in a new light.

Well for one, I learned about the depth and breadth of design. It isn't just having an idea and then merely running with it. However, there are steps to developing an idea and moving it to the production stage. It is a complex process that takes much thought. At the end of the semester, for example, we had to create a game design document for a game we could realistically create. For me, coming from a humanities background, envisioning a game was a challenge. But through creating the document, I came to appreciate the meticulous details that come with designing a game. As Roger noted, you need to walk through the game from its opening screen so you can understand how the game will look and how it will feel. Thus, designing a game is more complicated then a game commercial would indicate.

I also came to understand the importance of game mechanics and gameplay over narrative and thematic elements. As Roger pointed out throughout the semester, gameplay is what makes a game fun and playable. For instance, he pointed out the narrative of Angry Birds. Even though we may have an understanding of the overall story, it is the game play that made it such a resounding success. Another example used was World of Warcraft. Despite the game's lore and history, most people quickly click through the quest text and merely go out and complete quests. They are more focus on playing the game rather than focusing exclusively on the narrative. Taking this understanding into account, video game designers need to focus on gameplay elements before focusing on narrative and theme. Gameplay  hence is what keeps a person consuming the game.

Lastly, what I found interesting, especially from a cultural perspective, is that gaming is becoming a universal language. In the course, we had people from all over the world. I had classmates from India, Japan, China, in addition to people from all over this country. Gaming is becoming a way for people to identify across cultures. I may not exactly share the same cultural background as my Indian friends, but when we're playing FIFA on the Xbox 360 all our cultural differences go out the window and we just have a great time together. This is an important perspective to understand because people who make games today are not limited to just people from a homogenized culture. Instead, the gaming industry is growing to include people from many different cultures, this therefore may expand how we create games. In the future, I believe that video games will become more diverse in their art and thematic elements.

The game design course taught me so much. I thank everyone for such a wonderful experience, one I know I'll never forget. Now I know that my work will not come from an ivory tower perspective, but instead in a way that accounts for the complexities behind game creation.

Sunday, November 25, 2012

Black Ops II: The Trend to Kill Rental Servers from PC Gaming

So, I need to write this blog post since I wrote previously about my excitement for Call of Duty: Black Ops II. Well it seems that Treyarch decided to "clarify" there previous statement regarding dedicated servers only a month before release -- which was unknown to me before the game's launch. What Treyarch apparently meant by dedicated servers is that they would be running all of them. What they failed to mention before is that there would be no rental servers for gamers. This is the one aspect, besides playing with a mouse and keyboard, that made the PC version standout to its console brethren. Instead, Treyarch went the way of Infinity Ward and now no longer support the love for renting servers for gamers to enjoy.

Now surprisingly, some people prefer this method. As Treyarch argued, controlling servers prevents hacking since the server files are not distributed to rental server companies. Some gamers see this as a way to even the playing field and prevent people from taking advantage of learning the games code. Others see it as a way to prevent "hegemonic" admins in rental servers from harassing gamers. They believed that admins abused their power on their rental servers because they are usually run by a clan who prefers a specific type of game play, and as a result, prevented gamers from playing the game the way the game was "intended."

I wholeheartedly disagree with these arguments. Hacking will never go away in any facet of the imagination -- heck, I use XIM when playing on the 360 which allows me to use a mouse and keyboard. Having to play with random people in the matchup system employed in CoD ensures that you will eventually run into a hacker. That is why admins were a great asset to gaming: they were able to police such annoying gamers from disrupting the online experience. Rather than having to put up with a hacker, you could directly report it to the admin who would in turn boot the offending player off the rented server.

Also, in my experience, admins on these servers rarely abuse their power. It is not to say that aren't a few problematic admins with a Napoleon complex, it is to say that you are more likely to see a hacker through CoD's match-up system than power hungry admins. These admins were for the most part great at staying in the background only coming to light when people become problematic. In my 8+ years of playing FPS online, I rarely ever have seen enough admins abuse his or her authority to ruin the entire online experience in a similar way people can ruin playing on Xbox Live.

One last gripe I like to address regarding rental servers is that admins will control the type of game play preferred on the server. For example, some people like playing on a "crouch" server where the server's owners discourage run and gunning, and instead encourage a more tactical feel to the game. With CoD's match-up system, this style enjoyed by many gamers is taken away. And for this reason, it only ensures a vanilla style of game play for all.

What is therefore being taken away from the gaming experience is choice. Some people like playing the same map over and over again, like the original Nuketown that had 24/7 servers. Some enjoy playing solely on hardcore servers with various game modes. Some enjoy reducing game weapons the server's owner feels negatively affects a game's balance. Some want the choice of playing with more mature gamers who don't spout out the foulest word they know. Because Treyarch and Activision have done all they can to defeat rental servers for the so-called sake of preventing hackers, choice is thus sent away for vanilla, "hacker-free,"  online experience.

Well hopefully this trend ends. Till then I will play BF3 and Medal of Honor: Warfighter to get my rental server fix. What are your thoughts?

Wednesday, November 14, 2012

Off to Present a Paper at the NCA Conference in Orlando

This Friday I will be presenting a paper at the National Communication Association conference in Orlando, FL. This paper examines video games and consumption. Specifically, I argue that avatars in MMOs have become a way for people to display consumption and class. In order to illuminate this idea, I used Thorstein Veblen's idea of conspicuous and emulative consumption.

Ultimately, my research explores how video games are a substitute for the American Dream. To clarify this idea, video games allows us to be successful through hard work in these virtual worlds. In a life in which we work hard yet don't own what we produce, video games gives us that means to control what we produce. Video games becomes our American Dream because hard work ultimately is our own rather than someone else's.

This distinction further pushes ideas of class. In my research, I look at how hardcore gamers feel that, because they are able to consume video games more than others, they should benefit more fully form their hard work than casual gamers in MMOs. For example, when World of Warcraft introduced "Welfare Epics," hardcore gamers were irate  They felt that their hard work deserved them more rewards than others who are not able to put in the time to ascertain such items. The hardcore gamers thus equate the negative connotations associated with welfare with easier access to such rewards for casual gamers.

Furthermore, Star Wars Galaxies saw its destruction based on superseding the hard work of hardcore gamers. When they introduced the New Game Enhancements that allowed anyone to become a Jedi, which before could only be ascertained through investing months gaming, gamers were angered by Sony's decision and as a result left in droves. Gamers here saw their hard work to become a Jedi a waste because now anyone could easily become a Jedi in the game.

Consumption in games is the basis of all games: games are all about obtaining rewards through hard work. As a result, it becomes a means to display class. Don't you want to brag to your friends about your level 90 monk with amazing looking cloak or that you prestiged in Call of Duty for the sixth time?

Anyway, it's fun to take a deeper look at how culture is reflected through video games. And if you happen to be at NCA this year, hopefully you'll be able to take the time to drop by and see my presentation.

Now it's time to finish packing!



Friday, November 2, 2012

I've Got the Call of Duty Fever Again...


It's that time of the year again folks! Here comes another rendition of the Call of Duty franchise, Black Ops part deux. To be honest, I really liked the original Black Ops. For me, I very much enjoyed how the game provided balanced weapons (for the most part), exciting but not n00b crippling unlocks, and unique, fun maps -- who doesn't love Nuketown? All this made it the best iteration of the franchise since CoD:MW, which was the game that reinvented how we see FPSs today.

But if you're like me, you are praying that this rendition will be much better than MW3. As a PC gamer, MW3 was a huge disappointment. First off, Infinity Ward decided not to include ranked, dedicated servers. Dedicated servers are great and really help with the enjoyment of FPS games (which I would love to one day see implemented in console gaming). Why? Well instead of constantly having to play against clan-boys with a team of random players, prepubescent adolescence who have no discretion on their choice of words and how often they say them, or even hackers, dedicated servers lets gamers regulate the server to reduce such problematic gamers. Plus, it is fun to become a regular on a server where gamers are civil but yet bring a fun, competitive environment. However, MW3 decided to shun PC gamers and only humor us with unranked servers.

Furthermore, besides the lack of dedicated servers, the weapons in MW3 were dreadfully unbalanced. For instance, when gamers are able to pick off an opponent from a long distance with a sub-machine gun, yet with an assault rifle a player can't hit the broadside of an aircraft carrier, then there is a problem. This aspect of the game ruined the experience for me. The amount of people using duel weapons also made me wish I had saved my money. After a while, the only avatars you would see ruling the battlefield were ones that were duel wielding  I can't remember how many countless times I witnessed my death via Kill Cam in which a gamer was duel wielding sub-machine guns. If one type of weapon rules them all, then what's the point of having various unlocks?

Finally, the maps were for me unremarkable. There wasn't one map that really stood out. Additionally, most of these maps felt like you were trying to have a knife fight in a phone booth (man this phrase shows my age).  The maps were very small and led to hectic and unorganized firefights.

Luckily for us, MW3 is a thing of the past and just around the corner comes Black Ops II to save the day. Black Ops II will feature dedicated servers (for PC users of course), what looks to be a diverse set of maps, as well as some fun unlocks. Plus the new zombie mode looks like a great way to spend an evening when desiring a break from competitive multiplayer action.

Sorry for my postmortem on MW3. With all the headaches MW3 caused my mind, I really hope that Black Ops II picks up where it left off and becomes a great extension to the CoD name so we can once again have faith in the CoD franchise.

So what are your thoughts on Black Ops II?

Wednesday, October 31, 2012

Happy Halloween! Don't Forget to Play Games...

Well the day is finally upon us, it's Halloween! But alas I will not be able to celebrate it in the traditional sense. Unfortunately, I have class this evening and won't be home till late. Nonetheless, don't shed a tear for me. I plan to join Guild Wars 2 this evening for the final holiday festivities. It should be fun as the Halloween event in Tyria has been a blast.

So if you can't make it out tonight, or want to kill time before that killer party, cuddle up with your favorite "Halloween" game. There are plenty you can choose from to get the sense of the season. Therefore, grab your copy of Left4Dead, Silent Hill, Resident Evil, Black Ops for its zombie mode, Team Fortress 2, an MMO with holiday festivities, or whatever game that catches the feeling of Halloween.

Have fun trick or treating and be safe. Have a great Halloween!

Tuesday, October 30, 2012

A Sad Day for Star Wars Geeks?


Today for the first time, I really understood how Luke felt when Darth Vader revealed that he was in fact his father. I was very shocked by the news today that not only did George Lucas sell LucasFilm to Disney for over $4 billion, but that Disney is also going to be creating three new Star Wars films -- how this was kept secret has me dumbfounded. But what does this mean to the Star Wars brand, and ultimately Star Wars franchise video games?

With the new Star Wars game 1313 being currently developed by LucasArts, I figured this would be the best way we would engage cinematically with the Star Wars universe. I actually believed Lucas when he stated that the films were complete after Episode III and that the Star Wars universe would be limited to the 3D Clone Wars cartoon, a potential live-action television show (which I guess is no more), and of course video games.

Nonetheless, video games appeared to be the way that would expressed cinematically the Star Wars mythos. With games such as Knights of the Old Republic 1 and 2, The Force Unleashed, and the recent Star Wars: The Old Republic, it seemed that video games enabled us fanboys to deeply immerse ourselves into Lucas' creation. And with the unveiling of gritty 1313, which is the first mature Star Wars video game, I had come to the conclusion video games would fill the void left by the movies.

But that all changed today when Disney announced the purchasing of LucasFilm. Today, we are seeing a new beginning to the Star Wars franchise. This new direction will either bring a repeat of the summer of 1999 where people camped out for weeks (and even months) just to see the new Star Wars films. Or, on the flip side, this is merely a pathetic attempt to milk as much out of the franchise as possible, and maybe, even running the entire franchise into the ground. With the upcoming future films, and with that future Star Wars licensed games, we can only hope Disney treats the Star Wars franchise with care.

Please don't ruin my beloved Star Wars. I don't want more pathetic Star Wars licensed games. What are your thoughts?

Monday, October 29, 2012

Dear Developers: I Want First-Person Shooters with Holiday Themed Maps

My wife and I are currently enjoying the Halloween event taking place in Guild Wars 2. The beauty of the Halloween themed scenery in Lions Arch is breathtaking to say the least. As I have been playing through the event I have been wondering why don't developers incorporate more holiday themes in first-person shooters like MMOs and other genres?

To give you a better idea as to why I believe holiday themes would be great for FPSs, the aesthetics in Guild Wars 2 had me recalling one of my most favorite holiday themes in a game: The Winter Crash map in the original Call of Duty: Modern Warfare. This map was created only for the PC in which the map Crash was given a Christmas makeover that included holiday lights, a Christmas tree, as well as Santa reigning down carnage on enemies below (I can still hear him shouting "Ho-ho-ho" as the bombs exploded). Last Christmas I actually reinstalled CoD:MW just to play this map once again. And what caught my attention was how much I enjoyed playing through the holiday themed map in spite of the age of CoD:MW. Playing a Christmas themed map during the holiday season really added to my enjoyment of playing an FPS, more so than just playing on a standard map. Therefore, why not follow the tradition set by MMOs and Winter Crash, and create holiday maps for FPSs?

Wouldn't you love to see holiday maps in FPS? Can you imagine if Black Ops II included a map like Winter Crash or Battlefield 3 taking an existing map and adding a holiday theme to it? Wouldn't it be fun to be in a firefight in Santa's Village or in a Halloween themed haunted house? For me this would be an exciting facet to the FPS genre.

The only argument against such an idea is that if developers were to create a holiday theme map, it would only feel relevant during that particular holiday. In other words, you are not going to want to play a Christmas themed map in May. And since games like CoD are rebooted annually like sports franchises such as Madden or FIFA, it wouldn't be a good use of resources to create such a map. Thus, why spend money creating a map in which players would play for a short while and then shelve.

However, I believe having holiday themed maps would be a great way to enjoy an FPS, and besides they can always make it DLC to cover costs. If Team Fortress 2 is able to have Halloween themed maps annually, then why can't games like CoD, BF3, MoH, Halo or any of the other popular FPS games include at least one map that makes you feel the sense of a season. I know I'd return to play on the maps even if the game is over 5 years old.

I would love to hear your thoughts on this topic. Now I'm off to Guild Wars take on the Mad King once more!