Archive for April, 2009

A Layman’s Guide to Projection in Videogames

Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric. That’s rarely the accurate term, though, and it’s not just pointless semantics.

echochrome A Layman’s Guide to Projection in Videogames

Although Echochrome uses a single projection type, its gameplay is based on constantly rotating and morphing its 3D structures. With each new view, the physical architecture of the level changes to reflect what the player sees on the screen.

Projection basically means taking a three dimensional object and displaying it on a 2D plane (i.e., a screen). There are various ways of accomplishing this, and each technique has a deep impact on a game’s look and mechanics. The advent of 3D games and free-floating cameras somewhat lessened this role, but being aware of the pros and cons of each projection type is still applicable to both 2D and 3D titles.

So what exactly are these projection types? Well, let’s take a look:

Read the rest of this entry »

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New Efforts on the Halo Novelization Front

And the latest writer to take a stab at it is, somewhat surprisingly, Greg Bear.

greg bear New Efforts on the Halo Novelization Front

The future face of Halo.

A famed speculative fiction author, Greg Bear earned his reputation with works heavily rooted in science. Blood Music and others catapulted him to the upper echelon of SF writers, and his wife seems to be following in similar footsteps. However, Mr. Bear’s prose doesn’t exactly flow like honey. His stories are often bursting at the seams with hard science, and that’s rarely an ideal foundation for a pulpy, nonthreatening book series.

Now I never read any of the Halo novels, but I’m assuming they’re aimed at a fairly broad audience. I’m also sure that many Halo fans are smart cookies that would love more actual science in their fiction, but the Halo universe is based on a game series, and, as such, its setting is ultimately shaped by game design. Human soldiers wear ridiculously coloured outfits because it makes them easier to identify in multiplayer matches, and high-pitched aliens spew comical one-liners because it makes them more entertaining cannon fodder. It’s all fun and good, but is it suitable subject matter for something more realistic?

Then again Greg Bear has already written a Star Wars book, so maybe he is the right guy for the job. Either way, I am suddenly a whole lot more interested in the future of the Halo novels.

 New Efforts on the Halo Novelization Front

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The Alamo Standoff

Alec Meer’s retrospective on The Thing mentioned an interesting phenomenon: the emotional cycle of the “Alamo standoff.”

rooftopfinofficialpic1 The Alamo Standoff

The rooftop standoff at the end of Left 4 Dead's first episode.

What Alec was referring to is a specific gameplay concept that revolves around trapping the player in an arena and sending in countless waves of enemies. Describing this, he made a very perceptive comparison: the concept is similar to a running joke that’s funny at first, eventually grows old, but, through the sheer ridiculousness of repeating it over and over, becomes funny yet again. Except in our case, the player first enjoys the challenge of the combat, then slowly grows weary of it, and eventually gets a second boost of adrenaline as he realizes that the set piece is not about to end.

It’s a curious phenomenon as its prerequisite is — in a way — boring the player. However, as part of an immediate arc, this weariness magnifies an eventual sense of dread. The standoff is a grueling, uphill climb with no visible peak, and it can be a very effective tool for evoking certain emotions.

 The Alamo Standoff

One of Resident Evil 4's more memorable segments was the Ganado's assault on the cabin.

Now sending in enemies in waves isn’t exactly a new concept, but the Alamo standoff is a bit different. First of all, it begins with a drastic change of pace. It’s an abrupt halt to the player’s forward progress (at least in a physical sense) that puts him on the defensive. What follows is, naturally, a battle of attrition.

Up until that point, the player might have been hoarding equipment for an emergency situation. Well, the standoff is that emergency. It might take a while, but the player will eventually realize that his priority is no longer managing resources but simply surviving. At this point, the feeling of terror begins to build, and it culminates in the sensation that the game’s done screwing around. The kiddy gloves are off, and it will now proceed to throw everything (not true, there could be lots more) at the player to pummel him into submission.

It’s powerful stuff, but there’s a certain finesse to making it work.

First of all, the standoff is best introduced “organically” without the use of non-interactive cutscenes. This makes it harder to think of it as a set piece, which in turn creates a situation where the player is initially ignorant of its scale. The lack of clear indicators as to the duration of the onslaught also help to instill a feeling of panic and hopelessness. Aesthetic changes in the environment are fine (after all, the player should never assume that the event is an enemy-spawning bug), but distinct gameplay modifiers such as new enemies and entry routes tend to add a game-ish progress to the experience.

Now this setup is great for evoking feelings of uncertainty and panic, but, in an effort to reduce its repetitiveness, various games have been putting a different spin on the experience. Gears of War 2′s horde mode takes a step back from the survival horror approach and makes the event more goal-oriented. This results in shifting the focus from “Oh my god, will this ever end?!” to “If I can only hold out until [goal x is achieved], I’ll be fine.”

ep2 outland 020011 The Alamo Standoff

The antlion standoff in Half-Life 2: Episode 2.

The “gamey” standoff is clearly introduced, and it’s split into distinct mini-challenges. Timers and rounds are prevalent, as are “breathers” between individual waves. The player is provided with continuous feedback via metrics on health, ammo, checkpoint targets, etc., which aid him in making decisions. Other element like new enemy and weapons types are also gradually introduced to provide variety.

Of course the defining factors of these two approaches can be mixed together. Left 4 Dead contains plenty of organic and highly randomized standoffs (which don’t even take place in typical arenas — the only thing that boxes the player in is the sheer volume of enemies), but each episode also ends with a timed event where the player must simply survive until the arrival of a rescue party.

In either case, it’s important to be aware of the effects of all these design decisions. Also, it’s always vital to give the player a chance to survive — even if ammo/health drops are frequent, little suspense is lost if the player must still worry about picking ‘em up. In addition, guarding segments are tricky as it’s easy for the player to get frustrated with inept AI companions (or, conversely, invincible ones that suck out all the tension) and end up worrying about the safety of others instead of his own. And finally, when the dust settles and the player is on his last legs, you might want to think about doing it all over again. Just more intensely.

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Rodland Bits

Rodland is an ultra-cutesy, single-screen, side-view arcade game in the vein of Bubble Bobble.

rodland 01 Rodland Bits

These adorable fairy kids are actually pretty violent.

These games used to be a dime a dozen, but Rodland had a few interesting gameplay elements that set it apart from the crowd.

Its significant bits:

  • Instead of jumping, the player traverses the maps with the use of a magical ladder. The ladder can be deployed at any time, although the player possesses only one of these. If a ladder is summoned, it’s simply teleported from its previous location to where the player is currently standing. The ladder is also strictly vertical, but it can be used to reach platforms above and below the player character.

    rodland 07 Rodland Bits

    An entangled enemy is about to go for a ride.

  • The game’s enemies can also utilize the player’s ladder, which the player can exploit to funnel and box them in.
  • The main weapon in the game is a magical rod that fires a short burst of energy. This beam can pop balloons and hurt bosses, but it’s generally used to entangle enemies. Once an enemy is entangled, the player can lift it over his head and repeatedly hurl it left and right, smashing it into the ground. It’s actually a little brutal, and somewhat reminiscent of Kirby’s Throw in Kirby’s Adventure where the little puffball can viciously suplex an enemy.
  • Performing the rod slam less than three times simply stuns an enemy, while a full three hits will burst it and leave behind some sort of a powerup or collectible, e.g., a fruity points-bonus, a rocket that flies horizontally away from the direction it was touched, four balls that frantically bounce around the level, etc.

    rodland 13 Rodland Bits

    This is where those magical ladders come in handy.

  • While performing the rod-slam, the player is pretty much invincible. Any enemies that get close will inevitably get smashed by their entangled brethren. When this happens, they’ll get pushed away and go into a stunned mode.
  • The game’s various console conversions slightly tweaked the rod slam mechanic. In the arcade version, if the player is standing on the edge of a platform and slams an enemy into empty air, his foe will simply drop down. In the console version(s), though, this will actually kill the enemy.
  • Once all the enemies are defeated, the player has a limited amount of time to collect leftover items before the game automatically moves on to the next stage.
  • The game’s bosses are just as cute and non-threatening as the regular enemies –  there’s a grinning whale that spurts water from its blowhole, and a giant elephant that flies around by flapping its ears a la Dumbo (although he’s actually suspended from the ceiling by two small chains). Even the somewhat imposing last boss throws up a tiny white flag once he’s defeated.

As a side note, Rodland is a great fit for limited platforms such as cellphones. The controls are basic, the movement of the player and the enemies is quite slow, there’s no processor intensive graphical effects (scrolling parallax, gradients, transparencies, etc.), and, most importantly, it contains some very simple and approachable gameplay elements.

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Wheelman’s Melee Car Attack

A large part of the fun in driving games is the sense of speed. Car and simulation enthusiasts definitely enjoy taking a turn just the right way, but, as far as arcadish fun is concerned, the slowing down part is never really a high point. Now Wheelman might be disguising itself as an open-world, set-piece game based on a cheesy, over-the-top summer blockbuster that never happened (or, rather, hasn’t happened yet), but, at its heart, it’s just a good ol’ arcade game.

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The people behind you seem a little pissed.

The driving itself borrows heavily from Burnout. Destroying other cars triggers a dramatic replay that’s pretty much the takedown effect, while going really fast and smashing into other vehicles fills up a special meter. None of this is quite as extravagant as Burnout, but it works. The focus meter grants the use of the ubiquitous boost and a few other special moves.

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You can still shoot people while driving without bullet time, but it's not really accurate and takes forever to take down your enemies.

The first is the focus shot. Executing one of these slows down time and moves the camera inside the car. At this point, Milo Burik, Vin Diesel’s character, whips out a gun and any possible targets are overlaid with a circular bullseye. This bullet time section allows the player to concentrate on shooting instead of driving, which is useful for picking off pursuers and breaking through roadbloacks (which, conveniently, are often composed of a gas tanker or two).

The second special move is the cyclone. It also slows down time for shooting-gallery purposes, but it results in the player’s character turning the car 180 degrees, putting it in reverse (so it’s still moving in the same direction as it was before the move was executed), firing off a couple of shots, then finally turning it around and putting it back into gear.

Oh, and Milo Burik is also a superhuman who can leap out of the car he’s driving and hijack other vehicles on-the-go.

Is it starting to sound arcadish yet?

Well, possibly Wheelman’s most arcadish aspect is the car melee attack. Now weaponless combat is common in driving games. Rocketing forward at hundreds of miles per hour while trying to steer your opponents into obstacles — and avoiding the same fate — can be great fun. It also doesn’t require any extra input and uses existing game elements, so it’s a very organic mechanic.

In Wheelman, however, this tactic is explicitly appended by player input.

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Smashing into cops using the car melee attack.

Flicking the right analog stick either left or right propels the player’s car in the corresponding direction. At first, this might seem entirely extraneous. After all, why introduce extra input for tried and tested gameplay (it certainly wouldn’t have been my first instinct)?

Well, the brilliance of “car melee attack” is that it’s not quite the same old mechanic. In driving games, it’s necessary to turn your whole car in order to manually home in on other vehicles, i.e., the car’s front wheels turn, and the rest of it follows. Wheelman’s melee move, though, is more of an instant strafe. In execution, it allows the player to smash against adjacent cars without changing the angle of direction. It’s not at all realistic, but it results in some pretty aggressive driving where the player doesn’t have to worry about going off-course.

An interesting side effect of this mechanic is that it also alters the non-combat aspect of driving. The ability to instantly strafe adds an extra layer to the navigation of the game world, particularly when driving against oncoming traffic.

The melee car attack is definitely a unique concept, and it enhances Wheelman a lot more than some of its other flashy mechanics.

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