Posts Tagged videogame

Design Roundup #6

articlesheader Design Roundup #6

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Segues

smooth transitions header Segues

Videogames are filled with transitions: loading new levels, initiating scripted sequences, obtaining special powerups, etc. These are often accompanied by the familiar wipes, fades and cuts of the film industry.

The effects themselves mask pit-stops necessary for resource (re)allocation. The segmentation also creates a natural variety and lets developers work on separate parts of the game that are only later stitched together.

In short, these transitions are functional. However, they are not smooth.

segue, n.

  1. A quick and uninterrupted change to the player’s avatar or surroundings that often facilitates new gameplay.

The above definition is rather nebulous, but it’s based on a simple concept: a smooth flow keeps the player immersed. Segues do this by removing the awkward parts of transitions that break immersion, namely disorientation and helplessness.

GTA IV Segues

Some of GTA IV's more hyperbolic praises were attributed to its seamless world and the ability to carjack any vehicle...

Disorientation can take place quite easily as the camera cuts to a different point of view, or a different scene entirely. All of a sudden the player is expected to parse the change — to keep up with the fast-forwarding presentation — while filling in the gaps. Humans are quite good at this, but it’s a somewhat taxing effort that’s easy to get wrong.

Helplessness is strictly rooted in ignoring player input. Videogames are inherently interactive, and taking away control to show a transition strips the player of engagement. Plus, it’s never fun to wait on a loading screen.

Of course many videogames are quite abstract, but for the most part the medium tries to simulate various facets of the real world. There are no “bumpy” transitions in everyday life — aside from maybe losing consciousness — so it makes sense to limit them in videogames as well. That’s not always possible, but if the choice is there, it should be an easy one to make.

Fable 3 Segues

...while Fable 3's most common criticism seems to be its anything-but-smooth hand-shaking minigame.

As hardware, technical design, and production methodologies have advanced, so has our ability to implement segues. Vehicle sections now take place in the same maps as on-foot action, level geometry gets dynamically streamed in, scripted sequences play out as the player explores the environment, etc. These are almost universally praised as they make for some very memorable moments, but smooth transitions have been around for a long while.

Here are just a few of my favourite examples:

1). Spy Hunter’s Boat Segments

Spy Hunter Segues

Spy Hunter was famous for giving players the ability to drive into the back of a moving truck. This was done at full speed without any camera wipes, but it wasn’t even the game’s greatest segue. No, that honour goes to the car-to-boat segments.

These had the player race through a dockside garage only to emerge in a different vehicle without slowing down for a second. It wasn’t the most realistic transition, but like many moments in Spy Hunter, it perfectly emulated the craziness of action-movie sequences.

2). Metroid’s Morph Ball

Super Metroid Morph Ball Segues

The Morph Ball has been a staple of the Metroid series since the inaugural title, and has always been an excellent example a segue.

Turning Samus into a diminutive sphere is effortless and presents the player with an all new moveset. The morph ball’s abilities also grant the player new options for combat and exploration, and switching between the two modes is quick and easy (even in the somewhat underrated 3D sequels).

3). Lost Odyssey’s Intro

Lost Odyssey Intro Segues

Lost Odyssey’s FMV opening depicts a dark and epic battle. As the presumed hero fights his way through the ranks of bizarrely armed soldiers, there’s a brief pause in the action. The camera pans around, and a menu pops up! All of a sudden the player is in the game, and it’s waiting for his input!

There’s a slight hitch here, but it’s barely noticeable and makes for a fantastic intro. Sadly, the rest of Lost Odyssey is a veritable catalogue of awkward segues.


What are some of your favourite examples of smooth (or bumpy) transitions?

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Design Roundup #5

articlesheader Design Roundup #5

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Pop-up Videos and Love

pop up video Pop up Videos and Love

Although I enjoy creating games more than anything, occasionally I ponder what it’d be like to focus on critiquing. If I were to take that path, I have a couple of ideas for “hooks” that could potentially set me apart from countless critics and reviewers. One such hook is (was?) the format of a Pop-Up Video.

The idea is simple enough, although time consuming. Still, it’s a sure fire way to stand out from the crowd, and Ben Croshaw’s Zero Punctuation has certainly shown the benefits of a unique format. Also, the iconic imagery used to convey opinions and trivia in Pop-Up Videos can be extremely preferable to actual voice recordings.

And with the advent of YouTube’s annotations, Frank Cifaldi of Lost Levels has created his own version of the concept:

Obviously it’s missing the visuals of Pop-Up Videos, and there’s a bit of a data overload for the length of the clips, but it’s still good stuff.

The videos also repeatedly mention one aspect of game creation that’s widely recognized but rarely discussed in detail: “the love.”

It’s a nebulous term, and seeing how it’s been a while since I’ve suggested any definitions, I figured it’d take a shot at it.

DraculaX plant Pop up Videos and Love

One of my personal favourite loving touches: the plant enemy from DraculaX. It's not a boss, yet it's only encountered once in this semi-secret room along the way to the alternate exit from Stage 1. It's completely optional and there's no prize for defeating it, but it greatly enhances to the atmosphere.

The idea of love in a videogame usually boils down to the romantic notion of a developer so passionate about a title that he surmounts countless hurdles to put his personal stamp on the creation. It’s the extra sprite that’s encountered just once in the game, the playful dialogue between minor characters only accessible upon subsequent replays, an alternate special move for a boss that only appears on the hardest difficulty, etc.

These loving touches don’t carry a lot of bang for the buck. They’re easy to miss, they’re rarely duplicated, and they usually have a minimal effect on the gameplay. If they’re planned ahead of time, they’re often the first elements to get cut when the realities of budgets and schedules rear up. It’s not easy to place any actual value on them, and when removed — or simply not implemented — their absence doesn’t seem very detrimental.

In short, they’re the opposite of the typical bullet-points that can go on the back of a box.

UltimaVII baking bread Pop up Videos and Love

Baking bread in Ultima VII was far from a requirement, yet it's often used by fans to exemplify the game's rich setting.

Somewhat contradictorily, though, they can easily become the most memorable parts of a game. They’re what can set it apart from other titles and make it special to the player, and, in the grand scheme of things, matter a whole lot more than the number of levels or weapons. That alone warrants a definition:

loving touch, n.

  1. An element of a videogame that’s largely inconsequential and easily overlooked, but one that often represents quality and resonates as a unique and defining feature.

What are some of your favourite examples of “the love” in a videogame?

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The IGDA Board Elections

igda header The IGDA Board Elections

The IGDA is electing 5 new board members, and if you’re a videogame developer, you might want to cast your vote(s). The minimum $48 Core membership is required to do this, but it’s a pretty important election that will have a large impact on the organization.

I’ve already submitted my ballot, and I hope that David Edery gets one of the eligible spots. I’ve only ever spoken to David a few times, but he was very approachable, and his business acumen would certainly benefit the IGDA. Being the former head of XBLA’s world-wide portfolio, David has given out various lectures on digital distribution, and continues to write insightful commentaries on the ever changing videogame market. I believe his knowledge could prove very beneficial to the IDGA and its members, and would help us adapt to the trends (and sometimes the hard-to-accept realities) of the business.

For a more robust assessment of the candidates, though, feel free to check out Scott Macmillan’s analyses of the entrants.

Whatever the results, I hope they’ll bring some concrete improvements to the oft-criticized IGDA.

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