Double Buffered

A Programmer’s View of Game Design, Development, and Culture

Archive for June, 2008

The “Problem” With Game Reviews

Posted by Ben Zeigler on June 19, 2008

There’s been a lot of discussion over the last month or so about the game reviewing system. Stephen Totilo at MTV did a whole week of coverage on the subject, which I suggest you go browse. The spark for this discussion was the overwhelmingly glowing reviews of GTA 4, and has continued with arguments over Metal Gear Solid 4. Reviews are on the industry’s mind, and everyone thinks they know what’s wrong with them. So being egotistical and analytical, I thought I’d conclusively answer this.

The basic problem with game reviews is that no one agrees on what they’re supposed to be. Some people think they should be an objective analysis of the value of a game, in the vein of a Consumer Reports review. Other people think they should be commentary on a game’s artistic and cultural value in the vein of a book review. Should they have a score? Should the score be objective or subjective? Should they be exhaustive, or only focus on the particularly important (good or bad) parts of a game. Should they be written for a general or specific audience? Should they have a byline or be from “The Magazine”?  Should they include vague, poorly described categories like “Fun Factor”?

I think some of these extremes are clearly wrong. Consumer-report style value-only reviews are not what most reviewers or readers want. Games are not toasters, and players read reviews as much after the fact as before. Everyone wants at least some commentary and analysis. However, you can go too far, as I think book reviews (traditional newspaper ones) do. Every time I read a book review in a newspaper I come out with a clear picture of the reviewer’s innermost feelings and desires, but not a damn clue about if the book is any good. At some point professional book reviewers went down the path of full subjectivity, and I find amazon book reviews to be way more useful (and fun to read) than professional ones. Whenever a magazine tries to take out scores, everyone hates it, so we need some sort of score. I love the build up of context that comes from a well written review, but at the end of the day I want to get what I (indirectly) pay experts for in the first place: an opinion. Oh, and you know what sucks about institutional reviews? You can’t tell if you actually have anything in common with the reviewer. In fact, smaller genres often get underrated because they’re not correctly identifying the audience of the game (sometimes the publisher is at fault here).

So, we want a review that has a good mix of objective analysis, subjective opinion, and commentary. There should be some sort of clearly defined rating system, and enough information to help us decide if the review is relevant to our interests. Does this remind you of any other type of review? Yup, this is exactly what a well written movie review is. When Roger Ebert writes a review for the Sun Times, it is completely obvious that his star rating is his completely subjective opinion and not some sort of “composite” number that is derived from Sound and Fun Factor. No one calls up the Sun Times to complain that their movie got a bad review, they either complain to Roger (ineffectually) or chalk it up to difference of opinion. But, fanboys and developers across the world ask, why does one reviewer’s subjective opinion matter? Can’t game reviewers somehow come up with a provably “correct” rating for a game? And if they can’t why should we care about the aggregate at all?

The answer is that experts tend to be really good at rating things. Half of Blink by Malcolm Gladwell discusses how the gut instincts (ie, subjective score) of experts tend to be very good predictors of enjoyment by non experts. However, what experts (and humans in general) almost universally suck at is justifying that gut instinct. When we try to figure out where our rating comes from, we attempt to craft an explanation of the specific way we cleverly came up with that score. This is the process that generates the text of most game reviews (“The game is great, but the sound effects could use more punch”). Once you write a bunch of explanatory text, it then makes sense to adjust the score to be more “correct”, which generally pushes it away from accuracy. My feeling on this is that the more emotional a game experience is (there’s no way those 10 scores for GTA 4 were objective, the game has many obvious flaws), the more subjective and useful a game score is. However, any text justifying that score is going to basically be a waste of time, and should be better spent on commentary.

So if movie review scores (and theoretically game review scores) are just subjective opinion that may not apply to you, why is an aggregate score useful? Well, if a consumer shares sufficient traits with the “average” game reviewer, the aggregate score is a very useful approximation of their own estimated rating for a game.  In general, the hardcore gamers who are the initial adopters, the free advertisers, and the fanboys share a lot in common with the average game reviewer. If a game is well reviewed, it is very likely that it will generate positive gamer goodwill towards the developer and publisher and build a reputation of quality. Given that review scores have a direct effect on the future sales of related games, I think it absolutely makes sense to use metacritic scores for things like royalty payments. If you, as a game developer, can’t make a well reviewed game (thusly hurting the future sales of related games targeted at hardcore gamers), you either need to stop trying to sell games to hardcore gamers, adopt a publisher-free funding model, or stop making shitty games. As for magazine publishers? You should just make your reviews as much like good movie reviews as possible, and ignore all of us whiny developers.

Posted in Game Development | Tagged: , , , , | 3 Comments »

The Reasons Why There Aren’t More Console MMOs

Posted by Ben Zeigler on June 12, 2008

Joe Ludwig from Flying Lab Software (and who blogs at Programmer Joe) wrote an article for Gamasutra this week entitled “Why Aren’t There More Console MMOs?“.  I recommend everyone go read it, because it’s a great summary of the reasons why developing a console MMO is so damn hard. As I am currently working for a company developing a console MMO, I can say that he’s right on with his analysis. I thought I’d expand on a few random points he made, though:

  • Certification is a massive problem. Certification is VERY good for ensuring a high quality, polished, technically working product. Certification is absolutely central to the console gaming experience, and it is a big part of why Consoles are so much easier to use and consistent than PCs. However, the large technical changes that go along with any MMO launch are extremely difficult to implement with certification lag. The only solutions to this are poor a massive amount of resources and QA time into an absolutely perfect launch (FFXI did a pretty good job of this) or linger in a long, difficult to manage public beta for months before launch (Kind of like Home for PS3).
  • Certification is particularly horrible for cross-platform games. If you’ve been following console development, you’ve seen how often the release schedules for online content differ from platform to platform for multi-platform games. This is normally just a minor annoyance, but when you have a tight synchronization between server and client components, having multiple clients connected to the same server back end is just asking for trouble. It’s very telling that the only cross platform console MMO is FFX1, and that was launched on two platforms with no online cert, and early in the life of another console, before many of the proper processes had been established.
  • UI is a huge problem for a console MMO. Rather than just being about text size, you have to redesign the entire concept of an MMO UI. MMO UIs tend to be customizable, complex, and screen-hogging. Console UIs need to be the exact opposite, and in fact due to TV format issues you are extremely restricted on available screen space for UI. And then you have to somehow work on both HD and non-HD televisions. I think the keyboard problem is solvable (the 360 Chatpad is actually pretty cool, and usb keyboards are cheap), but the UI issue sucks up a lot of development time.

I think this is the console generation where there’s going to be a few breakout hits. The console life cycle is long enough (The 360 will last longer than the XBOX, and the PS3 is going to last a VERY long time), the install base is picking up (MMO developers like spiffy graphics as much as anyone else, so the install base of PCs with decent graphics card is the important number), and the platform holders are at least somewhat on board. Of course I could be wrong, and I’ll be looking back in 3-4 years saying I was an idiot. Well, I’ll be doing that anyway, but it may not be about this PARTICULAR post.

Posted in Game Development | Tagged: , , , , , | 1 Comment »

Age of Conan: Meh, I’m Done

Posted by Ben Zeigler on June 8, 2008

As a follow up to my last two posts, here are my final impressions on Age of Conan. I hit level 46, and I’ve canceled my subscription. The immediate cause of me canceling is that I have run out of missions to do, and I hate mindless grinding. On top of that, there’s a bunch of problems with the game in general that keep me from being motivated to break through to the next group of quests. The game continues to gorgeous and the basic combat fun, but the other problems have piled up to the point that I’ve lost the will to go on. I may pick it up once some of the issues are fixed, but for now here is the list of Things That Suck About Age of Conan:

  • My class (Ranger) has multiple abilities that do absolutely nothing. I put some feat points into Pitch Pots, which from the description are interesting-sounding grenades. However, you activate the power and… nothing. From reading the boards, they don’t work for anyone. This is a common problem across all classes and levels.
  • The economy sucks. At level 40 you can first purchase your horse, for a price of 3 gold. At level 46, I had just gotten 1 gold. At this rate, I don’t think I’ll be able to afford a horse until 60, at which point the 30-gold horse is available.
  • The guild cities don’t work. Your guild can purchase various buildings (at a very high material and gold cost), but when you get them none of them are operational. You might thinking buying a trading post would let you use it, but no. It’s just there to get accidentally destroyed, which is pretty easy to do.
  • The death penalty is just kind of funny. The entirety of the death penalty is a very minor 30-minute debuff, unless you find your corpse or gain a chunk of xp. Because the death penalty is so minor, and you get to pick your respawn point at death, suicide is by far the fastest travel method in the game.
  • Crafting is really irritating. You can only start gathering materials at 20, and crafting at 40. There are a small number of material nodes that are SUPPOSED to be on your mini map (and are every 3rd time I log in), but they don’t replenish very fast and competition is tight for them. Then to level up crafting or collecting you have to craft/collect resources and then give them to the trainer to advance. I’ve spent multiple hours crafting and have ABSOLUTELY nothing to show for it, other than being halfway to higher levels of crafting. On top of that, the stuff you craft is worse than grey trash drops.
  • Quest mobs/objectives have horrible respawn times. There is one quest item that is needed by a central quest, and only respawns every 90 minutes. Think about that. Most of the players on the server need to do that quest, but only one person every 90 minutes actually can. Oh, and it doesn’t share if you’re on a team even. I’ve spent several hours camping out for other quest mobs to respawn, as well.
  • I’m not in love with the community. By making an “adult” game I was sort of hoping that it would get a more mature audience, but the community is probably a bit less mature than WoW, if that is even possible. As an example, here’s a 23-page thread on female character breast size.
  • Many of the interior maps are horribly broken. Map graphics are consistently missing, and sometimes the scale of the map is off enough that certain discovery quests are impossible to complete. I still am yet to Enter the Pyramid, despite having defeated everything inside it.
  • Some of the basic game mechanics are broken or extremely confusing. Here’s a 38 page thread on the broken character stat system. The summary is that it consists of a large number of players saying “Stats (strength, dexterity, etc) appear to do nothing. Funcom, please fix this system or at least explain it to us”. The official Funcom response can be summarized as “Working as intended. It is not our policy to discuss gameplay mechanics publicly. STFU noob”. The brokenness of the system, and the response of the developers, personally offends me as a player and developer.

Overall, I characterize Age of Conan as a game with an excellent engine (it rarely crashes) and art team, but with crappy game systems programming and design. The polish of the early levels hides the systemic problems, but the game really starts to break down as you get into the 40′s. The game is worth playing as a free trial (you could get through the fun parts during the trial period), but is not worth paying a monthly fee for in it’s current state.

Posted in MMO Design | Tagged: , , , | 8 Comments »

Single Auteur vs Collaboration

Posted by Ben Zeigler on June 1, 2008

This week’s 1UP Show is very interesting. It’s a new special called “RSVP”, and is a recorded dinner conversation between Mark MacDonald from 1UP, Erik Wolpaw from Valve, Dylan Cuthbert from Q Games and Jonathan Mak (who made Everyday Shooter). I love the concept, and if you’re interested in the thoughts of game developers I highly recommend you check it out. The definitely picked a good group of developers to create some good, informal, insightful conversation.

The part I found most interesting starts at around 18 minutes in, and is a discussion of Valve’s development process. Erik reaffirms that Valve uses extensive focus testing as part of the “Cabal System”. He also points out the reason why Valve has to do this (which I had suspected before): Valve doesn’t believe in the “single auteur” system of game development. The development teams at Valve tend to be very egalitarian and are forced to find some way to resolve game development conflicts. Jonathan Mak totally didn’t understand the concept, and felt that it’s the job of the primary visionary to decide conflicts. Dylan (and most of the game development community) agreed with Jonathan.

Erik pointed out what I believe to be the central problem with top-down design: “There are only so many auteurs in the world that are worth following… What Valve tried to do is come up with a process where smart people who aren’t necessarily visionary geniuses can get together and create an incredible game”. But the Cabal system has it’s own problems: “I don’t want to get fired but… It’s good at creating incredibly high quality products, but it’s not good at creating incredibly high quality products on any sort of schedule.” How do you deal with the business problems created by not hitting hard schedules? “Arguably smarter than the game design people are the business people you never hear about at Valve who are these super duper genius level business people… Valve is profitable enough to just let the creative people do more or less what they want to do”.

This is an argument I get into at work a lot. I think there are VERY few real auteurs, and many more false auteurs who will take you down the road to ruin. I think deep down in their hearts, most game designers (and half the artists and programmers) in the industry think that they could be Miyamoto, if just given the chance. Well, here’s the cold truth: it is extremely likely that you are not in fact a genius. It’s very likely that you are a smart, competent person (well, if you’ve been successful so far) who could work within a collaborative Cabal-like system to make Valve-quality games. In fact, you probably have some great ideas that can be built up into something like Portal if given the chance and not forced to wait your chance while trying to work your way up the game industry genius-ladder. I think Cryptic shares many of the same characteristics as Valve (and is one of the main reasons I love working here), but I think we could do better. I definitely need to read up more on the specifics of the Cabal system they’re using, as it sounds intruiging.

Posted in Game Development | Tagged: | 5 Comments »

 
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