Double Buffered

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

Archive for September, 2009

Batman Arkham Asylum: Greater Than Its Parts

Posted by Ben Zeigler on September 16, 2009

I just finished playing Batman: Arkham Asylum and it’s probably the best game I’ve played all year. I’m not alone in heaping praise, but I mean Best in a very specific sense. It’s not my favorite game of the year (others have left deeper emotional impact) it’s not the most interesting or innovative, and it’s not given me the most total enjoyment (hard to beat Fallout 3 there), but it’s the best-constructed game I’ve played in a long time. First of all, it’s technically and artistically proficient and uses the Unreal engine extremely well. Secondly it has a good set of base mechanics (brawling and stalking are both individually fun) and a well designed collection metagame. Thirdly the narrative is well written and presented. Many good games have excellent individual components, but what makes Arkham Asylum a GREAT game is the way the design brings together these disparate elements together into something greater than the sum of it’s parts.

The key to this is the pacing and flow of the different components. The game starts out with some sweet atmosphere and character development as you bring joker into the high-security area of the prison, in a scene that is highly reminiscent of the start of Escape from Butcher Bay (nothing wrong with that). From there, it transitions into your first combat scene which teaches you the basics while also instantly establishing that Batman is a badass. Then you do some duct-crawling before stalking and taking down a lethal enemy. Finally, you get the last piece of the puzzle as the Riddler Challenge metagame is introduced, which wraps the whole thing into a compelling Metroid sandwich. From then on it simply alternates linearly placed story/brawl/stalk sections while allowing you to indulge in more free-form exploration at your leisure. Hours 1 through 10 of the game follow an identical structure, but it never gets old. Why not?

It’s obvious that this game went through a lot of playtesting. The secret to why it works is that I never once thought “I am tired of doing what I am doing”. As soon as you finished a tense fight there was always a break before the next brawl, letting the lessons you’d learned sink in while you stalked some fools. Even better, the variety is doled out at a masterful rate. After playing the demo I was worried the stalking would get repetitive, but every single encounter has something new to deal with (stupid exploding gargoyles). For the entire game, there is ALWAYS something new to learn and apply. The high-tech prison environment of the first section changes into what I am convinced is the largest variety of environments that is theoretically possible given the setting. There is no frustrating artificial difficulty curve, the progression in the game mechanics comes naturally from more components being available at once. Arkham Asylum is exactly as long as it needs to be and is almost entirely lacking unnecessary filler.

The clearest evidence that the pacing is key is available inside the game itself. Once you beat the main narrative you can complete the rest of the exploration metagame on it’s own, and it became way less compelling without thugs to beat up and the taunting of the Joker (also I think there are about 25% too many collectibles). There are also separate brawling and stalking challenges that extract those components, but I quickly grew bored. It started feeling more like the game I played immediately before and after Arkham, Uncharted. Uncharted features similarly excellent components, but it tends to clump exploration, narrative, and shooting sections into large repetitive clumps with weird difficulty spikes. The odds are I’ll never finish it despite it’s many positive qualities. On the other hand, I played through Arkham Asylum in 3 very long sessions because I didn’t want to stop. Unlike the vague addiction that comes from playing an MMO, I didn’t keep playing because I HAD to, I kept playing because I wanted to see what would happen next. It never disappointed me.

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PAX ’09 Was Pretty Great, In Case You Were Wondering

Posted by Ben Zeigler on September 7, 2009

I just got back from Penny Arcade Expo 2009 (first time for me), and it was probably the greatest weekend of my life so far. I’ve had better single days, but on average PAX reigned supreme, which says more about my life than PAX. Anyway it was pretty rad. Awesome things:

  1. Everyone was basically cool. Gamers may be a bit confrontational on the internet, but get them together in person and it’s a giant love fest. Essentially everyone I saw looked extremely happy to be there (except for a small number of booth babe who were out of place), and hygiene was of an acceptable level. I was expecting awkward conversations with antisocial nerds, but I guess all the REALLY antisocial ones were too afraid to come. Most of the game booths were staffed by actual developers, and I talked to a few of them about random dev stuff. You can’t beat the vibe of 70,000 people who want to be exactly where they are.
  2. I went to an Idle Thumbs meetup (spot the side of my head in one of the photos!), and it was pretty sweet. Got fairly drunk at the Taphouse Grill (they were awesome for letting 30 nerds crash their party room with no advance notice), and talked to a variety of loud but interesting people. Turned down a free copy of Trine because I already had it. Met one of the developers of Sol Survivor, which I played the next day and was pretty fun.
  3. The Live Brodeo Reunion rocked. I don’t see any links to the video or audio yet, but if you enjoyed the old GFW show you are required to check it out. It was awkward for about the first 5 minutes, but after the dramatic reading of Anime Diaper forum posts it loosened up. It then rambled for about 2 hours, in the exact way I wanted it to. The Q&A questions were either good, or so bad that everyone made fun of them. Jazz English might feel bad though.
  4. Paul and Storm tore down the place at the Saturday concert. They were the opening band for Jonathan Coulton and I’d never heard of them before so had no expectations. What transpired was an hour of ridiculously funny comedy music, that worked due to the crowd being totally in to it. The PAX crowd is the most open to audience participation that I’ve ever witnessed, and instead of coming off as contrived and weird the energy made everything work. Honestly, Coulton was a massive letdown after them and I kind of left halfway through.
  5. The variety of fun games was ridiculous. A group of us from work entered a TF2 tournament (won first round, got slaughtered second round). I played some Marble Madness for NES. Cthulhu Munchkin and Nuclear War were played. I watched Spiderman dance on stage at Ubisoft’s booth (because, why not). I played some No More Heroes 2, which looks sweet and will be a day one purchase. I looked over the shoulders of people playing Diablo 3, Borderlands, Left 4 Dead 2, and Mass Effect 2, all of which looked like lots of fun. I participated in pictochat discussions of pirates before the Monkey Island panel. I like all forms of gaming, and all forms of gaming were well represented.

Sometimes it’s a bit hard to explain why I love working on video games, but there is now a succinct and powerful explanation: PAX. I’ve been to other nerd cons in the past, but I’ve always felt a bit out of place due to not really caring about comics or fantasy novels, but the whole weekend I couldn’t get over the feeling that PAX was created explicitly for me. Okay, me and a growing mass of people who all derive deep and lasting satisfaction out of what I do for a living. Much like Woodstock was, I can honestly say that PAX is the statement and embodiment of a unique culture. It has already outgrown Penny Arcade itself and it will immanently outgrow related internet nerdom (still don’t get the Wil Wheaton thing). We’re probably at the point where (like Woodstock again) the culture will quickly outgrow a single venue, so I advise everyone to check out PAX before it’s too late. I’ll gladly go again next year, but I can’t help but think that this year was something special, never to be repeated. I hope I’m wrong.

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