
Are you tired of it by now, how I have big gaps in blogging and then open my newest post with a statement about how busy I've been? Yes? Okay, then I'll skip that part.
Who's playing Halo: Reach? I must say, I've never been much of a Halo, player, which is to say I dabbled in Halo 2 (by "dabbling" I mean 'held the controller for approx 5 mins, watched someone else play for approx 15 mins, and wandered off') and never played the others at all.
But it's easy to see why, regardless of personal taste, the launch of the title has been a big deal from every angle.
Hello, Halo
There's the business aspect: Bungie's last game before it's officially independent, and the information it can offer about trends in packaged software sales. Those are declining, of course, but a launch of Reach's scale promises to offer some answers on whether the core gamer will still show up at retail for the right kind of game.
There's the scope of the tech and design, too; I'm told they rebuilt the engine from scratch and used a mocap studio because having a lifelike world was so important to the game's aim. There's the design angle -- how do you iterate on such a huge property and still please your core audience? And then, of course, there are numerous critical angles to explore, as Reach is arguably the most narrative-focused iteration in a franchise that no one would have ever called contemplative or narrative-driven in the past.
For someone like me, there were tons of brand-new angles to consider. So I attended the game's launch in Times Square and covered it for Gamasutra. I interviewed senior staff from Bungie and also from 343 Industries, Microsoft's internal division that will take the reins from here on out.
Are you worried about the future of the franchise now that it's effectively changing hands? Concerned by Microsoft's suggesting that it could decrease the time between installments and annualize the franchise more? You may or may not have noticed that the talented Chris Morris writes on current events for us at Gamasutra now -- he sees cause for concern about Halo's future.
Doesn't Anybody Stay In One Place Anymore?
Change is always hard, though -- particularly for gamers. Innovation and evolution seem especially difficult to achieve successfully in this space. If you change what fans are used to, they react poorly. But if you give them more of the same -- if, for example, a sequel doesn't change much over its predecessor -- they also react poorly.
This has been hard for game developers to keep pace with as it is, but now we're in a long console cycle where there's no new hardware on the horizon whereby tech advancements can refresh a property all by themselves. Notice an increasing number of franchise tangents, reimaginings, reboots under discussion? That's because it's so hard to sequelize in the current environment.
I'm impressed with the industry's approach to combating staleness. Lots of designers have told me later that a long console cycle means that development on the hardware itself -- you know, the basics -- are pretty well down pat, so they can increasingly focus on refining less tangible elements like story, gameplay, and the interplay between the two.
In order to make things evolve and keep gamers engaged, devs are going to have to try some things they've never done before, and while they won't always hit the mark, ultimately an environment of experimentation and learning is an excellent thing for games. It's pretty exciting, actually -- at this point in a long lifecycle you'd expect us all to be getting a little restless and bored, but the future's full of possibilities that I, for one, can't wait to check out.
But again, we're talking about gamers, here, and many of them freak and pre-judge when they see something different. Easy for me to say -- even I had a teeny episode of nerd rage when I saw the trailer for the new Devil May Cry reboot. If my reaction had been any more knee-jerk, my cat would have gone flying across the room.
So I decided to examine the deceptively complex situation in an in-depth analysis at Gamasutra. What a double-edged sword for Ninja Theory, appointed as the new steward of a beloved Japanese franchise. I don't really envy them at all. I admit, I don't like it much more than some of you guys do, but let's be optimistic, because one trailer is not at all enough information on which to create a judgment.
Part of my hesitation comes from the ways I don't like to see Japanese art and design trends so quickly sloughed away in the eagerness to "globalize." Certainly, something's gotta change over there, but I don't know if the reason Japanese games don't sell in the West as well as they used to can be fixed by exporting properties to European studios. We'll see, I suppose.
All Together Now!
All of the major interviews and coverage I've done in the past few weeks, in fact, seem to point to the theme I'm discussing here: Innovation, freshness, evolution and change. In case you have missed:
Interview: Atari GO Goes For Online, Social, Mobile Publishing Strategy -- The head of Atari's newest and largest online publishing initiative explains why being a true online publisher is a key survival strategy in the changing climate.
In-Depth: THQ's Farrell Thinks Outside The Old Hardware Lifecycle -- speaking to investors, THQ's CEO talks about our new climate and where publishers would be served to reallocate their attentions.
Interview: DeLoura On The Rapidly-Evolving Tools Space, New Divergence -- longtime tech strategist, most recently of Google (briefly), talks about changes in the development tools space that both respond to and influence changing business models and design paradigms. Similarly, they're both creating and reacting to a major gap between the AAA and the new mobile/social/indie space.
Interview: IGN Provides Free Office Space To Indies With New 'Open House' Program -- speaking of indies, IGN has a cool new no-strings-attached program to support and network with indie developers.
D
Interview: Building On BioShock 2 With Minerva's Den -- And pursuant to what I said on the narrative-building side, our friend Steve Gaynor talks challenges, opportunities and process in creating a compelling tangent to BioShock 2 and the world of Rapture with the new Minerva's Den DLC.
I Ain't Done, This Ain't The Chorus
I have written a satire of the Gizmodo-browsing, startup-starting, latte-drinking social media entrepreneur over at Thought Catalog. It is all intended in good fun, so please read How I Became A Social Media Millionaire In One Week.
Going to GDC Austin? Are you a student, aspiring student or recent grad? If not, does the sound of me standing behind a podium asking questions of teachers who are sitting at a table sound awesome to you? Did you answer 'yes' to any of the preceding questions? If so, have I got the panel for you.
My article on first-person shooters is in GamePro's October issue, which I think might still be on newsstands. I don't know! I forgot that I even wrote it! I'm sure I'm forgetting some other things here, but hey, this is enough for you guys, right?
So lastly, I want to thank everyone who has checked out Babycastles and made a donation to help their fundraising efforts. Since I pleaded for the support of the SVGL Army, fundraising has really ramped up, and we owe so much of that to you guys, and those of you who passed the word along. Thank you so much for believing in the ideas that are important to me and my friends. I can't say it enough.
9 comments:
See? Now this is the kind of blogging I miss seeing from you!
Of course, you clearly are a busy person, but when it happens, yay!
But yeah, the rush to seemingly globalize away Japan's, er, Japanese-ness is of dubious benefit, as I see it. The reason is that, at least at this somewhat early stage, we'll end up seeing Japanese games that attempt to ape western conventions but are still "too Japanese" to appeal to the audiences they're trying to capture.
Plus, you can tell some are getting tired of the message when a TGS liveblogger notes that "Oh hey, Inafune from Capcom is up next. I wonder if he'll be enlightening us as to the terrible state of Japanese gaming today."
I'm an extremely picky gamer and the two genres that I simply cannot stand are FPS and sports games. So, I think that's why I missed the whole "shift from East to West" thing (also, the idea of beating up whores has never appealed to me).
Right now all the games that I own or want to own or at least want to play are japanese (maybe the only exception is Donkey Kong Country Returns) so... it feels pretty weird. And at the same time we have Capcom (that was once one of my favorite companies) trying so hard to "not be japanese"... My first reaction is "okay, I've always been a weird person and my tastes have always been niche so it's just natural: I'm just becoming more and more niche", but I can't help to wonder if it isn't something else (I wonder a lot, it may have something to do with the fact that I'm a philosopher, I wonder...).
Is that a Blair reference in the first section heading? What a well-crafted pop song.
Personally, I think Japan would be better served by trying to innovate in its own cultural milieu rather than merely trying to ape Western conventions (and this is from someone who is consistently frustrated with Japanese game design). The best Japanese developers have always been better than Western devs at creating solid, fun core gameplay, they've just been less than successful at marrying that to an accessible game experience (in other words, making a game enjoyable to learn rather than requiring tedious repetition in order to improve to the level where you can succeed).
I think the great leap forward in quality that Western games have taken in this generation has been all about accessibility: making games more fun by removing the things that make them more frustrating to play. I'm talking about things like regenerating health, or making objectives and gameplay as clear as possible.
I don't think most Japanese game developers think about these things as much, which is why Japanese games always feel like PS2 games to me. I wanted to love Bayonetta, but the amount of time I spent running around or doing stupid "puzzles" or watching cutscenes rather than playing the fun action game prevented me from finishing it. There was just a lack of attention to the user experience, and every other Japanese game I've played this generation has felt the same way (admittedly, I've still yet to play MGS4).
Nice post. The end had me a little lost, but the beginning was solid. I've heard clamor about what bungie's going to do next and what the future for the halo franchise is. Personally, I think that the Halo fad is on the brink of collapse if not over by now. Too many people have been addicted to the high quality games that Bungie has been able to produce, and there's just too much riding on a stellar franchise like Halo to leave it in the hands of people not as experienced as themselves. I'm also going to check out your article and commend your dedication for bringing quality info to the table. This post is gonna be showcased on my blog: godsendgamingreviews.blogspot.com. Check it out when you get a chance.
Tahj
All I have is dark ironic humor to add...
You know, the thing I'm finding most amusing right now concerning 'DmC' are the people who vehemently refuse to accept that Dante may very well be as much of an icon as the likes of Mario. These are the same ones making the 'nothing is sacred argument', but will specifically (not to mention hypocritically) circumvent the notion on that particular point.
=p
As much I'm glad that there's something that jolted the Japanese developers from the same old comfort zone, somehow I don't think it's going to help if they are trying to remedy it by jumping into simulating the same old in their personal discomfort zones.
Especially coming from Capcom. Let me nerd rage a little myself - I'm still bitter that Studio Clover was dissolved.
I am constantly asked my opinion on Halo Reach. Guess what? It's slightly better than Halo 3. You are still, fundamentally, playing a game where you run through brightly colored environments shooting aliens in the face. "Grwarggh!" they yell with their uncouth mandibles. "My face!" It is still exactly as fun as it's been for the last ten years.
Honestly, we are so spoiled. FIFA fans eagerly await new features this year like "Doesn't bluescreen your Xbox!" and "Your cash no longer randomly resets to -2 billion!" Meanwhile we worry about art design.
In regards to the Halo franchise jumping studios, I'd be very interested to see what developers think about joining 343 Industries and taking on the task of releasing the next Halo. All eyes will be on them, and a lot of people would be scared to have their name attached to a game that does not meet the standards of the franchise, even if the game happens to be an enjoyable FPS. I'd imagine it would be especially demoralizing for people that worked on the game, and are also big fans of the franchise.
Obviously, Microsoft is ensuring the people responsible for the creative side of the moment-to-moment experience know their Halo. Here's one qualification for the Missions Designer position:
"Rabid Halo fan - be prepared to demonstrate that you’ve played and thought a lot about the game"
http://www.microsoft-careers.com/job/Redmond-Missions-Designer-MGS-343-Industries-Halo-(725470)-Job-WA-98052/868649/
They obviously don't want to screw anything up, but they'll have to climb a very steep mountain to match the quality of a series made by a studio that has been around for a while, and probably knows how to work well together at a high level by now.
Of course, they can always look to Retro Studios for inspiration. Their first game ever released was a beloved Nintendo franchise that had remained dormant for an entire generation, and it (Metroid Prime) became one of the best games ever made despite the initially strong controversy of its first-person perspective, and the fact that the developer was a startup from here in Austin, TX, and not a seasoned Japanese studio.
If I was them, I'd welcome the challenge, but only if the rest of the team, including the publisher, are just as committed.
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Leigh said: "Part of my hesitation comes from the ways I don't like to see Japanese art and design trends so quickly sloughed away in the eagerness to 'globalize.'"
Agreed 100%. I'm still a little bit in denial that Japanese game development doesn't receive the same level of respect and adoration it once did. Since I usually talk games with other developers, their stand on Japanese games are usually dismissive and weary. If I bring up a Japanese game to most other people, there's probably a rush of past experiences that immediately crosses their minds, such as:
"Is this shit gonna be too weird and incomprehensible for me to appreciate it?"
"WTF can I only save in bathrooms?"
"Why is my character talking to himself and reading coffee aloud? WHY IS NOBODY AROUND HIM ACKNOWLEDGING THIS!?"
"Why the hell is my pale character doing cartwheels naked while holding his pale junk... someone had to model the hands on the crotch ever so gently... ok, I'm turning this off now and kissing my wife."
"Did my high school character just shoot eye beams at another guy's eyes to issue a fight challenge?"
"I can't believe I had to put the memory card in port 2 to beat this fucker. REALLY!?"
"Um, did you just say that if I want to make my summoned mythical Norse deity, the immensely powerful God of Thunder Thor, even stronger... I have to ask this girl out on a date so we talk about her mommy issues? And to make sure that I don't give her flowers when it's time to buy a present because 'OMG she's not your typical girl and she ain't gonna be bought that way'?"
"The witness to this case is named 'Frank Sahwit.' I am going to put my DS away now."
The worst thing about this is, people don't think the above are completely awesome things about games!
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searingscarlet said:
"Especially coming from Capcom. Let me nerd rage a little myself - I'm still bitter that Studio Clover was dissolved."
Clover Studio = Platinum Games. No need to worry. :)
I know what you mean. I used to blog several times a day but then cut back heavily. Which leads me to my question: How do you regain the fire to blog once you begin to feel burnt out?
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