August 2003

A CHAT WITH THE CRITICS

Richard Aihoshi
Editor In Chief
IGN Vault Network

What's the biggest improvement you've seen in game development over the past year?

Within the segments of the industry that comprise my focus, the first significant improvement that comes to mind is in the overall quality level of the games, covering both gameplay and QA. And, happily, the trend has been positive for the past few years now.

What still needs to be improved?

The answer to this question can depend on the goals under consideration at the time. Without a lot of context, a few things that come to mind are less complex interfaces, shallower learning curves in general, less feature creep, and less length for the sake of length.

What was the best "sleeper" game of the past year and what made it stand out?
Vault Network covers the PC RPG and action genres. In the former, Larian Studios' Divine Divinity was our sleeper of the year for 2002. It fit the classic definition - a very good game that relatively few people had heard about before its release. Some notable features and elements included its music, an expansive and highly interactive gameworld, and an interesting skill-based character development system.

As for PC action, we went with America's Army: Operations, a very good squad-based tactical action title that was completely unheard of until just a few months before it was released. That it was developed by the US Army and that it was given away for free only served to reinforce it as our selection.

Who, in your opinion, are consistently the best game developers and what makes them so?
While it's something of a generalization, my opinion is that the best developers, whether studios or individuals, tend to be the ones that recognize their core competencies and build their games so as to reflect and emphasize them.

If you could give game developers 3 tips that might help their games receive more critical-acclaim, what would they be?
In line with my answer to the previous question, one thing is to recognize and emphasize the strengths that can differentiate their games instead of trying to do too much. It may seem like common sense for a team to focus (relatively, not exclusively) on what it does best. In reality, however, many don't, at least not very well. Instead, they fall victim to feature creep, over-estimate their abilities, etc.

Another is to make sure the expectations for the game are kept as realistic as possible. The higher the expectations, the harder it is to meet them. There are two potential pitfalls to be avoided here. One is over-stating in the hope of building "buzz". The other, which can overlap, is over-stating due to over-confidence. In either case, ultimately delivering less than what the audience thinks it was promised is a sure way to generate disapproval rather than acclaim.

A third thing is to deliver a consistent experience. It's not very difficult to think of games that had, say, 20 hours of really good gameplay plus another 20 that may have been were okay but were not up to the same standard. Overall, these games would have been better without some or all of the latter 20; i.e. if they had been shorter (within reason) but more consistent. The same can be said of maps, missions, quests, et al. More is only better if the quality level is the same.

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A Chat with the Critics
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Richard Aihoshi
Editor In Chief
IGN Vault Network

Wagner James Au
Writer/Designer
Embedded Journalist

Jim "Ripclaw" Broach
CEO
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Eric Butcher
Editor
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Steven "Westlake" Carter
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Victor Godinez
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Phil LaRose
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Chuck Osborn
Senior Editor, Features
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