August 2003

A CHAT WITH THE CRITICS

Chuck Osborn
Senior Editor, Features
PC Gamer
What's the biggest improvement you've seen in game development over the past year?
For me, it's the concept of making games into "immersive entertainment" (to steal a phrase from Warren Spector). Most games follow a rigidly linear path to completion, meaning that you're forced to play the game the way the designer intended. So that "Grab key=unlock door=pull switch=open next door." The trick isn't wondering "How do I get to Point A?" but "What path did the developer set for me to get to Point A?"

In games like Splinter Cell - and, to a certain extent, Grand Theft Auto III - plus upcoming games like Deus Ex: Invisible War and Half-Life 2, developers are giving you the tools to discover your own solutions. Thanks in large part to advancements in graphics, lighting, and physics, future games promise to be more like big sandboxes where you, not the designer, are in charge of your destiny.

What still needs to be improved?
Without a doubt, Artificial Intelligence. Developers can make a game environment profoundly immersive, but if the non-player characters have the virtual intelligence of a wet sock, then you'll be pulled right out of the experience.

What was the best "sleeper" game of the past year and what made it stand out?
My personal pick is Freedom Force. It's one of the few super-hero games to "get it right" – good mix of strategy, action, and humor - all while remaining faithful to comic book sensibilities. Also, it has an incredibly dedicated mod community that has pumped out some of the highest quality, most enjoyable mods I've ever seen for a game. The fact that Freedom Force has made its way to bargain bins so quickly makes me weep like a little girl.

Who, in your opinion, are consistently the best game developers and what makes them so?
When it comes to consistency, developers like Blizzard and Bioware lead the way. When a Blizzard game comes out, you buy it - no questions asked. Consumers have grown to trust Blizzard in a way that they wouldn't other developers, mainly because they know that this is a company that concentrates on quality. Similarly, Bioware revitalized the RPG market with the Baldur's Gate series and has now hit a home run with Knights of the Old Republic. If there's a lesson to be learned here, it's to recognize what you do well and then do it better.

If you could give game developers 3 tips that might help their games receive more critical-acclaim, what would they be?
1) Don't release a game before it's ready. Obviously, we know developers don't always have a say in this, but - especially on the PC - taking the attitude of "ship now, patch later" won't win you any praise from gamers or reviewers.

2) Choices, choices, choices! Too often, it feels like we're not playing the game, the game is playing us. If we have to crawl inside your head to figure out how to proceed then something is wrong.

3) Let us save anywhere. Especially on the PC, we like the option to save our progress at any point, not just when we've discovered the next save gem, or finished a level, or danced the hokey-pokey. If you're worried about the game being too short, then give us reasons to replay the game (e.g., ecret areas, unlockable features, different endings, etc.)

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A Chat with the Critics Link Index:

Richard Aihoshi
Editor In Chief
IGN Vault Network

Wagner James Au
Writer/Designer
Embedded Journalist

Jim "Ripclaw" Broach
CEO
Gamer's Pulse Magazine

Eric Butcher
Editor
punchbutton

Steven "Westlake" Carter
Reviewer
Game Over Online Magazine Computer Games Magazine

Victor Godinez
Staff Writer/Game Reviewer
The Dallas Morning News

Tricia "Kazi Wren" Harris
Freelance

Dave "Fargo" Kosak
Director of Publishing and Community
GameSpy Industries

Phil LaRose
PC Game Guy
St. Paul Pioneer Press/
Knight Ridder Newspapers

Chuck Osborn
Senior Editor, Features
PC Gamer

 

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