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August 2003
A
CHAT WITH THE CRITICS
Wagner
James Au
Writer/Designer, Embedded Journalist
secondlife.com/notes
What's the biggest improvement you've seen in game
development over the past year?
The broad embrace of
emergent, non-linear, sandbox-style gameplay, not just
by developers, but evidently, from the money-side of the
industry. (Sure, they're just trying to imitate GTAIII,
but at least they understand why Rockstar's game was
such a massive hit.)
What still needs to be improved?
Story, story, story! Not just so much story per
se, in the sense of compelling plots, characters,
and dialog, but effectively integrating them into
unique, fresh gameplay. Here's the guideline that the
story of almost every single artistically and
commercially successful Hollywood movie has followed: "A
story that provides a unique twist on a pre-existing
genre, with a clear premise and a satisfying conclusion,
with a protagonist we like and/or can relate to."
Trouble is, almost no game story follows this guideline.
What was the best "sleeper" game of the past year and
what made it stand out?
Not sure if it qualifies as "best", as I didn't play
it, and the reviews were fairly tepid, but ".hack" for
the Playstation was a milestone of some kind, in that it
was a game that takes place within a game. (In it, you
play a MMORPG from the future.) Recursiveness like that
suggests the medium is getting mature enough to be ironic
and self-aware; progress!
Who, in your opinion, are consistently the best game
developers and what makes them so?
I'll have to pass on that one, because I can't think
of any developers at the moment that are consistently
successful. (Everyone has a mediocre title every now and
again!)
If you could give game developers 3 tips that might
help their games receive more critical-acclaim, what
would they be?
Speaking as someone who often writes about games for
a mainstream audience, has a pretty good sense of what
interests them, and wants games to earn wider
recognition as a popular art form, I'd name three A's:
Accessibility. This goes to interface, hardware
requirements, and content: Make games easy to play (but
hard to master), able to run even on relatively low-end
PCs, with stories/premises that a mainstream, non-gamer
audience can understand and relate to. (Those are pretty
much the very principles that have kept The Sims
on the bestseller charts for over 2 years.)
Awareness. Somewhat related to the above, this strikes
me as the biggest challenge of the game industry:
getting around this impression that it lives in a
vacuum, with utterly no awareness of issues and events
outside its very narrow focus on fantasy/scifi/sports/abstract
military conflict, which make up the content of almost
all its titles. It's not so much a matter of mentioning
current events in cutscene dialog, but creating games
that reflect, respond, and comment on issues and ideas
that are very much important and pressing to the world
at large. Films do this. Television does this. And until
games do this, as well, they will always remain in the
ghetto of juvenile medium.
Ambition. The two questions should always be, "What
important events or aspects of the human experience can
the game medium model in a way that's so compelling, no
other medium can surpass it? And how can I implement
some of them in my own game?" The "Omaha Beach" level
from Medal of Honor suggests one answer:
interactively dramatizing significant moments from
history. Black and White suggests another:
interactively dramatizing the role of religion in
society. There are an infinite number of other answers,
that have yet to be pursued.
Next >>>
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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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