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August 2003
A
CHAT WITH THE CRITICS
Steven
"Westlake" Carter
Reviewer
Game
Over Online Magazine, Computer Games Magazine
Written over a dozen strategy guides over the last five
years
What's the biggest improvement you've seen in game
development over the past year?
That implies there has been some sort noticeable
improvement over the past year, but I haven’t seen it.
Sure, the technology is always improving, and so games
can look better and encompass bigger worlds, but that’s
not so much an improvement as taking advantage of the
increasing minimum system requirements.
Really, the trend from the last year, which is
the same as the trend of the year before that, is the
move towards 3D games. But now the major developers -
like Blizzard, BioWare, Westwood and Ensemble - have
made the switch, and so it’s only the little, no-name
developers who toil in 2D. And that’s too bad because I
tend to like 2D games better than 3D games, especially
when the 3D game is 3D just to be 3D.
What still needs to be improved?
I’m sure I echo the thoughts of most game players
out there when I say, without hesitation, Quality
Assurance. It sure would be nice if patches weren’t
required within a week of a game being released.
What was the best "sleeper" game of the past year and
what made it stand out?
I keep track of games, and I read previews and
industry news, so I probably have a skewed sense of what
a sleeper is. So for a game I enjoyed but people might
not have heard of, Europa 1400: The Guild is what
comes to mind. It was nice because it was so different
from anything I’d played before, being both a life and
business simulation.
Who, in your opinion, are consistently the best game
developers and what makes them so?
The best developer is easy: Blizzard Entertainment,
which hasn’t missed with a game yet. (I’d still like to
see the adventure they developed, even though they
didn’t think it was good enough to release.) Creative
thinking, friendly interfaces, extended beta testing,
and the resources to spend years developing games all
help them out.
In second place is BioWare. I think role-playing game
engines are the most difficult to create (which is why
you see them get re-used so often), and BioWare is the
best in the business at developing them. I probably
wasn’t as enthusiastic about Neverwinter Nights
as some people out there (I thought it was a better
toolkit than game), but I’m looking forward to
Shadows of Undrentide whenever a review copy finds
its way to me.
Other good developers include Ensemble Studios, Pyro
Studios, and Westwood Studios. It’s a studio trifecta!
If you could give game developers 3 tips that might
help their games receive more critical-acclaim, what
would they be?
A lot of problems would be solved if game developers
paid more attention to the details. You might be
surprised how much little things, like mistakes in
spelling and grammar, tick me off. (It’s appalling how
many games have shipped where the developer didn’t know
the difference between "its" and "it’s" or "lose" and
"loose.")
But for three tips:
1) Remember that some people only like to play games in
single player mode, while others only like multiplayer.
So try to make both modes interesting. (For example,
don’t be afraid to hire somebody to write dialogue or
the background story, rather than using the programming
crew for it. Ditto with voice acting.)
2) It’s boring, but please create a friendly
save/load game interface. I’ve lost count of the number
of developers who have totally botched this part of
their games. (For example, you shouldn’t limit the
number of saves a player can have, and you should sort
the saves so the most recent is on the top and least
recent is on the bottom. Life for the player is much
more convenient that way.)
3) Balance, balance, balance. Don’t just test for
bugs; make sure all the game components work together
well. (For example, I’m finally playing Divine
Divinity, which is a nice enough game, but the
freeze spell lets me kill anything. Don’t let that
happen in your games.)
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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