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August 2003
A
CHAT WITH THE CRITICS
Dave
"Fargo" Kosak
Director of Publishing and Community
GameSpy Industries
What's the biggest improvement you've seen in
game development over the past year?
That's hard to say because gaming is progressing on
so many fronts! I'd say there's two major things that
are going on though:
1) Open-ended play is really taking off, and gamers are
loving it. Rockstar's Grand Theft Auto 3 is the
poster-child here: The game had missions, but it also
had a complete wide-open city to interact with in the
worst possible way. If it had wheels, you could steal
it. If it looked like a jump, you could jump it. If you
stole a taxi, you could do taxi missions. Steal a
firetruck? Put out fires! Bethesda's Morrowind is
another great example of open-ended gameplay in action.
More and more developers are experimenting with
non-linear gameplay, opting instead to give gamers fun
worlds to explore and tinker with. It's a great new
direction in games.
2) Graphics continue to advance, and (for the moment)
these improvements continue to shape gameplay. id
Software's DOOM III is absolutely stunning, and
the real-time lighting effects are allowing the
designers to create genuinely horrifying (and eerily
real) environments for the player to creep through. Ion
Storm's Deus Ex II is another game in development
that plays with light-rendering technology (among other
cool tricks) to create some phenomenal gameplay, this
time focused on stealthily sneaking through shadows. The
real shining example of next-generation graphics is the
flexibility of Valve Software's Source engine, used in
Half-Life 2. Wow! Not only can it render a
variety of geometrically complex and well-lit outdoor
and indoor environments, it also has a superb physics
engine for interacting with those environments. Games
today can take you to new places that are far more
immersive than ever before.
What still needs to be improved?
The next big hurdle is in Artificial Intelligence. Even
in the most complex or graphically beautiful games, the
characters within don't act all that differently than
they did a few years ago. Games are certainly better at
simulating combat than before (enemies or allies in
Half-Life 2 crouch behind cover, interact with the
environment, and effectively give chase over any
terrain), but beyond that, the characters within are
pretty shallow. As a result, you'll have roleplaying
games where towns don't change in response to what the
adventurer does, or strategy games where diplomacy
between computer factions is boring and predictable.
Developers have been using dialogue trees to simulate
conversations for decades - compared to graphics,
nothing is being done here.
I'm not saying this is an easy problem to tackle!
It's extremely difficult with subjective results. We're
probably many years away from seeing really significant
changes. Of course, on the other hand, there are people
tackling this problem. Look at a game like Fable
from Big Blue Box - it's still too early to tell, but if
all goes as planned they'll create a game where the
world genuinely reacts to the player's actions over the
course of time. Here's hoping!
What was the best "sleeper" game of the past year and
what made it stand out?
It seems hard to believe that it was a sleeper, but
Dice's Battlefield 1942 surprised a lot of
people. EA didn't know the hit they had on their hands
when this one was in development at the Electronic
Entertainment Expo a couple years ago, it was shoved
away in a different room off of the main convention
hall.
But WHAT a game! Battlefield is a triumph of
multiplayer. It promotes teamwork without forcing it,
and everybody gets to do something. A couple of players
will be fighting a dogfight in the skies while two tanks
fight over a bridge below and a scout calls in an
artillery strike from the battleship that other players
are piloting just offshore. Incredible!
...and of course, at THIS year's Electronic
Entertainment Expo, the Battlefield expansion
pack was displayed front and center on the show floor.
It was mobbed with people.
Who, in your opinion, are consistently the best game
developers and what makes them so?
That's a difficult question to answer - developers
seem to ebb and flow based on the talent inside. But one
company that has managed to maintain a standard of
excellence for years is Blizzard Entertainment. It's a
combination of many things: Their artistic talent is
absolutely top-notch, giving each of their games a
brilliant visual flare. (You can recognize a WarCraft
character from a mile away because the art style is
so distinct.) They concentrate on polish: refining and
refining a game until the unit balance is just perfect
and the interface is as simple as possible. They're not
afraid to delay a release or cancel it altogether if a
product isn't going to be up to their standards (they
canned a WarCraft-based adventure game a couple
of years ago, even though it was late in development.
That's gutsy, and speaks to their dedication to remain
on top.) And they rarely try to revolutionize, they just
find game formulas that work and consistently do them
better. The result is one tight best-selling product
after another.
Recently there was an exodus of talent from Blizzard,
but it's unclear if that will have a noticeable impact
on the company. As long as fresh talent comes in and the
company priorities stay focused, the "golden age" can
continue!
If you could give game developers 3 tips that might
help their games receive more critical-acclaim, what
would they be?
Expensive press junkets with underdressed models in
exotic locations. (Kidding!)
In all seriousness, there's no magic formula, but
here are some things that will help:
1) Make sure your game does one thing and does it WELL.
Creating a game that's a little bit of everything sounds
great on paper but in the end nobody knows how to talk
about the product. Find a hook - something you can do
better than anyone else - and build a game that'll bowl
people over using it.
2) Sell your story! Talk to people! Get some face-time
with editors and show your product. Boxes full of games
show up at publications regularly and - let's face it -
there are a lot of jaded editors out there. Don't be
another game in a crowd of genre clones. Get your story
straight, make appointments, and show off what's cool
and unique about your product. Editors LOVE to see
something new or something well-done that they can tell
their audience about.
3) Take the time to do it right. Sid Meier and Brian
Reynolds both bring their games to the prototype stage
immediately so that they can start playtesting as soon
as possible - they can identify features that aren't
working early and cut them out. Heed that advice!
Everything in your game should sing, like Blizzard's
games do. Don't be afraid to cut features if you have
to. Release a great finished product, not a good one
that suffers from a couple poorly implemented features.
Of course, great games seem to break all the rules -
Battlefield 1942 was far from being polished, but
it was saved by some brilliant gameplay mechanics.
Still, those are good rules to keep in mind!
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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