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August 2003
A
CHAT WITH THE CRITICS
Phil
LaRose
PC Game Guy
St. Paul Pioneer Press/Knight Ridder Newspapers
What's the biggest improvement you've seen in
game development over the past year?
Graphics, animation seem to keep getting better,
taking advantage of higher-end cards. Other than a few
bright spots, though, I would say quality overall is
declining.
What still needs to be improved?
Bug testing. The increasing move toward PC ports of
console games is making computer games the stepchild of
the industry. PC games are increasingly buggy or poorly
designed because they're a byproduct instead of the main
attraction.
Writing. There are too many poorly designed games
rushed to market to make money on the coattails of a
blockbuster film. The original games are the best. Quit
recycling old superheroes, I say. The new ones, like
Cate Archer, are far more interesting.
What was the best "sleeper" game of the past year and
what made it stand out?
Unreal II: The Awakening. Ha ha, sorry. I
thought you said what game was best at making you go to
sleep. The sleeper for me was Arx Fatalis. Didn't
always succeed, but made a valiant stab at trying to
extend the bounds of RPG and meld it with FPS. Full of
little nooks and crannies and quests set in a gloomy
dungeon of a world. I felt like I was there.
Who, in your opinion, are consistently the best game
developers and what makes them so?
The folks who create original games (not tied to
films) and deliver them when they're completely ready -
id and Blizzard come to mind immediately. I would have
to think hard to come up with others who never release a
turkey.
If you could give game developers 3 tips that
might help their games receive more critical-acclaim,
what would they be?
I can only speak for the PC side since that's all I
cover, but I would say:
Make it PC. If you're going to release a game for PC
make sure it's a game for PC, not an afterthought
cobbled together from console code. Too many current
titles suffer from console-itis - poor controls, lack of
save points and other nightmares for PC gamers. PCs have
a mouse - make sure game players can use it.
Make it fun for me. Make sure the game is playable
and fun for a single player. Don't tack on single-player
levels as an afterthought to a multiplayer game. Not
everyone is on the Internet all the time, or wants to
play multiplayer all the time. Some people have tight
schedules and have to squeeze in playing in short
bursts. Make games to accommodate those players.
Listen to me. Listen, respond and react to feedback
from the people who buy your games. If the user forums
want you to respond to complaints about bugs, say
something, even if it's only "we're listening and trying
to solve the problem." People who pay $40 for a game
don't want to feel they've wasted their money. They want
a little acknowledgment of their pain and suffering.
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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