WHAT I'VE BEEN PLAYING....

November 13, 2008:

So Many Games: So little time. Fallout 3, Wrath of the Lich King, Left 4 Dead, NFS: Undercover, and me in crunch mode. I just so damn busy I've had little time for anything else.

The brief moments I've had to play Fallout have been fun though. I'm a huge fan of the Elder Scrolls series and Bethesda in general which has been both good and bad for my game experience. Since I've played Oblivion to death I notice so many reused assets in Fallout such as talking, sleeping, and sitting anims. Also I recognize some of the voice actors from Oblivion and environment sounds. And I swear there is a retextured interior from Oblivion. But so what, good for them and only the hardcore fans would even blink at it.

The game does have a few issues especially in the Vault. Many conversations get interrupted by other AI which look like bugs and I really despise the forced player view when someone wants to talk to you. But overall the game is wonderfully depressing just as you'd expect and the wasteland is truely a dangerous place which gives you an interesting cautious feeling while exploring it.

Player Hand Holding in Game Design: Guiding the player is something that really takes a delicate touch and is often taken too lightly. There are two extremes of this of course. One is no guidance at all were the player has no idea what to do and the other is too much were the game almost plays itself.

My design experience has mainly been with the latter. For instance Quake 4's original design was going to be that every lever and machine GUI was going to be functional. It was all going to do something even if it was just switching on a light. The idea was the player could explore the Strogg world and gets rewards for doing so even if it was just an "I did that" reward. This was really exciting but also very ambitious. We quickly saw time restraints weren't going to allow this. So the feature got pulled back to less events but bigger ones. The idea behind this was there wouldn't be as much to play with but the ones you could find would give a greater payoff. Unfortunate this lead to the publisher demanding that the player sees these events. So most events turned into the kind that the player had to witness to advance through the level. Some were even triggered with a triggerFacing brush that would only fire when the player was looking in the correct direction. So the design had gone from exploration to a standard linier shooter which I found very sad.

I see this trend continuing and getting worst on future titles as well. Objective heavy games tell the player every move to make. Basic things like "pick up the gun" pop up as an objective and the game won't let you advance until you do so. This breaks the game down and makes it feel almost like you're just advancing a movie. Allies screaming, "Come on! Lets get going! What are you doing?" make the player feel he's doing something wrong if he stops to explore the world we created for him. It's almost as if we want them to finish the game as soon as possible and in fact this if often the view of upper management. I have often heard the excuse, "The player will only play the game once" or even worse, "Most players won't play these later levels." This is crazy! If you feel the game you're making isn't good enough to play all the way through or play again something is terribly wrong!

Some of this may be the idea that currently console game are king and it is often believed that console gamers have low attention spans. They need constant guidance so they can get the maximum game play for their time spent. People these days want something they can play for an hour and put down which may be true. I've talked to people (my self included) the just don't have the time to get absorbed in a game but I find if the game is good I can still get absorbed in that hour and excited for the next time I get to pick it up.

Games that don't help you along enough suffer from the player stumbling around and not getting anywhere so he spends his hour feeling he did nothing. This was the case with Morrowind, it was just too open for people. I spoke with many that just got lost and had no idea what to do. This lead to frustration and of course they ended up not playing anymore. Oblivion held the player's hand a bit more but the world was still overwhelming for some with quests saying vague things like, "Head east". However in Fallout 3 Bethesda seemed to get it right. The majority of people I talk to seem to really be enjoying their game time. You always know what the goal is and in fact the location appears on your map upon getting the quest which really streamlines game play. So players know what's happening and where to go. Funny thing is the biggest complaint I hear from people is that the game is too short. Obviously because the quest system work so well.

Personally I loved Morrowind and being dumped into a world with the single goal of go have fun but I can certainly see that's not for everyone. It also depends greatly on the type of game. Role playing games seem to generally need less guidance where as shooters tend to need more. Since they are often trying to convey a feeling of urgency the player needs a clear path or that quickly breaks down. When the building is going to explode but the game allows the player to wander with no explosion the illusion is lost. I think the key is really play testing. Allow some gamers to try it out. Notice I said gamers. Bringing in relatives that don't play games doesn't really help much. Sure they may have fun but they'll spend your time struggling with basic game mechanics and not give you anything useful. Ask the question directly. "Do you feel you were guided too much". Remember as the developer you're in control of the experience (not the publisher). ;P

- Chad



Singularity Has A New Mysterious Web Site- Please check it out. http://www.singularity-game.com

July 17th, 2008:

Wolfenstein Teaser Trailer Released - Man, we sure like explosions don't we. Happily I scripted a lot of what was shown. :)
The project is really coming together. I think people are going to really like it.

Singularity Teaser Trailer Released As Well - They also released a little sample of one of the other projects Raven is developing.
Can't really say too much about it of course but I wanna play it when we're done so that certainly says something.


July 16th, 2008:

More Wolfenstein Stuff - Five screen shots were released. Can't really say much more than that or I'll
be killed. However the August Game Informer issue has a really great 10 page article for those wanting
more.


July 13th, 2008:

We Finally Get Some Press!! - The "hush hush" is starting to lift. The August issue of Game Informer has
Wolfenstein as their cover story! Pick it up and see what I've been working on for the past few years.


June 21st, 2008:

SPORE Creature Creator - Picked up the SPORE Creature Creator today. Really interesting. It's got issues
not really bugs but just the way things animate which I guess you can't help since it's so random. Really fun
though. My kids love to create character in games like WoW, not play them but just make them so they love
this. They just create one after another.

Little Insider note - Keep an eye on the August issue of Game Informer. ;)


May 19th, 2008:

GRID Demo - Tried out the GRID racing demo by Codemasters. Wow, it's a lot of fun! It worth it just for the
reply function. You can watch each fender crushing moment at about any angle you want. The demo wouldn't
let me reconfig the controls so I couldn't set them up the way I wanted but the racing still felt good. Graphics
are really nice as well with a great damage model for the cars. If you even remotely like racing games give
it a look.


January 19th, 2008:

- WOO WOO - Well I'm back on the WoW train. Not sure if it's a good thing or a bad one but I like playing it
so what the hell. I play on the Scryers with some other Raven guys. Thought I'd seriously try leveling an Orc
Warlock. So far at lvl 33 I'm still enjoying it. Also picked up the old GBA which I haven't touched in months.
I have Golden Sun and it's sequel that I haven't ever played. Not bad games, just a bit repetitive.

- Industry Unfairness - Recently I was talking with a few co-workers about a pretty cool game idea. It's fresh and
new and hasn't really been done. They also got excited about it and said if I wanted to explore it further let them
know. So I wondered, can I explore it? So I went to our Legal / Human Resources Dept. and asked. Turns out I'm
not allowed to do anything or it's instant Activision property which frightenly is a better deal than the newer people
have. The new contract agreement states that even the thought of something is their property. I've been with
Activision / Raven Software for over 10 years. I don't know what other company polices are but I assume they are
very similar. So how does anything new ever happen? I guess you have to risk everything, ditch your job and
create yet another start-up company. Not sure I have the dough for such a thing so there my idea sits doing
nothing. Such a shame.


October 19th, 2007:

- A rather big month for gaming. Valve release The Orange Box which included Half-Life2: Episode 2, Portal,
and Team Fortress 2. I played through them all rather quickly.

Portal is such a great concept. I completed it all in only 4 hours which didn't really upset me but rather just left
me wanting to play more of it. The voice of the computer and the things it said make it worth playing just for
that. Plus the sentry guns being so polite was hilarious.

Episode 2 was also really amazing. While I played my 2 daughters sat and watched as if it was a movie. At
one point my 10 year old said, "Man, this is awesome!" which is really a great testament to the story and the
character development. You really care what happens to Alyx and her father which is a rare thing in gaming.
My only real complaint is that the ending sucked BIG TIME! You can't leave me hanging like that man!

Team Fortress 2 I haven't played much. People are already so good at it that it's rather frustrating to jump
into. The design and characters look very nice with a great style. Hope to play it more in the future.

I heard Quake Wars came out but with TF2 out there I don't think anyone noticed. Way to go marketing. :P

Hellgate: London demo was released. Ummm, yeah. Really expected more from a company created from
people on Blizzard's Diablo team. There is a reason Blizzard holds thing so long before they let the public
look and they should have known that. The demo felt similar but not fleshed out. No dialogue?!? What was
with that?? I don't want to read.

Other than that I've been burning through Need For Speed: Carbon during my lunch hours. Gotta get it done
before Need For Speed: Pro Street comes out on November 9th.


August 13th, 2007:

- Added a link to a fellow designer Simon O'Callaghan who will be leaving Raven shortly to head back to Europe.
Simon made a cool little puzzle game that I'll be linking as soon as it's available. In the meantime check out some
of Simon's work on his site. Simon, keep in touch and good luck!

July 23rd, 2007:

- I've got some very sad news. My co-worker and friend Glen Angus pasted away July 19th due to an unexpected
health complication at the age of 35. Glen was an incredible artist and was known world wide for his work. He was
also a genuinely nice person. On top of all that he was an automobile enthusiast like me and we talk cars constantly.
He owned a show quality 1968 Chevelle 396, silver with black racing stripes. Very nice!

To say this was a shock would be an understatement. There is a strange heaviness in the air at Raven since his
passing and his talents cannot be replaced. He will be missed as a talent and a friend. He leaves behind his
wife and 2 children which is the greatest sadness of all.

June 19th, 2007:

- I updated my Madtown Muscle car site. Mainly because I had a few pictures to post from a
parade my car club was in. We got in a little trouble with the law there and we are banned from ever returning. I
guess some people have no appreciation for power. The crowd loved it at least. >:)

- Added a few co-worker sites to my links page. They are some very talented people so check them out.

June 18th, 2007:

- I submitted a true ghost story to Llewellyn Press and they purchased it for their online journal.
So I guess that officially makes me a published author. Read the story here.