Archive for August, 2008

Speculating on the future of video games

Friday, August 29th, 2008

If you want to know where videogames are headed in the distant (and perhaps not-too-distant) future, you only need ask yourself: what can videogames do that other media can’t? The answer, surely, is unprecedented interactivity. We loving watching movies and reading books, but they’re all about what other people do. Part of their appeal is that we have no control over the outcome. In videogames, however, we do.

Admittedly, it has taken many game designers quite a while to cotton on to this simple fact. There have been many great games in the past that have been almost completely linear – Super Mario, for instance, is still a superb game, but the player has not a lot of control over the direction of the story. The great games of the future will be massively interactive, allowing the player control over many small factors that have an effect on the story. Already, games like this exist. Strategy games like Civilization allow an effectively infinite amount of routes to the end. However, it still suffers from what I call the “board-game effect”. Without sounding too poncy, this is basically that it is an expanded version of what can be done on a board game. If anything, Civilization is probably too complicated for its own good – classic games like chess are much simpler to learn, yet still allow for infinite possibilities.

However, I don’t agree that the way forward is to have horrendously massive worlds which couldn’t possibly be explored by the player in their lifetime (for one thing, how could they be made in a lifetime?). After all, it’s still a game. How can we possibly enjoy something that’s so overwhelmingly huge? (Ahem) No, no. The size of the game has to come not from the physical size of the world but from, as I already mentioned, the size of the interaction. Presently, choice in videogames is explicit. That is, if you’re playing Final Fantasy, say, the game will present the choices to you on a plate, after which you can leisurely take your time to choose. In real life, though, choices aren’t always like that. You can make decisions based only on your thoughts, and not necessarily on outside conditions. If I wanted to, I could rob a bank tomorrow. Admittedly I’d probably fail, but nevertheless it’s possible, and the choice wasn’t necessarily presented to me by anyone else. This is what videogames will be like in the future complete freedom. Or will they?

Notable game designers like Hideo Kojima (of Metal Gear Solid fame) have observed that

The evolution of online games

Wednesday, August 13th, 2008

Over the years, Internet gaming has evolved from the most rudimentary online flash games to the complex massively multiplayer online role-playing games (MMORPGs). Part of the cause of this evolution involves the increase in competitors in the online gaming industry, particularly when it comes to flash games. While online games used to be few and created by a small field of individuals, there are now thousands of online game developers. This has caused a flood of flash games to infest the internet increasing the competition of the gaming industry. Game designers are engaging in the race to the top where people are driven to make games that are able to beat the immense amount of competition. As a result, more experienced game designers have flocked towards creating complex RPGs that require an intense amount of scripting and designing. Unlike flash games, these MMORPGs are much more difficult for inexperienced game designers to pull off. Since some of these more experienced game developers have been producing quality MMORPGs, in recent years, MMORPGs have gained popularity. Thus, while flash games are still popular and fun to play, gamers tend not to continually play the same flash game over and over again like they once did. Instead, online gamers have become more interested in RPGs such as Maple Story, RuneScape, Ragnarok, and Shadowbane along with a host of other popular favorites.

Another cause of the evolution towards online RPGs can be attributed to chat features and the ability to connect with other online gamers. People tend to enjoy games that can be played with others over solo games. In a very real sense, RPGs have a competitive aspect to them that goes beyond the simple high score list inherent in other games. In multiplayer RPGs, players train their character to acquire better stats then other online players so that their character can defeat the characters of other real players. This competitive nature of online games is one thing that can be difficult to explain to the average non-gamer. Furthermore, there is definitely a unique form of satisfaction that takes place when battling against a player-owned character that cannot be acquired when battling computer players. As a result, massively multiplayer online RPGs have been a crucial product of the evolution of online gaming.

Even the RPGs themselves have evolved. One such online RPG that has been around for almost a decade is RuneScape. For the first few years of RuneScape’s existence, the graphics were two-dimensional with a relatively poor picture quality. Not only has RuneScape survived several years, but it has also evolved. The graphics look very different from how they used to look. RuneScape now uses elaborate three-dimensional graphics. Additionally, the game layout looks much nicer. For example, before, when your character talked to a non-player character (NPC) such as a store merchant, the dialogue would appear as text that would float above the character’s head. Now, dialogue is carried out in a dialogue box that also displays a portrait of the speaking character.

Predictions on the Exciting Future of Video Game Design

Wednesday, August 6th, 2008

Video game design is undergoing a dramatic shift. It is transforming from a creative pursuit that has a lot of work involved to a creative pursuit where the work is handled by the computer. This is the goal and impetus of game making; to get closer to the creative process, harnessing creativity, while leaving the mundane tasks to the computer. And the computer does this so well.

There are three different realms of game making that I will adventure into. And I will make some exciting predictions as to where we are headed.

The Language of Computers and People

The first realm of game making advancement lies in language. And what I mean by this is that when you are designing a game you have to communicate with a computer. You have to tell it what you want to see in the game and what you want to happen in the game. This began with programmers writing out long lines of code in a programming language. This language was something that took many hundreds of hours to learn. In effect, people had to learn the computers language. But, as computers advanced things changed and the Graphical User Interface came into the forefront as a much better means of communication between people and computers. Now you could use your mouse and navigate on the screen to get things done without knowing any computer language at all. And this also applied to game making. Now there are applications that are almost exclusively drag and drop. You can build worlds and insert items, objects, models, and behaviors into the without doing any coding.

Okay, so what is next in the world of language and game making? It lies in the golden fleece of the computer world: “Natural Spoken Language”. Software companies have been chasing after the goal of making computers totally hands free for a long time now. And while there are lots of voice recognitions software programs out there they don’t perform well enough yet. But we keep moving forward and we will get there. And when we do the technology will become an integral part of game making and game design. You will be able to tell an application “I want a castle. No, make it bigger. Good, now put stained glass windows. Now I want a character that is a big muscle bound hero. Etc. …etc…

When voice recognition is perfected and becomes ubiquitous we will have crossed an important threshold in technology. No longer will we as people have to learn the language of computers. Computers will have learned ours. And this will have a dramatic impact on game making.

Algorithms of Growth

Another very exciting area of development when it comes to game making is the area of self teaching and self growth. Games will be able to take small amounts of information and guidance that you provide and grow themselves in ways that you want, and also in unpredictable but rules based ways that you design. The computer gaming world is already making big advances in this area and some good examples of this are the Sims games where the world grows on its own but under your guidance. A game soon to be coming out that very much takes this self-growth into mind is the new game called Spawn. As a game designer you will be able to dictate a set of rules and watch as your game grows.

Interfacing with people

The potentially most exciting aspect of game design comes in the advancements of interfaces. As computers move toward the creation of virtual 3d worlds that are free of the monitor so will game makers become free of them. There will come a time that game makers actually see three dimensional models of their games as they make them. You will be able to reach right into the game world and move things around, stretch objects bigger, squeeze them smaller, and paint them different colors all with a stroke of your hand. This freedom will tap directly into the power of our eyes and take game making to heights never even imagined.

Game Design has come a very long way since the early days of long lines of programming code and the art will continue to develop in very exciting ways. And while it is difficult to predict which ways the technology will go it is a fact that we will continue to move in ways that will bring it closer to bringing to life your imagination and your ideas while sending into the shadows all the computer work. In effect the computer itself will become less and less obvious in the process and creativity more and more powerful.

Video game reviews: My Word Coach

Friday, August 1st, 2008

The Nintendo DS has recently been promoted extensively in particular promoting those games designed to stimulate and develop your brain. Alongside the popular “Brain Training” and “Big Brain Academy” came “My Word Coach” developed by UBISOFT.

My Word Coach is a game designed to assist people of all ages and skills to increase their word power. The game is advertised as being a fun way to improve your vocabulary in order to learn new words in which to express our thoughts and ideas. My Word Coach has been created using the assistance of Thomas Cobb, a University Professor of Applied Linguistics and uses 16,800 words from the Cambridge Advanced Learner’s dictionary.

The basis of the game is to recognise and re-evaluate your Expression Potential (EP). This is a score calculated and representing your ability to understand, use and apply the words stored in the games memory. The EP potential is 100% representing a Poet/Literary Writer. The objective isn’t just to teach you every single word in the English Language as it is assumed that once a word is learnt I.e. Frown, you will also understand derivatives of this word, such as frowned. The game does include little hints regarding derivatives, word families, adjectives etc. so this will assist those not quite so familiar.

The idea is that in order to learn a new word, you must be exposed to it’s presence on a frequent basis, in different situations and contexts, in order to understand how it is used an when. Children have a greater capacity to learn new words quickly mainly because there vocabularies are initially limited and they are exposed to a great number of words very young. As we age our exposure to certain words becomes limited, or restricted such as particular words only being used in certain environments (e.g. Lawyer terminology).

Alongside the maximum potential off 100% the game has EP levels to advise your current progress and potential learnt. These include:

10% Smart Toddler

40% University Graduate

60% Lawyer

85% Editor in Chief

I am currently placed with an EP of 87% (although admittedly I have been stuck on this for around 4 weeks now an issue that has been raised on numerous websites with other users being “stuck” on a particular percentage), having started the game (after an initial calculation asking what words I was familiar with and a couple of training games) of 51%. The majority of my friends and family who’ve played the game have started with anywhere between 25% and