E3 2014 Notes and Commentary

June 19th, 2014

This video was too funny to pass up.

For the first time in a long time I was completely satisfied by the E3 showing this year. Loads of great games and plenty of innovation. After hours of reading, watching, and reflection, here are my main take aways from the show:

Presenting Gameplay

Video playthroughs focused on select portions of a game accompanied by developer commentary and gameplay trailers with few cuts are the best way to show off your gameplay to a new audience. Montages, CG trailers, early prototype video, and conceptual demos of the developers talking high concept just doesn’t cut it. Let the gameplay do the talking.

Between Nintendo’s Digital Event and the Treehouse Sessions, they covered these bases pretty well. However, the Treehouse videos were often drawn out due to the Japanese to English translation. Yes, I’m interested in Codename STEAM. No, I don’t have 45 minutes to sit through a slowly narrated playthrough with translation delays. Sony’s developer interviews were much more digestible at 10 minutes a piece, but they were too unfocused. Take this video of Hohokum for the PS4. After watching a 9-minute interview, I still have no idea what you do in this game. Start the interview with a short, elevator-pitch summary guys….geeze. The interviews are also inter-spliced with short snippets of trailer footage. It’s a good idea, but there’s not enough gameplay or context in the interviews to be constructive. Sony’s punchy length and Nintendo’s dictated playthroughs together would make a winning formula. Next year, guys.

The Conferences

If you stripped out all the CG trailers and meandering demos from the E3 conferences and replaced them with focused gameplay explanations, they’d be much more effective. I’m an E3 nut, but 1hr and a half of sizzle grows tiresome real quick.

It boggle the mind that Sony and Microsoft continue this pissing match of minor exclusivity. “Console debut”, “DLC first”, “it’s better on…”, “exclusive alpha version”, every time you hear these words—or in the case of self-apparent multiplatform titles, not hear—you know that it’s still a free kick to the other team.

Microsoft’s conference was basically a rehash of what they’ve been doing for the past 7 years: shooting, stabbing, and driving. I have no problem with these kinds of games, but there wasn’t anything genuinely new—unlike Titanfall

The start of Nintendo’s Digital Event was so refreshing especially after two marathon hours of self-important sizzle. It was funny too; I almost fell out of my seat. I also love the idea of Nintendo pushing back against the vocal minority of idiots in the Nintendo fan base. However, it was unfair of them to use Mother 3—a game which they can easily bring over to the virtual console.

Sony gave even more time than last year to indie games and it certainly injected a shot of dynamism into their showing. I’m not sure that Microsoft’s “we have 100s of these games” tactic is as effective as Sony’s curation approach. Giving these games a platform outside of a video montage and winning over some exclusivity on key titles is the best way to demonstrate commitment. That’s to say I think that players are more interested in playing the next great wave of indie games than having a large quantity of indie games to play. After all, we’ve all got PCs. In saying all this, though, maybe it’s just a consequence of the way Sony presented their indie game line up, but it was hard to see how these games were unique outside of their visual flair.

New Zelda

I was surprised that no one said that the new Zelda looks like Killer is Dead meets Skyward Sword. It totally does, right?

Nintendo say that the latest Zelda will be “open world”, but I wonder what that means exactly. Open world design works against the squeeze of gameplay, so I wonder how they’re going to pull it off while still maintaining the high level of gameplay quality that the Zelda series is known for. I guess A Link Between Worlds, which I have sitting on my 3DS SD card unplayed, will answer some of those questions for me. Whatever the case, I think it’ll take all the design ingenuity that Nintendo can muster to deliver on what Aonuma articulated during the digital event.

Splatoon

Splatoon was my game of the show. The genius behind this game makes my head spin. Territory control represented visually and organically as ink. Ink as a central dynamic that syncs into movement speed, traversal options, abilities, game flow and progression, and spatial dynamics. Ink as a solution to the issues inherent to gunplay (easy-to-see bullets that you can respond to, a weight dynamic to aiming, gyro to tune aiming, non-violent gunplay). Motion controls, touch screen controls, and traditional controller inputs. A reinvention of a well-worn genre. In terms of design, this is the most modern and sophisticated game I’ve seen in a long time.

I’m also surprised that no one said that Splatoon looks like a Sonic team game.

Odds and Ends

Yep. Very satisfied indeed. What did you most enjoy about the show? Let me know in the comments.

E3 2013 Game Design Notes and Commentary

June 28th, 2013

I got back from my trip around China last Saturday and it feels like it’s taken ages to catch up on E3 news and videos. Here’s what caught my attention at this year’s show:

New IPs

For a long time I’ve been hung up on the idea that new IPs represent progress in the games industry. This year, though, a few things changed my mind. The first was the E3 Nintendo Direct presentation. Although Nintendo didn’t announce a single new IP, and the coveted Retro Studios game turned out to be another Donkey Kong title, I loved everything they showed. Of the big three companies, Nintendo has the most exclusive and original titles, and they’ll probably have more to show at the next Nintendo Direct in a month’s time. The second thing is something that Shigeru Miyamoto said in an interview with GameIndustry.biz, a conclusion that I was forming myself after watching the three main conferences:

“So this is actually a discussion that I think is tricky to balance, and certainly internally at Nintendo we have people on the teams who say, “Wouldn’t this be better if we created a new IP around it?” But to me, the question of new IP really isn’t whether or not [you have a new character]… I look at it from [the perspective of] what is the gameplay experience in the game you’re playing? For a lot of people, they would say if you take an old game and wrap a new character around it, that’s a new IP, but that game is still old, and the experience is still old. So what we’re doing is we’re always looking at what type of new gameplay experience can we create, and that’s the same for whether we’re playing with one of our existing IPs or we’re doing something new.

Pikmin 3 is a good example; the Pikmin characters were something that were born out of a new gameplay idea when we first came up with that game. We created the gameplay idea first and we decided that the best characters suited for that gameplay idea were Pikmin characters. That’s where the Pikmin IP came from. Similarly, if you look at our booth here, we’re showing it as a showcase of all of Nintendo’s great characters, but in each and every one of those games the gameplay experience is what’s new. So from my perspective, it’s not a question of just how can we create a new character and wrap it around an old game and put that out and call it a new IP. It’s always about starting with a new gameplay idea and a new experience that’s unique from an interactive standpoint and then finding a character that’s best suited with that. In some cases, it may be an existing character, and in some cases it may lead us to a new IP at some point in the future.”

Miyamoto hits the nail on the head. New IPs are often perceived as original and innovative because the difference from established IP is immediately clear: there’s new characters and a new world. The gameplay, however, may be quite familiar. So the only way to really determine innovation is to look at the gameplay of each individual title.

The third thing is the lack of originality elsewhere in the conference. Sony said that they had a whole slew of new IPs coming in the next year or so, but only showed Drive Club and a CG trailer for The Order. TitanFall looks great, but everything else Microsoft showed was more of the same driving and shooting.

The Role of Nintendo Direct

I’m a big fan of the Nintendo Direct presentations, and also the Developer Direct presentations, because they slow down and take the time to explain to the viewer how the games work. As someone that enjoys thinking about game design, I really appreciate this format. Nintendo have copped a bit of slack for not doing a live presentation, but I think they’re better for it. My friend, Richard Terrell, said something that esonated with me recently which is that at E3, the games press is looking for sizzle, but Nintendo are taking the slow and truthful route by focusing on gameplay. I think this summarises the situation perfectly.

Third Party Support at Conferences

As has become increasingly apparent over the past few years, third party exclusives are now something of a rarity. Between the big three, there were something like eight exclusive third party games between them (Dead Rising 3, Ryse, Bayonetta 2, Wonderful 101, Crimson Dragon, Below, D4, and Sunset Overdrive). What’s interesting about all these exclusives is that they’re published by the console manufacturer themselves.

Something I’ve never understood is the air time that Sony and Microsoft give to multiplatform third party games. Sure, if they lock in an hour of exclusive content or get timed exclusivity on DLC, it’s kind of worthwhile, even though such bonuses are often quite trivial to begin with (Batman skins, yes!). However, if the game is identical to games on other consoles, I don’t think that it deserves much more of a mention outside of a name drop or presence in a video montage. Take for example, the trailers for Final Fantasy XV and Kingdom Hearts III at the Sony press conference or the Metal Gear Solid 5 trailer at the Microsoft conference. These games are coming to all platforms not because of good publisher relations, although it probably plays a part, but because of the direction of the market. So including them in the pressers, even as a gesture, is ineffective.

Sony Exclusives

According to Shuhei Yoshida, Sony have thirty titles in development at their worldwide studios, twenty of which will be released in the first year and twelve of which are new IPs. So far we’ve seen six of the twenty first party games to be released in the first year (Knack, Killzone Shadow Fall, Drive Club, Infamous: Second Son, The Order, and the Super Stardust HD successor) and three of the twelve new IPs (Drive Club, Knack, and The Order). I guess we have a lot to look forward to over the next year or so.

Gameplay, Please

FMVs, cutscenes, non-interactive sequences, and gameplay with a high degree of automation were more frequent than ever at this year’s show and it’s quite worrying. I mean, does anyone have any idea how to play Quantum Break?

Sony’s Presser

TitanFall

Killer Instinct

I found this comment by Eion on Eurogamer to be quite amusing:

“Meanwhile, Tekken Revolution launches tomorrow. It is free to play, with 8 characters free initially. It’s based on a solid, modern fighting game engine from a veteran fighting game developer – not an attempt to recreate an engine that was old in 1996, from a developer who has never touched a fighting game before.

Shocking how badly KI holds up to that kind of comparison.”

Metal Gear Solid 5

Super Mario 3D World

Ryse

Dead Rising 3

Watch Dogs

Final Fantasy XV

Castlevania Lords of Shadow 2

Plants Vs Zombies: Garden Warfare

Mario Kart 8

E3 2012 Game Design Insights and Commentary

June 13th, 2012

Walking down a hallway, solving an obvious puzzle and mashing a button for a quick time event: sounds like one of the most anticipated games of 2012 to me! Or at least, this was the response by many “critics” in print, the enthusiast press and on blogs to the Tomb Raider reboot showed off at last year’s Microsoft E3 event. The game’s second live demo at this year’s show, a bunch of disconnected; barely-interactive gameplay sequences, only provided further proof of the lack of concrete game design. Yet while the game’s gratuitous brutality has been rightfully questioned, the equally dubious gameplay has avoided heavy scrutiny. The uncritical eye of the majority of game “critics” continues to be distracted by flashy graphics and throat stabbing. (For many of the reasons why, read here. I’ll be exploring some more reasons later). This year’s E3 brought its fair share of Tomb Raiders including Resident Evil 6, Last of Us, boating in Assassins Creed, Star Wars 1313 and Sleeping Dogs—most of which will be hyped beyond reasonable doubt; some of which will probably win something at the game critics awards. Update: Turns out I was right on the money.

While there is growing disapproval around Tomb Raider and other games of its ilk, such voices haven’t reached a critical mass to drown out the marketing buzz. This E3, I compiled notes on the conferences and key games of the show, with a focus on insightful commentary and game design. Although my ideas are limited to trailers and game demos put online, I hope it gives you an idea of the type of commentary we’d be getting if critics valued gameplay as much as they say they do.

Please let me know what you think and what you made of the show in general with the new Disqus comment system. You can sign in with your social media handlers too.

Microsoft’s Conference

Smartglass

Halo 4

Tomb Raider and Resident Evil 6

“I’d get excited more if all the effort/money that went into spectacular-but-shallow set pieces was diverted to deepen the core mechanics. Look how much Mario does with a simple JUMP mechanic. That’s what I want to see from shooters: versatile core mechanics. Instead you get sequences that don’t gel with the core mechanics, so they get simplified into something that is incoherent with the game. We all know why they exist though: eye candy for trailers, to shift units.”

Dead Space 3

Farcry 3

Metal Gear Rising

Sony Conference

Last of Us

Beyond

Call of Duty Vita

God of War: Ascension

Nintendo Conference

ZombiU

Paper Mario: Sticker Star

New Super Mario Bros 2

New Super Mario Bros U

Game and Wario

Rayman Legends

Nintendo Land

Batman: Arkham Asylum Armoured Edition

Misc