Wednesday, 1 July 2009

Mental models in games - part 1

I was pondering on Wii Sports and its relation to reality. I sometimes see people trying to play Wii Sports (tennis, for the most) like it was real tennis, and they marvel at the fact that they can't do all the gestures they would do on a real tennis court. This often happens when the person complaining has a real-life experience with the sport or activity involved in the videogame. Of course the number of people who complain about this is very, very low, as we all know Wii Sport is mainly accepted as capable of providing the most accurate real-life feel of the sports included in the package (except for Boxing, due to the Nunchuck's rough control).

This is maybe due to the fact that we humans tend to dissect reality in mental models created by our own brain. When we see a match of baseball, we strip down the movements of the players to the essential ones that dictate the game's outcome. We don't pay too much attention to all the body movements of the batter, we only need the swing movement.

In a recent book, game designer Jesse Schell says: "The only way our minds are able to get by all is by simplifying reality so we can make some sense of it. [...] Our brain do a tremendous amount of work to boil down the complexity of reality into simpler mental models that can be easily stored, considered, and manipulated1."

Very often games are based only on the mental model of a given activity, this is a very common approach that generated a lot of milestone titles in the history of gaming, we can think for example of the Sims or Sim City, flying simulator, and most sport games. They mirror a real life activity only in its most important aspects, they are (under the graphics) the same mental model that our brain creates when dealing with that activity. Useful data, possible actions, nothing more. This gives the brain a relief because it doesn't have to draw the model itself, so it can concentrate on the gaming, on the goals, on the ways to achieve them.

Actually, some game designers of old performed this simplifying activity only because of technical limitations. A game like Pac Man permits movement only on two perpendicular axes because the hardware running it permitted only two-dimensional input (up, down, left, right).
As hardware and consoles move on, new possibilities open and game designers take advantage of them.

That's were I trace a big divide. There's two main flow of thinking: one is the people that use the new possibilities to add complexity to the game by making it more similar to reality, and those who do so to enhance gameplay (and sometimes even purposedly waste the expanded capabilities of technology just because they don't need them!).
Mind me, no-one is wrong here. Sometimes players actually like to see more complexity just for the sake of it, just to feel more immersed in the game. This is the case for shooters, driving games, flying simulations. We see better lighting, better physics, better textures, and so on. It's ok and it's a good accomplishment which I honestly like, but it's not the only way to go, as some products showed us.

A bold move

Speaking of the other branch of game concept enhancements, I really appreciated the decisions made by Konami and the designers that worked on the Wii edition of PES 2008. They made a very bold move by actually moving away from reality with this new iteration of the series, but the game is an overall success and, moreover, it provides players with a very new angle on soccer games.

For those who had not played the game, in short, it lets the player control all his team at once by moving the players on the pitch like in an RTS, with a point-and-drag style. The different players are assigned to tasks, like 'mark this opponent man-to-man', 'guard this area', 'run to that spot' and so on. Actually in the attacking phase you can also control the bearer of the ball, shoot and pass, in the typical soccer games fashion. The passing is not handled by pressing a button and a direction, but by pressing a button and pointing to the spot where you want the ball to go to.


Where other games (the very same PES 2008 for the other consoles too) chose to enhance graphics, give the player more detailed and fluid animations, better commentary and so on, this Wii edition chose the unbeaten path by adding arrows on the field, icons on the head of the players about to shoot, the possibility to control both your player and the teammates, resulting in a very enjoyable, refreshing and satisfying experience.

To add all those features they took some mechanics out of the game to balance the overall complexity. They for example inhibited the possibility to direct the shoot, handing this task to the AI. Some players felt betrayed by the impossibility of controlling what were key aspects of the other editions and this, together with the apparent deep complexity of the game, cut short the game sales and success. (by the way Konami made some steps back in the 2009 edition to satisfy everyone, adding shoot directioning and the possibility to play with traditional controls)

Those willing to embrace the task though, found that the game is not so hard. Reality is that the designers, headed by Shingo 'Seabass' Takatsuka and Naoya Hatsumi spent a lot of time in finding the right way to create a new model of gaming based on mental model of soccer that gamers could find easy to decode and use. This model resembles more a soccer game as it is watched in tv than one actually played.
On the Nintendo Channel on the Wii there's a video showing the producer of the game doing experiments with eye tracking. The video clearly shows that the model works: the player doesn't have to keep an eye on the player that possesses the ball, his eye goes back and forth on the field in an effort to find an unmarked man, or free space to pass the ball. This deep testing gave the developers the assurance that the control scheme they envisioned was, if not easy, at least possible to handle for the average player.

Monday, 29 June 2009

Game design concepts

Today saw the start of the game design course by Ian Schreiber. The course is online and it's free, and will be published on his blog for everyone to see. The first predictable post is on the definition of 'game' and 'play'.
Here's the post:
Game design concepts - Lesson 1

If you are a game designer still learning like me, it will be an invaluable experience.

Monday, 20 April 2009

Braid

I am always against latest fashions, and this happens also for games. Whenever I see a game getting enormous acclaim, I think that it's somehow overrated.
I did the same with Braid, a game by Jonathan Blow, but then I tried the demo all the same. Only one play through the first two level was needed to change my mind. Braid is deserving every bit of the good reviews it already has. Check the demo on Steam.

Sunday, 29 March 2009

Shift

Shift is a wonderful game I just discovered. As usual, the most marvelous and innovative games are Flash...
In Shift you play the part of a monochromatic man who runs in black and white labyrinths, trying to get to the exit. What sets the game aside from the rest is the ability to press Shift to turn the world upside down, and go where you couldn't before. If you're white you're walking on white blocks into black space, and vice versa (if you're black you stand on black and can move into white space).

The author, Antony Lavelle, has made three of them. I recommend playing the third first if you only want to give it a quick go, otherwise start from the first (they tend to repeat the first tutorial levels).

Shift 1
Shift 2
Shift 3

Amazingly, the second and third games also have a level editor! I love level editors!!

Thursday, 29 January 2009

Froggle

A nifty little game from team HardCode, a group of DigiPen students. Directly from their site:

"You control a small frog-like creature that can use his extraordinarily long tongue to grapple, bounce and swing around a world of beautiful terrariums. Navigate and explore a variety of picturesque environments, complete different sets of entertaining challenges, all while licking flies and flicking other froggles. The interactive cartoon world of Froggle comes to life as you discover where your tongue can take you."



Team HardCode also submitted it to the IGF for the students' showcase...

Tuesday, 27 January 2009

Back to the roots

Today on the site ArsLudica a guy posted a small article about the fact that SEGA and EA are cutting a number of new IPs in favor of tested franchises. He complained that people writing comments in response to the news didn't understand the situation and only asked for sequels of the storical SEGA franchises.

Part of a comment (in italian) to the blog post says:
"- credit crunch fucked Factor 5: Nintendo blocked the development of Kid Ikarus Wii because she was let down by Eggebrecht & co.'s work and they didn't have credit warranties.
- A massive credit crunch could bring the [videogames] sector to "casualize" even more, killing risky AAA titles in favor of silly games that will put someone like EA or Ubisoft on the same level of a start-up company."


I say, this isn't bad at all. Ok, some people will get fired, and this is sad, but I'm an optimistic person and I think that in the end those ex-employees will find something to do.
What gives me hope is that, if this scenario is realized, all the indie companies will get more power, more sales, and more funds. Games will get better thanks to this renewed competition, and for people like me (small independent aspiring developers) it will be easier to break into the industry with some small concept turned into reality.
Those same people fired by the great companies will try to put up their business and maybe succeed, and get their revenge with some quality games. It would be a great renewal! It would be like in the eighties when individuals coded a game from start to end...
The games industry would only get better this way.

Saturday, 17 January 2009

Will Flash 9 ever arrive on Wii?

Everybody knows that Wii has got a browser, that the browser is Opera, and that it can only play Flash movies up to the version 7.
Now everybody knows that Flash 7 is old now, there was 8 who added filters, enhanced video playback, there was 9 (the current standard) that brought ActionsScript 3.0, and now there's 10, which brings to the table some nifty features like 3D APIs, image processing effects and so on.

I am investigating into making some games for Flash on the Wii, thanks to some great APIs created by the guys at Wiicade, which let you use the wiiremote in awesome ways even in a Flash game. You could use buttons other than A, you could read the rotation of the wiimote, the distance from the sensor bar and wether or not it's pointing at the screen. This is all good things and actually I already made a small game, although it's incomplete.

The problem is that with Flash 7 we're not going anywhere. I'm tired of ActionScript 2.0, and besides, I can't even port things to the Wii easily from now on. So Nintendo should really let Opera update the browser, and a rumor has it that they are just doing that. The rumor appeared in December, so it's a bit old now, but I'm not desperate yet. Some things point at the fact that while that rumor is not accurate and the screenshot provided is a fake, the Wii could receive a Browser Channel update sometime soon.

1 - There was a post at the Opera forums that told people why the browser could only play Flash 7 movies. That post was sticky, meant to be seen from everyone, but not it's not the case. Maybe the Opera team means to bury that thread because it's becoming old? Will this be a hint that the browser will add Flash 9 or 10 soon?

2 - The PS3 can play Flash 9 movies. They haven't got an exclusive, so there's no reason Nintendo couldn't have them.

3 - Adobe released some sort of kit of APIs to let everyone port Flash to every device. They mean to spread the player even more, to conquer more than the PC scene. This could mean that Nintendo doesn't need a deal to use Flash 9 on his browser, but I can't bet on it.

Some people think that Opera has a new version of the Wii Browser already, they are only waiting for Nintendo to give the green light. Let's keep fingers crossed.