Wednesday 9 March 2011

LEGO Pirates of the Caribbean: The Videogame

As many of you already know, I graduated from university last spring and have been working at Traveller's Tales Fusion in Wilmslow, Cheshire, ever since. As an inexperienced game designer who is new to the game industry, my first project has been an extremely eye-opening experience and I have learnt more than I could have ever possibly imagined.

Officially announced earlier this year, LEGO Pirates of the Caribbean: The Videogame will be released in May 2011 alongside the theatrical release of the highly anticipated sequel to one of Disney's most successful franchises, Pirates of the Caribbean: On Stranger Tides.

Nintendo 3DS Box Art

In celebration of the milestone that I have achieved in my extremely young career and the imminent release of the game I have decided to write a blog post that includes some published media of the game for my followers to see and watch.

I would also like to take the opportunity to thank all of the employees that I have been fortunate enough to work with on the project and the phenomenal support I have received from them.

Official Trailer

Port Royal
Port Royal Dock

Isle De Muerta


Monday 31 January 2011

You Are An Idiot!

One of the most difficult challenges that faces every game designer is to put themselves into the player's shoes. Players are people and, therefore, unique. As players ourselves, we have all asked ourselves at one point or another whilst playing a game "where do I go?" and "what do I do?". The fundamental cause of this problem is that designers are people too; they design each mechanic, puzzle or level in a way that is logical to them and with their own personal tastes in mind, either consciously or  subconsciously.

The solution is for a designer to walk an extremely fine line between hand holding the player and keeping them completely in the dark.

The Legend of Zelda series showcases a prime example of this balance by employing the method of icon-based gameplay. When the player enters a dungeon in the game world they are traditionally given a new tool that they are then taught how to use via solving progressional puzzles. For example, when the player recieves the "hook shot" they are taught that it can only attach to consistantly iconic "anchor points" by having to use it to escape the room that they are currently in. The player is also given a travelling guide that will give them advice if they ask for it but even though the player might ask for advice once or twice they will eventually come to learn that as soon as they see an anchor point, they know that they can use the hook shot to attach to it.

The Legend of Zelda - Twilight Princess
However, with the release of New Super Mario Bros. on the Nintendo Wii, Nintendo decided to include the "Super Guide" to hand hold players if they chose to use it. An interactive hint guide, it provided the player with text hints and even played sections of the game for them if they found it too difficult to complete. It allowed players with a low level of skill to complete and appreciate the entire game rather than turn it off in frustration if they were unable complete a specific level.

Nintendo Super Guide - Original Patent
Is a game diluted when the player's hand is held by the designer? Is a game frustrating when the player is left in the dark or is it simply a matter of preferred difficulty? What other effective methods, such as icon-based design, can be employed by game designers to teach the player where to go or what to do?

Monday 24 January 2011

Do Game Series Have To Technologically Evolve?

When you pick up a game off of the store shelf and look on the back of the box you are inundated with USPs (unique selling points) stating all of the new features that it contains; 3D compatibility, HD graphics, online modes, advanced AI, etc. The question is, are all of these features needed to make a good game?

The Suikoden JRPG series is my most revered and this weekend I continued to play through Suikoden V again on the Sony PlayStation 2.  I realised that I was not as emotionally invested in it as I had been with the previous games in the series and began to ask myself why.

The original Suikoden game was released on the original Sony PlayStation. Despite the fact that the PlayStation was capable of 3D graphics, Suikoden was developed in 2D. Although similar to 32-bit games before it, its graphics were beautifully designed and drawn; environments bustled with culture, character sprites were highly detailed, character portraits were masterfully painted and the magic special effects were captivating. Suikoden II was also released on the PlayStation almost a year later and, if possible, improved upon the original in every aspect.

Suikoden II - Incredibly detailed environments and characters

However, the dawn of the Sony PlayStation 2 was rising. Suikoden III was released on it and developed in 3D with Suikoden IV, Tactics and V following suit, which were still excellent games in their own right but they were not executed as successfully as the first two. The cultural environments became slightly spacious and sparse and character models, although professionally created, consisted of bland and pixelated textures with frozen expressions. The series was also heralded for its intricate plots of betrayal, tensions and war but with often and long loading times for each scene, the flow and pace of the latter games was disruptive and jarring. Voice acting was also included and although there were some key performances, the majority were grating and often dispersed the serious themes that were present.

Suikoden IV - The worst offender; dull and sparse

Should game series technologically evolve simply because new technology exists? Is a game series outdated if it is not developed using the latest technology available? Should developers come to the realisation that a series can continue to be successful if they retain their original format?

Wednesday 19 January 2011

Can The Flames Of Passion Die Down?

If you were to ask anyone who knows me, the one thing that they will immediately tell you about me is that I am passionate about games---obsessed even. If I am not playing them then I am designing them and if I am not designing them then I am thinking about playing or designing them! It defines who and what I am: a "gamer".

However, over the past year, there has been an extremely low amount of games that I have truly been excited to play, let alone actually enjoyed playing. I then came to an unfortunate realisation last weekend; after spending over an hour in all of my local game stores I returned home with nothing. Not a single game. I had shelves upon shelves of games available to choose from and I did not want to buy anyone of them.

It was then that I realised that I was bored of current games.

Coincidentally it was on the very same day that I read this quote in an online news article:

Warren Spector - Designer of the recently released Epic Mickey

"I'm disappointed by the fact that we still focus solely on combat mechanics and rendering techniques, at the expense of other things we could be devoting energy and effort to. 
We could be focusing on non-combat AI and making conversation as compelling as fighting for a change. Wouldn't that be great? We could be focusing on making storytelling truly interactive. 
We just focus on prettier pictures and flashier graphics attached to more impressive combat scenarios, and honestly, that just bores me." - Warren Spector

It deeply concerns me that such a world renowned and veteran game designer such as Warren Spector could be bored of games too. It made me ask myself questions, as a gamer and game designer, such as what can I do to ensure that the current state of games changes for the better? How can games innovate or will their mechanics simply stagnate as the photorealistic arms race continues to rage on?

Saturday 15 January 2011

Can One Game Designer Make A Difference?

I personally think that there is a minority of professionals in the game industry that will openly admit that there are fundamental flaws with the medium, many of which are potentially irreparable if left ignored or unquestioned.

I want to be the minority.

"The scholar who cherishes the love of comfort is not fit to be deemed a scholar." - Confucius

I want to dedicate myself to fulfiling my role and responsibilty as a game designer in the game industry by not ignoring or leaving anything unquestioned. Therefore, I have made the decision to begin to write this blog, which will consist of my personal opinions about game design and the game industry as a whole, in the hope that it will both inform and inspire others to do the same.