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	<title>Mandible Games &#187; Dissections</title>
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	<description>The Mad Ravings of Zorba</description>
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		<title>Dwarfs!? Dissection: The Fine Line of Gimmick</title>
		<link>http://www.mandible.net/2011/06/05/dwarfs-dissection-the-fine-line-of-gimmick/</link>
		<comments>http://www.mandible.net/2011/06/05/dwarfs-dissection-the-fine-line-of-gimmick/#comments</comments>
		<pubDate>Sun, 05 Jun 2011 21:31:15 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Dissections]]></category>
		<category><![CDATA[Interface]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=455</guid>
		<description><![CDATA[This is going to be a tough post to write. See, most of my dissections take the form "look, this is an excellent game, it is a lot of fun, let's talk about what it did wrong". Some of them are "I'm not sure what this is, but it's worth talking about". For the first [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2011/06/05/dwarfs-dissection-the-fine-line-of-gimmick/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=455" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>This is going to be a tough post to write.</p>
<p>See, most of my dissections take the form "look, this is an excellent game, it is a lot of fun, <a href="http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/">let's talk about what it did wrong</a>". Some of them are "I'm not sure what this is, but <a href="http://www.mandible.net/2008/07/27/locoroco-cocoreccho-dissection/">it's worth talking about</a>".</p>
<p>For the first time, I want to talk about a game I flat-out didn't like.</p>
<p>You're not supposed to do this as a game developer. You're especially not supposed to do this as an independent game developer while talking about an independent game, and I feel sort of bad about it. But we're doing it anyway because I have an important point to make.</p>
<p>Now, before we continue, a bit of a disclaimer. <i>Game preferences are very subjective</i>. The fact that I don't like the game does not, in any sense, mean that the game is bad. Also, I wouldn't bother writing about the game if I thought it was awful. I had a lot of hopes for it, and it <i>almost</i> works for me, it just shoots itself in the foot after about two levels.</p>
<p>So let's talk about Dwarfs!?. And, no, I'm not going to keep including the punctuation.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/screenshot1.jpg" title="Run, my minions! Fetch gems for the town hall!" /></center></p>
<p>Dwarfs places you in command of a town hall and a squadron of dwarves. The dwarves are mostly autonomous, mining semi-randomly in every direction. As they mine, they produce gold, which goes straight into your coffers. You can command dwarves to mine in specific directions, aiming them at caches of rare minerals and gems, but that costs the very same money they'd be mining for you, so it's a bit of a tradeoff.</p>
<p>The problem with autonomous mining dwarves is that they may mine in directions you don't want. The game field includes several unidentified caverns, which may be empty or contain gold. Worse, they might contain water or lava. Water spreads in all directions, drowns dwarves, and will eventually destroy your town hall if you permit it. Your only hope is to stop the water with a temporary wall (costs money), surround the dangerous cavern with unbreakable walls (which can be placed only on intact areas of the cave, and cost money), and then use explosives to create bottomless pits at every choke point before your dwarves blindly mine through the temporary wall again and release the flood. The explosives, unsurprisingly, cost money.</p>
<p>Lava works the same way, except it doesn't spread as quickly and it slowly burns through temporary walls.</p>
<p>Monsters will happily kill off your dwarven workers. For a fee, you can recruit dwarven warriors at your town hall, then give them instructions to go fight the monsters. You can also build outposts which allow warrior recruiting, allow mining dwarf recruiting, allow warrior training, and have a big cannon on the roof so you can launch your warriors around the map rapidly.</p>
<p>I've just described the entire game.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/controls1.jpg" title="shiiiiiiny" /></center></p>
<p>No, seriously. That's it. The whole thing. You've got one command you can give your dwarves ("move here"), four ways to interact with the world ("solidify", "explosive", "temporary wall", "build outpost"), and five outpost commands ("recruit workers", "recruit warriors", "train warriors", "launch warriors", "retrieve warriors").</p>
<p>Now, I don't mind minimalistic games. But they need to either polish that minimalistic game mechanic to a mirror shine (<a href="http://www.adamatomic.com/canabalt/">Canabalt</a>), ensure that all the "simple" game mechanics interact in complicated ways (<a href="http://www.desktopdungeons.net/">Desktop Dungeons</a>), or create varied and well-designed game levels for those simple mechanics to interact with (<a href="http://en.wikipedia.org/wiki/Super_Mario_Bros._3">Super Mario Bros. 3</a>, which was admittedly not minimalistic by the standards then, but sort of is now).</p>
<p>Dwarfs, unfortunately, does none of these. It feels empty and cluttered, simultaneously. As I was playing, I kept running into these difficult questions that I had no good answer for. Why are there both lava and water, when they behave so similarly? Why do dwarves have levels? Why does dynamite require a dwarf to trigger it? Why are there travel instructions that tunnel through walls, but no way to say "travel to this destination as fast as possible, don't bother tunneling unless you have to"? Many of these features feel less like gameplay mechanics and more like click consumers.</p>
<p>Which is what I was mulling over until I ran into this level:</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/instructions2.jpg" title="I've achieved the impossible: an image that is both decorate and useful." /></center></p>
<p>And suddenly it all made sense.</p>
<p>Dwarfs isn't a strategy game, and it's not a tactics game. Dwarfs is a micromanagement game. All those mechanics that I called "click consumers"? That's exactly what they are! The game isn't about optimizing the movement of your dwarves, or building a cave structure, or building an army. The game is about making as many points as possible in the shortest period of time as possible. Optimal play means speeding up the game as much as possible, and only slowing it down when doing otherwise would cause you to lose. Practice, in this game, is maybe one third strategy, and two thirds simply clicking faster.</p>
<p>Now, again, this isn't necessarily a bad thing. This is similar to why I don't play Starcraft II and I'm never, ever going to claim that Starcraft II is a bad game.</p>
<p>But I also don't think it makes for good gameplay. If the difficulty is in micromanagement, then the player is left playing the interface. Take Dwarfs, and add a "route automatically through tunnels" option, and the game gets easier. Add a "automatically dispatch dwarf to trigger dynamite" feature, and the game, again, gets easier. Take Civilization and add whatever pure UI change you want and the game is left unchanged. When I'm playing a game, I want to play the <i>game</i>, not the <i>UI</i>, and Dwarfs is all about playing the UI.</p>
<p>If you look through the campaign levels, this becomes increasingly obvious. The game contain a tutorial plus five "campaign" levels. The tutorial is about what you'd expect (and is admittedly well-done), but the campaign starts gimmicky and ends gimmicky.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/points2.jpg" title="Play the game normally. Also, it's part of the Campaign." /></center></p>
<p>In order:</p>
<p>To Battle!: Defeat a number of enemies with a small squad of warriors. There's no standard mining in this battle, it's solely about choosing the right group of enemies to fight next, with a bit of micromanagement if you want the best result.</p>
<p>Castastrophe: You start on a map with at least a dozen pools of water and lava about to be breached. Survive for several minutes. Again, there's no standard mining, it's just learning to <i>very quickly</i> deal with all the mining disasters.</p>
<p>To The Point: The screenshots provided above. Get a number of points within a strict time limit.</p>
<p>The More The&#8230;: Create a large number of dwarves within a strict time limit. Again, this comes down to "hold the speed button as much as you can", with a slight emphasis on building outposts (which you can avoid in earlier levels.)</p>
<p>Godspeed: Survive for several minutes with a Speed button that is never released.</p>
<p>None of these missions introduce significant new mechanics. The first two are gimmicks where a large chunk of the gameplay mechanics are removed, without any new gameplay mechanics added. The latter three are "play the game quickly", and aside from a slight difference in scoring on "The More The&#8230;", are essentially "hey, go play the game".</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/06/lava.jpg" title="If you ever find yourself saying this, then maybe you shouldn't be saying this." width="679" height="511" /></center></p>
<p>The game <i>also</i> includes a handful of variant modes. Rush Mode, in which dwarves spawn faster. Dark Mode, in which the board is blacked out and you can only see where you've dug. Sandbox, where you can create cave layouts and spawn monsters and dwarves at will. And, finally, a Tower Defense mode. Now, to me, these feel like old development experiments and tools, not fleshed-out game features. The "Sound Test" of modern games.</p>
<p>Sometimes, I complain about games because I don't think they figured out what they wanted to be. I don't think that's what happened to Dwarfs. I think the real issue with Dwarfs is that they had a game in mind, and they made the game, and then instead of polishing their base gameplay to a mirror finish, they threw in a bunch of other features for the people who didn't like their base game mechanics.</p>
<p>And while many may like those game mechanics . . . I will admit that I don't, and the rest of the game doesn't save it for me.</p>
<p>I'll be watching for the next thing the developers do, because it's clear they're skilled, but I'm not going to be playing any more Dwarfs.</p>
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		<title>Super Meat Boy Dissection: Doing 8-bit with 64 bits</title>
		<link>http://www.mandible.net/2011/01/22/super-meat-boy-dissection-doing-8-bit-with-64-bits/</link>
		<comments>http://www.mandible.net/2011/01/22/super-meat-boy-dissection-doing-8-bit-with-64-bits/#comments</comments>
		<pubDate>Sun, 23 Jan 2011 01:12:31 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Dissections]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=329</guid>
		<description><![CDATA[Been awhile since we've had one of these, eh? Let's get some images, too. Images that aren't screencaps of my own games. Oh man that's so much better. Super Meat Boy is a truly fantastic indie platformer that came out a few months ago. It's available here, though if you haven't played it by now, [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2011/01/22/super-meat-boy-dissection-doing-8-bit-with-64-bits/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=329" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>Been awhile since we've had one of these, eh? Let's get some images, too. Images that aren't screencaps of my own games.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/01/smb1.jpg" title="You might think this is a lot of sawblades. It's actually less than the average." width="900" height="506" /></center></p>
<p>Oh man that's so much better.</p>
<p>Super Meat Boy is a truly fantastic indie platformer that came out a few months ago. It's available <a href="http://store.steampowered.com/app/40800/">here</a>, though if you haven't played it by now, it may not be your cup of tea.</p>
<p>You see, Super Meat Boy is hard. Hair-tearingly soul-crushingly ridiculously hard. It is one of the harder games that's come out in the last decade or so. What happened a decade ago? We learned that games should probably be possible.</p>
<p>It might not <i>seem</i> like we had to learn that, but, trust me, we did. For a long period of time, games weren't meant to be possible, they were meant to eat your quarters forever. The more quarters you could convince someone to feed into your arcade machine, the more money you made. This culminated with a rather notorious boss in the Dungeons and Dragons arcade machine that would literally take no damage until you'd put in twenty quarters. That's right: you have to pay five bucks to <i>start killing the boss</i>. Eventually games moved on to consoles and computers, and people stopped having to feed quarters in, and eventually we realized, hey, why not make games have an end? Then it turned out that if you spent a lot of money putting an ending in your game, maybe it was a good idea to, like, let people see it, and so games got a lot easier in the space of a few years.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/01/smb2.jpg" title="Watch out for the sawblades! Oh, you're watching them already." width="900" height="506" /></center></p>
<p>Some people miss that.</p>
<p>Team Meat missed that.</p>
<p>So they made Super Meat Boy.</p>
<p>Super Meat Boy is a throwback in a lot of ways. First, in terms of its difficulty. But most obviously, its art style. It could be described as "relentlessly retro" &#8211; the game is firmly grid-based, the pixels are large and chunky, everything about it says "this is a retro game".</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/01/smb3.jpg" title="It's just like I'm playing a Sega Genesis." width="900" height="506" /></center></p>
<p>And some parts <i>scream</i> retro. Limited palettes, small assortments of tiles, even less bending of the grid formula. There's slopes in the previous two pictures. There's no slopes here. We don't need slopes. We've got blocks.</p>
<p>What I find most fascinating about Super Meat Boy's art is that it's far, far, <i>far</i> more complex than anything you could do on . . . say . . . a Super Nintendo. Deceptively so. Super Meat Boy's art isn't 16-bit art. It's modern, hardware-accelerated DirectX graphics . . . carefully crafted to be strongly reminiscent of old game consoles, while not actually being old game console art. And curiously, it takes on several "16-bit conventions" that didn't actually exist back in the 16-bit world.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/01/smbo1.png" title="I was so tempted to include the screenshot with three low tiered platforms that flying guys jump off, just because everyone who played this game a lot remembers that segment, but it wasn't as good for the point I wanted to make." width="512" height="446" /></center></p>
<p>Take a look at an actual 16-bit game, Super Mario World. (In the series Super Mario Brothers. You may notice that Super Meat Boy has the same initials. I would be shocked if this were a coincidence.) Look at what's going on this screeenshot: rounded corners everywhere. The platforms have rounded edges, the blocks are rounded squares. None of that translates into the actual game physics &#8211; every ledge behaves like it's a sharp 90 degree angle, the rounding is just there to give it some fancy looks. The floor, and the platforms, have some art going on to give them a little more depth. The background has coloring designed to fake you into thinking it has a lot of depth. Bushes in "front" are darker, bushes in "back" are lighter, and it's all fluffy to make it hard to recognize the tile boundaries.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/01/dkc.png" title="Can you sing the DKC Bonus Stage song from memory? If not, you need to play more of this game." width="512" height="448" /><img src="http://www.mandible.net/wp-content/uploads/2011/01/top1.png" title="I actually never played this game so I can't think of anything clever to say. Sorry." width="480" height="444" /></center></p>
<p>Two more: Donkey Kong Country and Tales of Phantasia. Look at DKC, first. See just how impenetrable the actual level layout is. There's all kinds of crazy fake-perspective and cleverness going on here &#8211; you can't even see the underlying grid. This game makes great use of parallax &#8211; as you run, the backgrounds scroll at a different rate, to give an impression of depth.</p>
<p>Tales of Phantasia doesn't do as good a job of hiding the grid, but look at how many tricks they're using to make it still look great. Fake 3d, shadows, objects that don't conform to the grid quite like you'd expect. The grid still exists, but the collision layer doesn't conform directly to it &#8211; the collision layer is more complex so they can make rough edges. The grid is still <i>there</i>, they just try to hide it. It's all smoke and mirrors.</p>
<p>Super Meat Boy dispenses with the smoke and mirrors. Platforms have hard edges. There's no fake lighting effects on the platforms themselves, just splashes of red where you walked (Super Meat Boy is a boy who has no skin, and as such, he leaves blood everywhere.) There's often multiple layers of background, as you can see in the first image, but there is a hard divide between the "background layers" on the same plane as Super Meat Boy and the background layers deep, deep behind him. The same-plane background scrolls at the same rate as Super Meat Boy does. The deep background layers are much, much, much slower, giving an illusion of depth with no risk of confusion.</p>
<p>The real 16-bit games did everything they could to escape their 16-bit nature. They pulled every graphical trick and programming trick they could. The modern "16-bit" games <i>revel in it</i>. The sharp corners are emphasized instead of hidden. The backgrounds are set apart from the foregrounds.</p>
<p>It's not about immersion, because if they wanted immersion, they wouldn't be making a 16-bit game. It's about a feel and a concept.</p>
<p>The funny part is when they start using techniques that the "16-bit" games couldn't use in the first place.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2011/01/gestalt.jpg" title="First time I've done one of these! Note the amazing number ordering. Next time: think it out better beforehand." width="1024" height="750" /></center></p>
<p>1: Take a look at the left side of that pipe. You see the tricky thing?</p>
<p>It's <i>rotated</i>.</p>
<p>The Super Nintendo couldn't do that. The Nintendo absolutely couldn't. Easy use of rotation only showed up as of the PSX era, deep into the realism push.</p>
<p>(Okay, the Super Nintendo sort of could, but only one layer out of its 4. It certainly couldn't rotate multiple things independently unless you had a cartridge with special rendering hardware, like Starfox or Yoshi's Island.)</p>
<p>2: The contrast is a little tricky here, but this comes from the third screenshot up above. It's the same deal as #1: rotated clouds. These clouds zip around the level wildly while you're playing. That's not a 16-bit effect, that's a modern hardware accelerator. Can't fool me!</p>
<p>3: Super Meat Boy has some really wonderful lighting effects. In this case, the pit below Meat Boy is emitting light, which is pouring up through the hole and illuminating everything. Again, this is the kind of thing that the classic consoles just couldn't do. Light compositing takes some moderately hefty hardware, and transparencies only showed up in the Super Nintendo era. In this case it's actually even worse than you'd think. The crumbly-looking blocks that Meat Boy is gripping will actually disintegrate after a second or two of being touched, and <i>the lighting effects adjust instantly</i>. That sort of complex lighting is well out of reach of 16-bit consoles, but because it can be easily applied to "16-bit" worlds, and because it looks really quite awesome, it's common in games like this. See <a href="http://www.google.com/images?q=gish">Gish</a> for more examples of this lighting style.</p>
<p>(Also not a coincidence &#8211; Gish and Super Meat Boy share a substantial portion of their development staff.)</p>
<p>4: You never see old games intentionally making the world blockier than necessary. They do everything they can to make it <i>less</i> blocky. But take a look at this lava &#8211; it's obviously and intentionally chunkier than the rest of the level. Big pixels, about twice as large as the pixels on the solid objects, and they're not even grid-aligned. That's not done for the sake of the hardware. That's a pure stylistic choice.</p>
<p>But if you want a <i>really</i> ridiculous example . . .</p>
<p>5: These pixels aren't even square! Look at them! They're ridiculously tall! And I don't even know what's going on with the pixel sizing. On the edge there's tiny, tiny pixels. In the middle there's big chunky pixels. In the fire, there's pixels of all shapes and sizes, glomped together into a flame effect that looks distinctly old-school while having <i>absolutely nothing in common with old-school platform limitations</i>.</p>
<p>The fact that it's sitting on top of a beautiful and completely non-SNES 45 degree angle is just the crowning touch.</p>
<p>Next time you're playing a fake classic game, look at all the tricks they're using to show you how old the game is meant to look. Next time you're playing a <i>real</i> classic game, look at all the tricks they're using to pretend the game has more detail and beauty than it actually does.</p>
<p>This was meant to be one entry. "Oh, but Zorba, it is one entry!" No it's not. You just haven't seen the second part yet. This will be continued.</p>
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		<title>God of War Dissection: Myth and Story</title>
		<link>http://www.mandible.net/2009/01/22/god-of-war-dissection-myth-and-story/</link>
		<comments>http://www.mandible.net/2009/01/22/god-of-war-dissection-myth-and-story/#comments</comments>
		<pubDate>Fri, 23 Jan 2009 01:58:44 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Dissections]]></category>
		<category><![CDATA[Writing]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=125</guid>
		<description><![CDATA[I'm afraid I've lied to you all. In a previous entry I explained in depth why game worlds need to make sense &#8211; not just in terms of Game, but in terms of World. I claimed that your world needed to be consistent, to feel like a living, breathing, realistic location, not like it was [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2009/01/22/god-of-war-dissection-myth-and-story/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=125" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>I'm afraid I've lied to you all.</p>
<p>In a <a href="http://www.mandible.net/2008/12/04/dead-space-dissection-heres-your-bunk-right-next-to-the-trash-compactor">previous entry</a> I explained in depth why game worlds need to make sense &#8211; not just in terms of Game, but in terms of World. I claimed that your world needed to be consistent, to feel like a living, breathing, realistic location, not like it was summoned out of the ether to provide a backdrop for a half-naked Greek dude to violently slaughter things.</p>
<p>This is actually a load of horse hockey.</p>
<p>But it's important to realize <i>when</i> it's a load of horse hockey.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2009/01/gow_1.jpg" title="I could say that this wasn't one of Kratos's better days. I'd be lying about that also. Kratos is about to obliterate a cyclops with his own comically oversized weapon. That makes it a good day."/></center></p>
<p>God of War. It's one of the more successful recent franchises. God of War 1 was a Playstation 2 game, in which you played Kratos, a half-naked Greek dude who violently slaughtered things. I'm going to assume I don't need to continue the joke here &#8211; you can probably figure out what God of War 2, God of War: Chains of Olympus, God of War: Betrayal, and the upcoming God of War 3 are about.</p>
<p>The important thing to realize about the God of War series, which sets it about as far away from Dead Space as is possible for it to be set, is that God of War is a <i>myth</i>. It's not about some average-Joe engineer, thrust into a terrifying situation against his will. It's about a living legend. Kratos, the Ghost of Sparta. Kratos, the Hand of the Gods. Kratos, the God of War. Kratos is the main character in a world which fundamentally revolves around him &#8211; he is Revenge, he is Fate, he is Destruction.</p>
<p>On top of that, Kratos is the main character in a game that is, itself, fundamentally about fate and gods. Scratch that &#8211; fundamentally about Fate and Gods. Both of those tend to bend the laws of probability around them. Unlikely things become expected when prophecy is involved. When Kratos makes his way through a half-destroyed forest of columns, swinging from one to another as they topple around him, we don't think "ha ha, how silly, why were they all so precariously balanced in the first place, this game sucks" &#8211; we think "this is a test, we will vanquish the test and fulfill our destiny". When you realize that half of the puzzles involve destroying large blocks of stone, thereby proving that the puzzle has never before in the history of the universe been solved, and that some of them actually <i>rely</i> on certain parts of the puzzle being age-worn and easily shatterable, we don't think "ha ha, are we seriously expected to believe that Kratos was the first one here?" &#8211; we think "see how everything falls into place! Truly, we are the chosen one, and we cannot be stopped!"</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2009/01/gow_3.jpg" title="Chosen . . . for a BEATDOWN"/></center></p>
<p>This wouldn't work in Dead Space. Dead Space is not a myth &#8211; Dead Space is a story. Isaac isn't a Chosen One. Isaac is an unfortunate man in an unfortunate situation. The world does not care if Isaac lives or dies &#8211; Isaac can be shredded by industrial machinery, or devoured by zombies, or simply freeze to a cold lonely death in space, and fundamentally, nobody in that game will care (besides, obviously, Isaac.) Isaac isn't being pushed through by the Forces of Fate, there is no greater being controlling his actions &#8211; he's just a guy, trying to survive.</p>
<p>And this, incidentally, is one of the curious things about Star Wars. Star Wars is a <i>myth about a random guy</i>. On one hand, it is a myth &#8211; Luke Skywalker is the Chosen One. But on the other hand, Luke Skywalker is just some backwards hick from Tatooine. <i>Most</i> of the time, Star Wars feels like a story about some poor teenage dude who's way, way, way in over his head. Luke gets his hand cut off. Han gets frozen in carbonite. Luke gets beat up. Luke gets dropped into a fighter cockpit and told "we're all counting on you!" and, holy shit, they're all counting on him! Even when Luke is being ridiculously badass and slaughtering dozens of stormtroopers, you kind of get the feeling he's <i>not quite sure what he's doing here</i>.</p>
<p>And then he ends up in the Emperor's quarters, and everything <i>shifts</i> a little . . . and suddenly it's not a story about Luke Skywalker, Desert Farmer, it's a myth about Luke Skywalker, Jedi Knight, and oh hey lookit that, there's a reactor vent in just the right spot. What a coincidence! Almost as if it were <i>fated to happen</i>.</p>
<p>I'm not entirely convinced that shift was intentional. I think it was a lucky accident, and that the writers never sat down and said "okay, and here we change from story into myth". I think they just wanted to throw the Emperor into a reactor core. If anything, this is what I want people to get out of this:</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2009/01/gow_2.jpg" title="Greek barbarians rock. Yeah. That's the point of this entire post. Bet you didn't see that coming! Okay okay that's not really what I was going for"/></center></p>
<p>Myth is good. Story is good. But you have to understand which form you're writing, and why.</p>
<p>And for bonus credit:</p>
<p>Arguably, I lied to you again. Sorry. Figure out where, and explain why it doesn't matter. (You'll need to know one of the two games I talked about in order to do so.) I'll post more about this later.</p>
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		<title>Dead Space Dissection: Quick, Look Over There, It&#039;s Less Expensive</title>
		<link>http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/</link>
		<comments>http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/#comments</comments>
		<pubDate>Sun, 07 Dec 2008 00:20:06 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Coding]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Dissections]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[The Industry]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=121</guid>
		<description><![CDATA[Games, movies, and magic have one major thing in common &#8211; misdirection. Show people one thing, then indicate to them that they saw another, and usually they'll believe you. In magic, it's harder because they're trying to figure out what you're doing while you're doing it. In movies, it's easier because the person is really [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/12/06/dead-space-dissection-quick-look-over-there-its-less-expensive/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=121" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>Games, movies, and magic have one major thing in common &#8211; misdirection. Show people one thing, then indicate to them that they saw another, and usually they'll believe you. In magic, it's harder because they're trying to figure out what you're doing while you're doing it. In movies, it's easier because the person is really just going along for the ride. In games, it's <i>really</i> easy, because the player is being assaulted by zombies and doesn't have any attention to spare.</p>
<p>At least, they don't the <i>first</i> time they play the game.</p>
<p>The second time, they're probably paying a lot more attention to what's going on around them. The zombies attacking, yeah, sure, they're a <i>problem</i> &#8211; but we've dealt with them before. Let's look at the other things around us!</p>
<p>This is when they discover how careful the game is at showing you exactly what they want you to see, and keeping you from doing anything besides what you're supposed to.</p>
<p>Not supposed to go through a door yet? It's locked. Got a cutscene to watch? I can guarantee every door leaving that room is locked &#8211; even if you just came through it ten seconds earlier. You can walk through a door, have it lock behind you, and then have the <i>very same door</i> unlock the instant you're done with a cutscene or a movie. Happens all the time.</p>
<p>Sometimes they even force you to look in certain directions. Sometimes, this is to make you look at something you're supposed to see. Sometimes, this is to make you look <i>away</i> from something you're <i>not</i> supposed to see. In the first level, there's an exploding shuttle. I bet you remember seeing it explode, right? It was really cool? No! You didn't. Because you <i>can't have</i>. The camera is jerked away from it at the last second, and when you turn back to it, it's <i>already exploded</i>. You're carefully prevented from seeing the exact moment it explodes.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2008/11/ds2.jpg" title="This isn't something exploding. This is a giant monster. There's something exploding off-camera, but I'm not allowing you to see it. That's my story and I'm sticking to it."/></center></p>
<p>The reason for that, of course, is that animating something large exploding in a realistic manner is expensive and hard. It's easier to just <i>not show it</i>. And it works great . . . up until the person realizes what's going on and decides to try exploring the boundaries.</p>
<p>This is a common issue in games. There are a good number of games out there that pretend you're given choices, but actually prevent all choice. The Half-Life 2 series is a perfect example &#8211; the first time you play it feels like an exploration, but every time after that you realize, <i>hey, wait, I'm not allowed to go anywhere else! That exploration feeling was a ripoff!</i></p>
<p>I should mention that this is not necessarily a <i>bad</i> thing. The fact is that most people will never start a second playthrough &#8211; in fact, many people won't even finish the first. It's arguably kind of silly to triple your budget by making content that 95% of your users will never even see. (It's also arguably not. I'll post an entry about this someday.) But it does mean that going through the game a second time is kind of like being invited backstage at a live performance, or having the magician explain his tricks &#8211; all those cute things you noticed the first time turn out to be your own fevered imagination running a bit too fast.</p>
<p>Solution? There isn't one, besides solving the hard AI problem and writing programs that can generate content for us. Unfortunately, this is a ways off, and if we ever do solve it, we've put ourselves out of a job.</p>
<p>All I can say is: <i>be aware of it</i>, and try hard to keep the player from feeling constrained. At least, on the first playthrough.</p>
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		<title>Dead Space Dissection: Here&#039;s Your Bunk, Right Next To The Trash Compactor</title>
		<link>http://www.mandible.net/2008/12/04/dead-space-dissection-heres-your-bunk-right-next-to-the-trash-compactor/</link>
		<comments>http://www.mandible.net/2008/12/04/dead-space-dissection-heres-your-bunk-right-next-to-the-trash-compactor/#comments</comments>
		<pubDate>Fri, 05 Dec 2008 00:20:35 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Dissections]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=119</guid>
		<description><![CDATA[Dead Space takes place on board the the USG Ishimura, a colossal "Planet Cracker"-class mining ship. It's a ship designed to literally rip apart planets to feast on the tasty, tasty ore inside. The ship's architecture varies from tight constricted maintenance corridors to huge open industrial spaces. At various points you visit the hydroponics bay, [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/12/04/dead-space-dissection-heres-your-bunk-right-next-to-the-trash-compactor/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=119" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>Dead Space takes place on board the the USG Ishimura, a colossal "Planet Cracker"-class mining ship. It's a ship designed to literally rip apart planets to feast on the tasty, tasty ore inside. The ship's architecture varies from tight constricted maintenance corridors to huge open industrial spaces. At various points you visit the hydroponics bay, personal quarters, the medical bay, the bridge, and pretty much the entire set of possible important ship locations.</p>
<p><i>Most</i> of the places you travel make sense in context of the ship's purpose. There's equipment suitable for its purpose, the layout is at least plausible, the lighting looks like it would be acceptable before zombies smashed up the place, etc. Some of the places do not make such sense. The ship is weirdly infested with inexplicable circuitous corridors. There are industrial areas that can best be described as mazes of walls. Why is there a maze in this ship? Did the crewmen just want a maze in their ship? There are strangely-placed high-speed trams that lead from one near-dead-end to another (the asteroid cannon being the most notable WTF moment). Why isn't, you know, there just a door which is closer? Are you seriously saying there aren't any other corridors within a kilometer? Overall, a good chunk of the ship <i>just plain doesn't make sense</i>.</p>
<p>Now, if the ship were designed by zombies &#8211; yeah, sure, go for it, zombies are crazy, who knows how they'd design it. But they aren't. It was designed by people. And when you're told that you're walking throughout a human-designed spaceship, and 3/4 of the ship makes perfect logical sense, those moments when you find yourself thinking "wait, why does this area even exist?" are painfully jarring. Why does this maze exist? Well, it exists because the game plans called for a maze, and by gum, we're putting a maze in!</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2008/11/ds4.jpg" title="Isaac finds himself confused and bewildered by the spaceship design."/></center></p>
<p>What's the fix?</p>
<p>The only fix I can think of is to be excruciatingly careful that each location makes perfect sense, both for the game <i>and</i> in the context of the universe. It's hard, it's <i>really</i> hard, but I think it's important. This isn't an issue that's restricted to games &#8211; it's something movies get constantly wrong as well (please, explain to me why the Emperor's chamber on board the Death Star has a hole leading directly to the reactor core <i>without even a guard rail</i>) &#8211; but that's not an excuse, it just means we get more people to laugh at when we finally get good enough to avoid it.</p>
<p>For each zone, for each <i>object</i> in the game, you have to answer two questions. Why does the game contain this? Why does the <i>world</i> contain this?</p>
<p>If you can't come up with good answers to both questions, <i>get rid of it</i>.</p>
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		<title>Dead Space Dissection: The Trouble With Ragdolls</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/</link>
		<comments>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/#comments</comments>
		<pubDate>Wed, 03 Dec 2008 00:20:09 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Dissections]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=112</guid>
		<description><![CDATA[Traditional game animation is (mostly) pregenerated. An animator sits at a computer and carefully poses the motion of each limb. Eventually, you have a spider that crawls across the ceiling and shoots acid in your face. Done! In motion, this looks pretty good. In death, it's problematic. First, unless you've gone to the trouble of [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=112" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>Traditional game animation is (mostly) pregenerated. An animator sits at a computer and carefully poses the motion of each limb. Eventually, you have a spider that crawls across the ceiling and shoots acid in your face. Done!</p>
<p>In motion, this looks pretty good. In death, it's problematic. First, unless you've gone to the trouble of multiple death animations, creatures always die the same way. If you kill five hundred Basic Guards, you'll end up with five hundred identically-posed corpses lying around. Uncool. Second, death animations have nothing to do with the weapon you kill them with. Poke them a thousand times with a needle? He'll scream, fall over, and lie with his face on the ground. Shoot him with a portable nuclear warhead launcher? He'll scream, fall over, and lie with his face on the ground. Uncool. Third, death animations tend to "snap" from other animations. Basic guard takes a flying leap, jumps at you, you kill him midair . . . and suddenly he plays the Death Animation, which involves him instantly standing up in midair, then screaming, falling over, and lying with his face on an imaginary ground, while his corpse eventually falls into a pit. Uncool.</p>
<p>There's a solution to this. Games have gotten sophisticated enough that most modern 3d games include a basic physics engine. You don't need perfect physics for this, something simple is pretty effective. Animations are already based on a simple skeletal model &#8211; arms have two "bones", legs also have two "bones", etc &#8211; and it's easy enough to allow these bones to just move via the laws of inertia and behave properly on impact.</p>
<p>So you kill someone on a tower of boxes, his corpse will tumble down the boxes. You shoot someone with an air cannon while he's standing in front of a railing, he'll backflip over the railing. Rocket launcher to the feet? Flying guard corpse! <i>Cool.</i></p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2008/11/ds3.jpg" title="If you shot that corpse, it would spin, and look awesome."/></center></p>
<p>There's problems. (Of <i>course</i> there's problems. You think I'd be writing about it if it really <i>were</i> that simple?)</p>
<p>Ragdolls tend to be used only for actual death. It's just too hard to recover from a ragdoll collapse if the creature isn't actually dead. You knock a Basic Guard into a pile of boxes and he gets jackknifed between two &#8211; how does your Basic Guard recover from this? He doesn't, but now there's a living Basic Guard jammed uncomfortably into a pile of boxes. It doesn't work well. So ragdolls are only used for death.</p>
<p>But that introduces a new, irritating problem. <i>Ragdolls can be used to detect death.</i> Dead Space includes a gun that fires a shockwave which knocks things down. When knocked down, a lot of the zombies will cheerfully play dead, only to eviscerate you when you turn your back on them. However, it's trivial to determine if they're dead or not. See, when you knock them down, they always fall on their backs, with their legs facing you, and their left leg (from your perspective) slightly lower than their right leg. I know this <i>very well</i> from knocking down dozens and dozens of zombies this way.</p>
<p>When I see them fall down this way, I know they're just going to get up again in a few seconds. When I see them fall down any <i>other</i> way, I know the ragdoll mechanic kicked in, therefore I know they're dead, and therefore I can forget about them.</p>
<p>It's <i>not very suspenseful</i>.</p>
<p>I'm not sure what the solution is. It really is incredibly hard to recover smoothly from a ragdoll-based collapse. On the other hand, unless you have your artists make dozens of death animations, it'll always be easy to distinguish a "real" ragdoll death from a "fake" non-ragdoll death.</p>
<p>But it's a problem, and in a game like Dead Space, where detecting Proper Death is a very valuable skill, it's distracting like you wouldn't believe.</p>
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		<title>Dead Space Dissection: My God, It&#039;s Full Of Zombies</title>
		<link>http://www.mandible.net/2008/11/30/dead-space-dissection-my-god-its-full-of-zombies/</link>
		<comments>http://www.mandible.net/2008/11/30/dead-space-dissection-my-god-its-full-of-zombies/#comments</comments>
		<pubDate>Mon, 01 Dec 2008 00:20:10 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Dissections]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=111</guid>
		<description><![CDATA[Dead Space is a fantastic, fantastic game. Dead Space is a third-person science-fiction horror game. Your character exists. A large spaceship exists. A shitton of zombies exist. Mix and enjoy. Technically, other humans exist as well, but in terms of gameplay they're really only there for cutscenes. There is you, and the ship, and zombies, [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/11/30/dead-space-dissection-my-god-its-full-of-zombies/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=111" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p>Dead Space is a fantastic, fantastic game.</p>
<p>Dead Space is a third-person science-fiction horror game. Your character exists. A large spaceship exists. A shitton of zombies exist. Mix and enjoy. Technically, other humans exist as well, but in terms of gameplay they're really only there for cutscenes.</p>
<p>There is you, and the ship, and zombies, with the zombies attacking you when you do not expect it and scaring the crap out of you. This is not Doom-style "a closet opens in the wall and a monster pops out, and you kill it, and you grab the health pack in the closet, and a second, smaller closet opens up and another monster pops out". This is "you hear a squeaking down the hallway and moving shadows, and you inch around the corner and finally see a bloody corpse hanging from its neck through a vent shaft, and then you turn around and something tries to claw off your face before vanishing through a hole in the floor. Also, there's clanging noises and screams coming from around you."</p>
<p>It's actually quite, quite creepy, and extraordinarily well-done. I quite recommend picking it up, assuming you enjoy playing scary things.</p>
<p>As anyone who's been reading this journal knows, this means I'm going to complain about it. That's just the way things seem to be going.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2008/11/ds1.jpg" title="Hopefully, Isaac has fewer than 23 zombies left to kill."/></center></p>
<p>Dead Space is an immersive game. If you're "playing a game", zombies aren't going to scare you. If you're actually fighting your way through a derelict spacecraft, they are. One of the critical and most difficult parts to any immersive game is to <i>not break immersion</i>. This is hard. <i>Very</i> hard. Dead Space goes to extraordinary lengths not to do so. For example, there's no HUD in Dead Space. You can see your health by looking at your character's back (third-person, remember). Your inventory screen, and any windows or tooltips that pop up, do so via in-game holograms that exist in 3d space. Turn the camera and you can see the hologram from another angle. Monster jumps at you, and, well, it's not like the game <i>pauses</i> &#8211; now you've got a monster on your face with an inventory screen obscuring your vision. Good move, dude. Video cutscenes? Another hologram projection from your helmet. "Click here to pick this item up"? Another hologram projection, centered on the item. Everything &#8211; and I do mean absolutely everything &#8211; exists within 3d space in the game world.</p>
<p><i>Largely</i>, it works. We, as game developers in general, have gotten better at this sort of thing. It's a constant battle, but one we're winning.</p>
<p><i>Mostly</i>.</p>
<p>Dead Space has three problems that I've found. Three big, complicated problems, that deserve their own entries. So I'm giving them their own entries. Yeah, this is a series. So there'll be another post in a few days.</p>
<p>But I'll end this with a question:</p>
<p>What common, constantly-ignored immersion issues do <i>you</i> see in games? What common problem causes you to go "hey, wait! This isn't real!"</p>
<p>And how can it be fixed?</p>
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		<title>LocoRoco: Cocoreccho dissection</title>
		<link>http://www.mandible.net/2008/07/27/locoroco-cocoreccho-dissection/</link>
		<comments>http://www.mandible.net/2008/07/27/locoroco-cocoreccho-dissection/#comments</comments>
		<pubDate>Sun, 27 Jul 2008 22:44:35 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Dissections]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=94</guid>
		<description><![CDATA[LocoRoco: Cocoreccho Developer: Sony Completion level: Not even close Spoilers: I'm not sure how this would be possible. I just got a PS3. What this means is that you may be bombarded with short dissections of short downloadable games. I might eventually make a post about the PS3 in general (summary: it's pretty dang awesome [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/07/27/locoroco-cocoreccho-dissection/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=94" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p><img src='http://www.mandible.net/wp-content/uploads/2008/06/locoroco.png' title="Pacchonbo-mo-inoinoi chakaretapatton pankorakettonto-n" align="right"/><big><strong><a href="http://en.wikipedia.org/wiki/LocoRoco_Cocoreccho!">LocoRoco: Cocoreccho</a></strong></big></p>
<p>Developer: Sony</p>
<p>Completion level: Not even close</p>
<p>Spoilers: I'm not sure how this would be <i>possible</i>.</p>
<hr />
<p>I just got a PS3.</p>
<p>What this means is that you may be bombarded with short dissections of short downloadable games. I might eventually make a post about the PS3 in general (summary: it's pretty dang awesome now and Microsoft's lunch is about to be eaten by Sony) but I may not.</p>
<p>The thing about small short games is that some of them are <i>really really weird</i>. Cocoreccho is an exception to this, mostly because I'm not entirely sure it's a game.</p>
<p>LocoRoco was originally a PSP game. You played the Earth, and tilted your surface to help a bunch of singing blobs defeat a small army of flying dreadlocked heads. <i>I swear I am not making this up.</i> If you think the gameplay sounds distinctive, the art style was even more so, consisting entirely of deformable solid-color 2d cutouts &#8211; on the PSP, no less, where most people were expecting gore and explosions. Add to that one of the most <a href="http://www.youtube.com/watch?v=pFKpyScxv0k">catchy and cheerful soundtracks</a> I've heard in a long time (keep in mind your blobs <i>sing along</i>, with lipsynched animations, in chorus) and LocoRoco made <i>Nintendo</i> games look dull, stodgy, and moderately depressed.</p>
<p>It's a great game, and I highly recommend it. It's also a near-natural fit for the PS3's tilt sensor. All they had to do was port it over, add a bunch more levels, bam! Game!</p>
<p>What they <i>actually</i> made was, in the words of the lead developer, an "interactive screensaver".</p>
<p>You still have a large number of singing blobs (it wouldn't be a LocoRoco game without singing blobs) but instead of getting from one side of the linear level to another, you are instead exploring what can be best described as a humongous Thing. Its behavior will be familiar to anyone who's played the PSP game, as it includes spinny things, bouncy things, sloped things, things with holes, and every other joyous device that we're used to from the PSP game. Your goal is to move a magical butterfly around which attracts singing blobs, use that explore the Thing, find more singing blobs, and wake them up.</p>
<p>That's the game.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2008/07/locoroco-cocoreccho-11.jpg" title="no-ra churere-rotton poraporapetton pu-rorattantan"/></center></p>
<p>Unlike the PSP game, your little blobs have more autonomy than they did before. The Thing has several large "loops" of behavior in it, where the blobs will naturally wander down slops and jump into new areas with wind blowing them back up to the beginning, and your blobs will generally follow the loops on their own, meaning that even if you're not really paying attention they'll be wandering around the level without any help required. This is pretty dang neat &#8211; in many places you can just point the screen at a segment and let it sit while blobs fly through it. I'm pretty sure this is where the whole "interactive screensaver" part comes from.</p>
<p>Unfortunately, as a screensaver, it's a bit of a failure. You see, the screen itself doesn't move around. Wherever you leave it, that's what you're going to be looking at until you move it again. And while the blobs are largely self-motivating, the areas they travel through automatically aren't really particularly interesting. In order to make them do anything of interest, you have to not only control the butterfly manually, but you have to know where the interesting things are &#8211; making it impossible to just sit down and poke at it for a few minutes. Getting anywhere <i>really</i> interesting can easily take fifteen minutes to half an hour of work.</p>
<p>Which is a pity, because I think the idea of an interesting interactive screensaver that could be left on is a really cool one.</p>
<p>I'm going to diverge into philosophy here for a second. Games started as a thing that was Not Business. If you were using a computer for it, it was either Business or Games. It took quite a while for computers to be used seriously for any other sort of recreation (like reading blogs) and even then, it pretty much came down to Business, Games, or Communication.</p>
<p>We're finally moving into using computers for other things. Cocoreccho is something I would consider Art. It's clearly meant to be art, on some level. Unfortunately, it's art jammed into the mold of Game. The artistic things they could have done have been hampered by their desire to make something that should be both played and won. Which is, I have to say, sad. It could have been something More &#8211; but it isn't, and it won't be, because it's a game and it's proved unable to break out of the template of Game.</p>
<p>Cocoreccho is interesting. I'm not sure it's <i>good</i>. But it's interesting, and if what I've been talking about intrigues you, and you have a PS3, you might want to check it out.</p>
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		<title>Phoenix Wright: Justice for All dissection</title>
		<link>http://www.mandible.net/2008/06/20/phoenix-wright-justice-for-all-dissection/</link>
		<comments>http://www.mandible.net/2008/06/20/phoenix-wright-justice-for-all-dissection/#comments</comments>
		<pubDate>Fri, 20 Jun 2008 21:54:44 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Dissections]]></category>

		<guid isPermaLink="false">http://www.mandible.net/?p=88</guid>
		<description><![CDATA[Phoenix Wright: Justice for All Developer: Capcom Completion level: Finished game Spoilers: Plotline may be spoiled. Sorry. Finish the game first. Many many years ago, there was a developer named Sierra, who made adventure games. You played a character (and oh boy, some of them were Characters) who wandered throughout a world, usually a strange, [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/06/20/phoenix-wright-justice-for-all-dissection/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=88" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p><img src='http://www.mandible.net/wp-content/uploads/2008/06/objection.jpg' title="OBJECTION! Your Honor, what's wrong with my hair?" align="right"/><big><strong><a href="http://en.wikipedia.org/wiki/Phoenix_Wright:_Ace_Attorney_-_Justice_for_All">Phoenix Wright: Justice for All</a></strong></big></p>
<p>Developer: Capcom</p>
<p>Completion level: Finished game</p>
<p>Spoilers: Plotline may be spoiled. Sorry. Finish the game first.</p>
<hr />
<p>Many many years ago, there was a developer named Sierra, who made adventure games.</p>
<p>You played a character (and oh boy, some of them were Characters) who wandered throughout a world, usually a strange, bizarre, twisted world, generally with some goal in mind. (Not always with a goal in mind.) You collected random items as you went and jammed them in your inventory. There were puzzles. You solved puzzles, frequently using your inventory, the "plot" continued, and the games were well-received and quite enjoyed at the time.</p>
<p>In retrospect, most of the old Sierra games were <i>terrible</i>.</p>
<p>I don't mean the graphics weren't up to our current standards, because obviously they weren't, we're talking really old games. I mean the gameplay was <i>atrocious</i>. The games penalized you for exploring (by dying), they penalized you for logical deduction (by dying), they penalized you for taking a reasonable approach to the problems (by dying), and even if you somehow managed to pass all the hurdles and read the developer's mind you would <i>still</i> frequently end up in a spot where you couldn't possibly finish the game . . . with no way of knowing that you were stuck. And when I say "read the developer's mind", I really do mean "read the developer's mind" &#8211; puzzles were byzantine at best, and at worst they were an <a href="http://www.oldmanmurray.com/features/78.html">exercise in surrealism</a> that has rarely been matched since.</p>
<p><img src="http://www.mandible.net/wp-content/uploads/2008/06/pq2-300x208.png" title="THANKS, SIERRA. THANKS FOR NOTHING." width="300" height="208" class="alignright" /></p>
<p>Adventure games got more and more complicated, increasingly weird and unsolvable, and <i>nobody realized it</i>. Hell, I didn't realize it at the time &#8211; I loved those games, and it's only looking back on them that I realize how much sheer frustration and guesswork went into playing them. People stopped buying them, they died a grisly protracted death, and considering that Sierra was responsible for much of the genre at that point, I place most of that responsibility squarely on Sierra. Adventure games became <i>entertainment non grata</i> in the industry, and roleplaying games sort of awkwardly shuffled into the niche that adventure games had previously filled.</p>
<hr style="clear: both;">
<p>Many many many many <i>many</i> years ago, there was a developer called Infocom. They made "interactive fiction" games. You had an inventory, you solved puzzles, the puzzles got increasingly complicated and byzantine over time . . . you see where this is going?</p>
<p>Infocom doesn't exist anymore.</p>
<p>Yeah, I bet you <i>did</i> see where that was going.</p>
<hr />
<p>Phoenix Wright is a game about a defense attorney.</p>
<p>Each game is broken up into four or five independent cases. At the beginning of the game, someone is murdered. Someone else will be accused of murder. You defend that person.</p>
<p>The gameplay consists of two segments, which often repeat several times within a case. Occasionally, you'll be in court, picking holes in the witnesses' testimonies, using court evidence and their own words to ferret out the truth. This is <i>amazingly fun</i>. The developers did a wonderful job of making it suspenseful, through music, dialogue, and fabulous art. Alternatively, you might have to inspect the crime scene, interview witnesses, interview people who you can call to the witness stand, etc etc. This part isn't quite <i>as</i> fun, for me at least, but it's still damn entertaining and it makes the first part all the better.</p>
<table>
<tr>
<td><img src="http://www.mandible.net/wp-content/uploads/2008/06/phoenix-confidenta1.gif" alt="" title="Look at this smug motherfucker. Does he know who the real criminal is? Oh yeah. He knows." width="152" height="143" class="alignnone size-medium wp-image-91" /></td>
<td>
<p>"I've never held any sort of weapon. I've never even touched one!"</p>
<p>"OBJECTION! Why are your fingerprints on this sword, then?"</p>
<p>"Where . . . where did you get that? That . . . it must be a mistake!"</p>
<p>"From a broken locker . . . behind your car. With your fingerprints on the lock!"</p>
<p>"Nooooooo!"</p>
</td>
</table>
<p>Phoenix Wright puts a <i>lot</i> of work into ensuring that you can't get yourself stuck. For example, there's no "I'm done, go to court!" button &#8211; if there's stuff left to discover, then you keep wandering around until there isn't. If there isn't, you go to court immediately. The same philosophy works its way into the entire game. If you've discovered all you can from a witness, the cross-examination ends. If you haven't, it doesn't. At all points, you <i>know</i> you have what you need to finish the next segment, because if you didn't have it, you <i>wouldn't be here</i>.</p>
<p>The end result of this is that, generally, it's obvious what you're supposed to do. Either you need to wander around the game world a bit more and look for more clues, or you need to find a contradiction in what the witness is saying <i>right now</i>. The upside to this is that it pushes you along in the game at a reasonably nice clip. The downside is that the game becomes rather linear, which exacerbated by the occasional "false choice" &#8211; you're given a choice, yet all the choices lead to the same path. Still, the writing is skillful enough that you usually don't notice these unless you're watching for them or replaying the game (and, let's be honest here, these games have zero replayability.)</p>
<p>The game <i>almost</i> pulls everything off flawlessly, and if I was writing about the <i>first</i> game in the series, I'd say it did &#8211; because the first game did. I ran into some trouble in this game, and it worries me.</p>
<p>Basically, the cases are getting more complicated.</p>
<p>There's more stuff going on. There's more surrealism. The puzzles aren't byzantine yet . . . but they're sort of nudging around the edges of it. They're <i>considering</i> it. If I was a history major you'd be getting a cute historical joke involving "not being byzantine yet", but I'm not, so just pretend there's one here.</p>
<p>This creates some issues with the linear Phoenix Wright gameplay &#8211; namely, that you can occasionally logic things out <i>better</i> than Phoenix did, and you get penalized for it. And sometimes, even though you know exactly what you want to say, you can't figure out how to say it within the confines of the game.</p>
<p><center><img src="http://www.mandible.net/wp-content/uploads/2008/06/objection.png" title="OBJECTION! Your Honor, you're not very smart!" class="alignnone wp-image-93" /></center></p>
<p>I'm going to spoil the hell out of the third case here, so, y'know, consider yourself warned.</p>
<p>The third case takes place in a circus. The ringmaster was found dead, the magician is a suspect, you're defending the magician, blah blah blah. The real criminal is the acrobat, and at a late point in the game you've figured out that he had both motive and opportunity, but you're still pinning down the details on how it happened.</p>
<p>Well, I wasn't pinning down the details. I'd figured it out. His pet monkey helped him. (This is not abnormal in a Phoenix Wright game.) So when the judge asked if the acrobat had an accomplice . . . well, yeah, he did. It was the monkey. Duh.</p>
<p>But you're not supposed to realize this at that point in the game. Despite being right, that was the <i>wrong answer</i>. I was not conforming to the exact pattern they wanted, and the game penalized me for it, and I had to work gradually through the guesswork they wanted me to guess at . . . eventually coming to the conclusion that, hey, the monkey helped him. The entire process was <i>extraordinarily difficult</i>, as it's very hard to figure out what they want you to say when, in fact, you <i>know the right answer but aren't supposed to</i>.</p>
<p>In a game like this it is <i>vital</i> to playtest thoroughly &#8211; ridiculously thoroughly &#8211; so you can see where people get stuck, and where people think too much and come up with an answer they're not yet supposed to have, and figure out how to design the game so that neither of those are a problem. And this is <i>really really hard</i>, especially when you're trying to make a game which is essentially linear.</p>
<p>There's two more games in the series that I haven't played yet (okay, the most recent one is Ace Apollo, not Phoenix Wright, but it's still the same series) and at least one spinoff being produced. It is <i>entirely possible</i> that they've recognized and fixed the problem by then.</p>
<p>But it's also possible they haven't. And this worries me, quite a bit. We're finally rejuvenating the old adventure game genre, after Infocom damaged it and Sierra did its best to finish the genre off. It's a <i>good genre</i>. There's a lot of fun to be had, there's a lot of entertainment, and I don't want to see it gone . . . but it's also a genre that's very easy to do badly, and very hard to do well, and painfully hard to tell the difference.</p>
<p>Still, I'm looking forward to the next game. We'll see.</p>
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		<title>Patapon Dissection</title>
		<link>http://www.mandible.net/2008/05/22/patapon-dissection/</link>
		<comments>http://www.mandible.net/2008/05/22/patapon-dissection/#comments</comments>
		<pubDate>Fri, 23 May 2008 01:00:43 +0000</pubDate>
		<dc:creator>Zorba</dc:creator>
				<category><![CDATA[Dissections]]></category>

		<guid isPermaLink="false">http://www.mandible.net/2008/05/22/patapon-dissection/</guid>
		<description><![CDATA[Patapon Developer: Pyramid Completion level: Finished game, not 100% Spoilers: I am not going to spoil the plotline. I will be spoiling the gameplay mechanics. If you're planning to play the game, however, you may want these spoiled for you. I swear, it took me a week to figure out what I wanted to say [...]<div class="tantan-getcomments"><a href="http://www.mandible.net/2008/05/22/patapon-dissection/#comments"><img src="http://www.mandible.net/wp-content/plugins/tantan/get-comments.php?p=70" style="border:0;" /></a></div>]]></description>
			<content:encoded><![CDATA[<p><img src='http://www.mandible.net/wp-content/uploads/2008/05/sotp.png' title="Shadow of the Patapon" align="right"/><big><strong><a href="http://en.wikipedia.org/wiki/Patapon">Patapon</a></strong></big></p>
<p>Developer: Pyramid</p>
<p>Completion level: Finished game, not 100%</p>
<p>Spoilers: I am not going to spoil the plotline. I will be spoiling the gameplay mechanics. If you're planning to play the game, however, you may want these spoiled for you.</p>
<hr />
<p>I swear, it took me a week to figure out what I wanted to say here.</p>
<p>I keep notes on games as I play them, y'see. Anything that annoys me, anything that impresses me, any thoughts I have, it all goes into the notes. Eventually I finish the game, and I write up a dissection based on my notes.</p>
<p>Patapon has more notes than <i>every single dissection you've seen so far put together</i> &#8211; as well as two you haven't. To say that I am divided on this game would be an understatement.</p>
<p>So let's start at the beginning.</p>
<p>Patapon is a sidescrolling rhythm game. You control a bunch of little mobile eyeballs with weapons named Patapons, and you "control" them in a moderately indirect manner that takes the form of a rhythm game. You have a set of "commands", and if you punch in the commands with the right rhythm, your little eyeballs do things.</p>
<p>Once you finish a level &#8211; whose goals are virtually always either "get to the end of the level" or "kill a boss" &#8211; you are returned to the Patapon Village, where you can play various minigames, buy and upgrade Patapons, and go out to a new level.</p>
<p>That's the game.</p>
<p>First off, the game is pretty &#8211; I mean, look at that picture up there, that's almost exactly what the game looks like. You fight giant enemies, ten times the height of any of your warrior eyeballs, weapons visibly stick in them as you fight, the animation is brilliant, etc etc etc I don't really have a lot to say about the graphics besides "yum". It's worth buying just for the awesome visuals.</p>
<p>Besides that, though &#8211; Patapon has issues. Big, humongous issues. And it took me <i>days</i> to figure out why.</p>
<p>First off, your units do not have a vast repertoire of abilities. They have, for example, "move right", and "attack". They can also "defend", "run away", and "charge up the next attack". You'll never use "charge". You may notice this gives you four useful abilities . . . in the entire game . . . and you would be exactly right. You will be doing those four things over and over again. There's one more ability &#8211; "magic" &#8211; but to be honest you'll use that one perhaps twice in the entire game. You see, it ends Fever Mode, and that's something you never want to have happen.</p>
<p>So there's the first problem &#8211; there's <i>no variety</i>. Fundamentally you just don't do many things in the game, and you do them over and over again.</p>
<p>The next problem is Fever Mode.</p>
<p><center><img src='http://www.mandible.net/wp-content/uploads/2008/05/tlop-tp.jpg' title="The Legend of Patapon: Twilight Princess" /></center></p>
<p>Patapon is, as I mentioned, a rhythm game. Each of the abovementioned "attacks" is four drum beats, which you press in rhythm. If you get the rhythm right, consistently, then your Patapons eventually enter "Fever Mode" and become useful.</p>
<p>Yeah, read that again. If they're not in Fever Mode they are <i>basically useless</i>. Archer units fire <i>three times as many arrows</i> in Fever Mode and I think each of them does more damage. Mounted units gain the only ability that makes them worth bringing along. Units run away faster and go further &#8211; without Fever Mode they kind of run away, a bit, and then get stomped by the huge range of the enemy you're currently fighting. Their defense gets stronger, their speed goes up, <i>everything your units do is vastly improved</i>, with the end result that your performance is directly correlated to how long you can maintain Fever Mode.</p>
<p>And Fever Mode is a fractious, unruly beast-queen. The manual is unclear on how it starts and ends. Sometimes you'll enter it after a mere three commands, sometimes it will take ten. Sometimes you'll have no trouble staying in it for long periods of time. Sometimes it will end for no obvious reason, even when the commands seem to have been input correctly. A frustratingly large amount of the time it will end on the very next command after you enter it. The timing that you need to push buttons is extremely tight, and there's no visual or auditory clue as to whether you're too early or too late. There is an auditory clue as to how close to the beat you are, but it's subtle and if you start concentrating on it you're <i>almost certain</i> to miss your timing a little bit &#8211; which sort of defeats the point of concentrating on it. On top of that, the mechanics involved with Fever Mode are byzantine and complicated, and <i>never explained anywhere</i>. More than once, especially at the beginning of the game, you'll be fighting a boss, and you'll think "oh, maybe I will beat him this time!" and then you'll drop out of Fever Mode randomly and get slaughtered.</p>
<p>Yes, there are bosses that will one-shot your entire army.</p>
<p>Unless you're in Fever Mode, of course.</p>
<p>And to cap things off, there's the Patapon Village. You can buy new Patapons, but apparently randomly you'll get a different kind of patapon &#8211; maybe one with bunny ears that can't use armor? Maybe one that looks like a hedgehog! Or, hey, this one has <i>angel wings</i>. Unless you're extremely observant you're just not going to figure out what causes different Patapon types until you &#8211; like me &#8211; go and check a walkthrough.</p>
<p>It took me about a week to figure out what the underlying cause to all of this annoyance was.</p>
<p><center><img src='http://www.mandible.net/wp-content/uploads/2008/05/ppr.jpg' title='Patapon Patapon Revolution' /></center></p>
<p>There's a concept I've heard of which is occasionally called an "expert interface". The idea is that it's an interface designed explicitly for experts to use it &#8211; not for novices. A lot of professional 3d software has this sort of interface &#8211; it has a grueling, brutal learning curve, but <i>once you learn it</i> you're able to work incredibly fast &#8211; far faster than you would be able to work with a "novice interface". Often these interfaces include many byzantine and inexplicable key combinations, and every aspect of them is chosen for speed of work rather than intuitiveness.</p>
<p>Patapon is an expert game.</p>
<p>The game isn't designed for newbies. It isn't designed for casual gamers. It's designed for people who are willing to sit down and absolutely master the interface, and it's designed to <i>still give them a good gameplay experience</i> once they do so. Experts don't need to be told whether they were just a little too fast or a little too slow on a button-push &#8211; they <i>just know</i>. Experts know that dropping Fever Mode is probably death, and they just won't drop it. Experts will understand the nooks and crannies of the interface and, honestly, probably won't even notice them.</p>
<p>Patapon does a <i>really good job</i> of being an expert game.</p>
<p>Once you figure it out &#8211; which takes quite a while, admittedly &#8211; it has amazing flow. Yes, there's only four things you'll realistically be doing, but it like you're coordinating the movement of all your little suicidal patapons rather than simply giving them orders. Enemy ahead! Pata pata pata pon! Attack! Pon pon pata pon! Keep attacking! Pon pon pata pon! Dodge, pon pata pon pata! Pata pata pata pon! Pon pon pata pon! Chaka chaka pata pon, pon pon pata pon, pata pata pata pon, pon pon chaka chaka, pon pon pata pon!</p>
<p>(Don do-don do-don.)</p>
<p>And <i>that's</i> when the game shines &#8211; when you're no longer fighting with Fever Mode, when you're not trying to decipher what the hell a "Mofeel" is and where it came from, when you're just assaulting these ridiculously gigantic and fantastic monsters with your army of little eyeballs.</p>
<p><center><img src='http://www.mandible.net/wp-content/uploads/2008/05/ppsm.jpg' title="Pata and Pon: Size Matters" /></center></p>
<hr />
<p>It's worth talking about Expert Games a little more, because I expect that this is going to come up again. I don't think the people who made Patapon intentionally made an expert game, because if you intentionally make an expert game, you generally think to include a good detailed tutorial.</p>
<p>Accidentally making an Expert Game is unfortunately easy. It's a common trap to fall into in game design. The game is yours, therefore you know everything about it. The mechanics are clear to you (since you know them all by heart) and therefore you see no problem with learning them. You can make a game which is fun, balanced, and polished, and then release it to the world and . . . nobody can figure out how to play it.</p>
<p>This is, incidentally, sometimes I've tangled with constantly in Devastation Net. Devastation Net is an expert game. You're meant to get to the point where you fundamentally know the weaponry, and where you fundamentally know the abilities of tanks, and <i>that</i> is when the strategy takes place. Partially I'm trying to solve this by making all of the game balance numbers available to you, and in your face &#8211; move the cursor over a tank, you instantly see how tough it is and how fast it is. Choose a weapon and you should quickly see how it works. Partially, though, I'm having trouble with the learning curve, because teaching people things is <i>hard</i>, especially when it's an uncommon game style.</p>
<p>Unfortunately it's really not something game designers have much experience with in multiplayer games. Generally, the way you teach the game to someone is you lead the player through a single-player campaign that unlocks things one step at a time. That just doesn't work with a multiplayer game.</p>
<p>I'm still trying to find a good solution, to be honest.</p>
<hr />
<p><img src='http://www.mandible.net/wp-content/uploads/2008/05/pb.jpg' title='Patapon Battalion' align="right"/>I've rambled on long enough at this point.</p>
<p>Patapon is a beautiful game. It is also a fun game, once you get past the initial learning curve. Don't be afraid to check a walkthrough on this one &#8211; read everything except the mission descriptions, and you'll be thankful.</p>
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