Recent Updates RSS Toggle Comment Threads | Keyboard Shortcuts

  • Richard Knight 5:48 pm on November 29, 2011 Permalink  

    Where’s my Meta-Narrative? (Assassin’s Creed: Revelations) 

    Come Turkey Day, playing Assassin’s Creed has quickly become a tradition. Whether a yearly release is a good idea or not is probably a good topic for another day. But I think it’s worth talking about how the real sticking-point in the craw of many players this holiday season – the ending of Assassin’s Creed: Revelations.

    (Yeah, I’m about to get deep into series spoilers, so if you’re not willing to make that jump, maybe now is a good time to bail out. Also, I’m probably about to badly mis-use a word or two.)

    In Assassin’s Creed II, the payoff comes in the form of a surprising meta-narrative. In the game’s climactic scenes, a strange deity talks through Ezio (the player’s character) directly to you to impart a quest for future titles to explore. Though the game story takes “you” to mean Desmond Miles (the reluctant sleeper of the series) the deity is clearly talking to “you”, the player, as if clearly cognizant that the fate of the world is really in your hands and not any of the fictional characters. It’s a surreal moment that both makes you wonder if the 4th wall was broken and – more importantly – keeps you involved by pressing the importance of the story right in your direction.

    (And it makes sense, right? Without you, Desmond Miles was some loner who got himself locked up. With you, he broke out, became a master Assassin, and cornered Italy’s stock market! I’d want to talk to the player too.)

    Assassin’s Creed: Brotherhood opts for another meta-narrative option – the Snake Eater “inevitable action”. The second of those fancy deities thrusts you (Desmond) into the impossible situation of having to kill a friend, unprovoked, with only a mystery motivation to go on. Any button press at this time is a brilliant – if frustrating – struggle against the game itself, because every press (even the non-aggressive ones, like “left”) only pushes the knife closer to the character you hold dear. The game isn’t calling your name, but the mechanics are making you own up to the on-screen events nonetheless.

    This addressing the player – “us” – is what I’m defining as the meta-narrative, a little-used way to draw the player’s attention to a game by keeping the story firmly behind the 4th wall, yet issuing a challenge aimed directly through it and into the hands of the player. I’m not going to argue that every game needs to use such a device, but in Revelations, well…let me get to that right now.

    In Assassin’s Creed: Revelations, our hero-within-a-hero (Ezio) is given a task from nearly the beginning of the game. Find the treasure of his predecessor. But in doing so, he opts to do the one thing that leaves the player unsatisfied: he leaves it be and goes home.

    “What?!”

    Thematically, it makes perfect sense. Revelations is a tale of choices. First, Altair chooses his legacy over the comfort of growing old – he cannot ignore the order he grew up into any longer, even if it costs him everything he held dear. Second, Desmond explores the depths of his unconscious to figure out that becoming an Assassin wasn’t just a desperate decision, it’s his choice, and his choice alone. From those perspectives, Ezio deciding that he had to give his own life a chance and set aside the war seems perfectly reasonable. And in terms of the fictional history of the Assassin’s Creed universe, maybe it’s just plain unavoidable.

    But to us, the players – the customers – he’s saying that he’s done with us. And there’s probably a better way to do that than with a cutscene. This is the missed opportunity – that he breaks up with us without a choice, without a salute. He has defeated the bank robbers but opted to leave the vault unlocked on the way out.

    “Okay, game designer tough guy, how would you do it better?!”

    Making another “unavoidable action” would seem like a tired pony so soon after the last one, I admit. So I suggest something entirely different instead – the dual answer. Simply allow the player to make the overt choice – keep the treasure, or leave it be. Maybe the treasure overwhelms your senses until you drop it, or perhaps Sofia’s words ring in the air like a hammer. Hell, maybe a teaspoon of fate intervenes to ensure your choice ends the same way (if not in the same place.) But let the player feel like they owned their choice, whatever it may be. We’ve played too long to give up now, so please, please

    Don’t just hang up the phone and load the credits.

     
  • Richard Knight 5:00 pm on January 22, 2011 Permalink  

    On Credits 

    From a thread on NeoGAF about excessively long credits:

    Alright, just beat the game! It’s time for credits!

    Alright! There’s the game directors and producers!
    And the development team!
    And the voice actors!
    And the testers!

    That should about wrap it… wait, it keeps going?

    Oh, the localization team.
    And the localization teams for every region……
    And there’s the CEO of the company…..
    And all the other chief executives…..
    And the marketing and PR people…
    And I guess you can’t forget all the babies born during development.
    And all the single lines that members of the dev team get to put in to thank their families and the snack food companies….
    And lastly…. the Special Thanks

    Jesus. Those credits took what, 20 minutes to get through?

    The sad truth of it is, the average game developer has little control over the credits. As much as it should be a continued part of the “game” experience, there’s just too much fighting against the average game to expect anything more than simple, long credit roll:

    Too Expensive
    It’s very unusual for a design with a credit sequence to survive pre-production. Every game out there has at least a dozen things that are in the “want” pile instead of the “need” pile, and credits are so low on the importance ladder that they are cut early, if not first. (I’ve only once worked on a game where credits were even factored into the schedule.) As a result, most games with creative or interactive credits are typically AAA projects that had enough people waiting around with time on their hands at the end of production.

    Publisher’s Buck
    Whereas many developers tend to compress theirs up to avoid disagreement over title (that’s why you may see 3-5 people under, say, “Designer”), publishers are typically exact and specific. Instead of “Marketing Team” and 5 people listed there, it’s Assistant to the Executive Marketer, Vice-Assistant to the Executive Marketer, and so on. EVERYBODY at the publisher gets credited, and it’s mandatory. Your contract ain’t done until it’s in as specified. (I’m not necessarily against this, but it is exhaustive.) It is, however, pretty rare to find any sort of clause about making them non-skippable; that you can typically blame on the developer.

    Dirty Politics
    On the developer side, there’s a a sort of dirty politics that comes into play when it comes to who gets credited and for what. It’s really different depending on the studio, but it’s not unheard of for developers to strike people from the credits (or move them to special thanks) because they didn’t stay at the studio until the game was finished. (Say what you will about unions, but this is one thing that gets nailed down in film.) I’ve actually known more than one developer who has actually had language in their work contract regarding how they should appear in the credits. Special Thanks are a bit more of a mixed bag. Some studios will let developers add one or more people to the list rather freely, while others will strictly control it, saving spots for developers who left early, or to give thanks to people from ownership or the publisher team. In anything short of an indie studio, it’s very rare for an individual developer to have any control over what goes in.

    …Okay, But We Still Need Credits
    Okay, credits are more of a film thing in origin. But we still need them. We need to credit the people who spent so much time making these games. Even when they’re long or full of problems listed above, credits are our proof of what we contributed. (Hell, every game should have it easily accessible from the options menu.) But that doesn’t mean every game needs a 10 minute, cut-to-black roll after the final boss.

    My thinking? Just because we’re at the “end” of the experience doesn’t mean the gameplay should come to a crashing halt. It doesn’t need to be difficult; hell, it doesn’t even need to be the same gameplay as the main game. But there should be something for the player to do – a “thank you” letter in game form from the developer to the gamer who spent so much time on the game we worked so hard to build. Take a cue from social games – do whatever it takes to shout “come back, we miss you!”

    Just cutting to the credits on a black screen feels roughly equivalent to texting “kthxbye”.

    Further Study:

     
  • Richard Knight 4:29 pm on January 17, 2011 Permalink  

    10 Things to know about GDC 

    GDC 2011 (poster)

    It's worth it.

    For the first time in my career, I had a chance to go to the Game Developer’s Conference, held this past April in San Francisco. Now, I must admit I was a bit skeptical – it doesn’t take much to know that to much of the gaming press, the Bay Area is seemingly the extent of the gaming industry – but it was an enormously interesting event to go to, and clearly the best event for any developer to go to (and that’s speaking as someone who’s been to his fair share of E3′s…)

    That being said, there’s a few things you need to know:

    1. Bring Money.
    At around $1500 USD, the all-access pass is no joke. And then you have to figure in a hotel, food and booze…even a roaming plan for your phone. But GDC is a melting pot. With the best pass, you have the flexibility to see whatever you want to see, even if it’s outside of your immediate profession. Want to know what localization guys are screaming about? Here’s your chance.

    2. Be Prepared to Meet People.

    Look, I’m not the most social person in the world. But the moment you step into that hall, 99.9% of the people there are going to be people you’ve never seen before, and you’re going to need to talk to some of them. Whether it’s to apply for a job, to meet a random contact, or just make small talk in-between sessions, you can’t afford to stay silent.

    The good news? Almost everyone there is just as friendly and willing to talk to you, so the feeling will be mutual.

    3.  Bail Out.
    This might sound a bit controversial, but…don’t just hang out in sessions out of politeness! Each day is jam packed with sessions to attend, and you could be missing out on the one chance you had to see it! Some of the most popular sessions have line-ups 20 minutes beforehand, and I didn’t regret bailing out of another session to get that seat.  (Do, on the other hand, be nice enough to fill out a survey on the way out…)

    4. When in Doubt, Go to Sessions with Multiple Speakers.
    It’s kind of like the difference between making a short game and a long game – the shorter it is, the better proportion of A-list material you get to the duration. Go to a long session, and it may be interesting…or you may want to walk out halfway through.

    Multiple-speaker sessions can alleviate this because everybody has something to say. As soon as one person gets tired, somebody else is there to pick up the torch, and often times the interplay between speakers alone can fill up all of the session time. (The most successful panel’s I’ve seen try to limit speakers to 10 minutes or less…)

    5. Go to sessions you WANT to go to.
    Sometimes your job may ask you to go to specific panels (or perhaps you feel compelled to, for your own reasons.) Try not to do this.  The great thing about GDC is learning from people with different perspectives.

    6.Time-Booze-Sleep Balance
    It’s a classic game design setup – how much time you spend on each of these will ultimately determine how much you get out of GDC.  I’ve seen people who drink themselves silly at parties and then be unable to show up for sessions the next day, and I’ve seen people who schedule their time so tightly that they basically show up for sessions and then fly home.

    Find a balance that let’s you bail out for a breather and lunch. Find a balance that lets you meet people and see the Career pavillion. (And if the hangover is that bad, I remember Blue Bottle Coffee having some pretty powerful espresso…)

    7. Don’t wait; meet people!
    Got some time waiting for a session to start? Talk to somebody. Seriously.

    Our industry is full of people getting hired because of who they know. Last year, excluding parties, I met people from two dozen game studios. I had dinner with high level staff from another. I heard about two parties I previously wasn’t aware of, and I got to meet many people from the press who previously I’ve only heard from on podcasts.

    “Nothing ventured, nothing earned.”

    8.  Take notes! Even on business cards!
    There’s no magic tech solution, guys. Everybody still runs on business cards.  If you want to remember the last 10 people you met at a party, the best way to do it is to just write down something about them on the business card you’re given. (That way when you want to add somebody on LinkedIn, you have more than a half-forgotten, booze-sunken memory to work from.)

    9. You can bring a laptop, but…
    There’s a lot of walking around – whether you’re going to a party or just walking the conference halls – and very few outlets to go around. A notepad is honestly still the best way to jot down what you wanted to know, and I bet you’ll see a lot of people this year using iPads.

    The point is, the less you have to carry, the farther you can go.

    10. Follow up.
    Unless it’s somebody you really don’t want to remember, make sure to follow up with LinkedIn (or email) afterwards. Most people wait until after GDC is done, but  make a point of sending those invites (and mentioning where/when you talked at the show) and most will be glad to add you to their connections or maybe even include you on future opportunities.

     
c
compose new post
j
next post/next comment
k
previous post/previous comment
r
reply
e
edit
o
show/hide comments
t
go to top
l
go to login
h
show/hide help
esc
cancel