Goodbye Quick Time and Hello Emotion

Quick time events get a lot of disrespect, and rightly so. They are often used a crutch, but I’m still in the camp that thinks that some games can pull it off. It’s hard, but it’s possible. I recall many years ago enjoying the original God of War; I also enjoyed how Mass Effect handled them during cutscenes and conversations.

The good use of quick time events (QTE) is rare. It seems that most games just use QTEs as a way to wrench in something that they can’t figure out how to put into regular gameplay. This makes the sequence of button pressing feel forced and out of place: thus many gamers despise them.

At Venture Beat there is an article on why QTEs are so problematic:

Best I can tell, game designers have used quick-time events in the same way that rednecks use duct tape. They asked themselves how they could best convey complex in-game cinematic moments in a way that still engages the player, and (after three beers and a hearty shrug) decided that a series of predetermined button presses at just the right moment could hold the whole thing together while they waited for a part to come in the mail.

So if QTEs are not the solution for conveying stories (and other important things in games) then what is? Emotions.

Like with most forms of entertainment, a good story can carry anything. People will overlook low budgets and awkward design choices if the story is engaging enough.

At the recent GDC there was a panel on this very issue. Polygon covered it and it’s worth the read.

“Plots are not earthquake-proof,” she said. “Focus on the emotional journey instead.”

O’Connor added that emotional journeys like a story of redemption or a story of heartbreak do not fall apart when things are inevitably moved around.

One of the final points addressed by O’Connor and Beaver is the importance of involving a writer in multiple facets of game development — from level design to mission and quest designs to determining the pacing of the game.

“Story isn’t just cinematics and voiceover,” O’Connor said. “It includes level design. Story is what the player does. It’s where the player will get emotionally attached and engaged. The speed in which they do things affects how they feel.”



April 5th, 2013 by Adam

What is a Skybox?

Most video games benefit from having a sky to increase a feeling of immersion and most of those skies are in the form of a box, a skybox. The way the sky looks can greatly alter the feeling of a game from bright and happy to cold and gloomy. Just picture Katamari Damacy with overcast or Dear Esther during golden hour – it would change the feeling of the entire game.

The skybox is essentially anything beyond the immediate environment that the player will see: it can include the horizon, the sky, and even the ground.

Over at GamesRadar they have a very subjective take on what they consider to be the best skyboxes in video games. I just like the fact that skyboxes are being evaluated in this way.

The design of the skybox can literally change the atmosphere of the game. It can quickly establish if the player is on a different planet like in Mass Effect or if magic is twirling in the air.

Most skyboxes are done in 2D, and can be made realitevly easily in your image editing software of choice. Unity3D has a good writeup on how to create a skybox and use it in their engine. It is possible to make 3D skyboxes and Valve has implemented such a feature in their engine, on their developer wiki you can see how they work and how to make a 3D skybox.



March 28th, 2013 by Adam

Round-up of Good GDC Vault Presentations

GDC-Logo
Sadly, I’m not going to GDC this year so to make up for it, I scoured the vault to find presentations I previously enjoyed as well as new ones (to me). I thought I’d share some of my favourite talks for other people who, like me, are missing out on this year’s fun.

The GDC Vault has a nearly every presentation and panel from previous GDC events. There is a ton of content within it which is really good and you should go through it to find stuff directly related to you. Below, are links to some choice GDC presentations from 2011 & 2012.

All the links are to free content in the vault (some  presentations that have only slides below may have video for paid accounts).

 

From GDC 2011:

 

From GDC 2012



March 25th, 2013 by Adam

Study: Female Voices In Online Games Get Less Respect

To anybody who’s played an online game with voice chat it should come to now surprise that a female voice gets negative attention. This is sad. A study that looked at gamers in their environment (opposed to sitting in a lab) playing online games. Titled, Communication in multiplayer gaming: Examining player responses to gender cues, the results are clear: when people’s gender is exposed it garners a reaction not necessarily to the content but to the speaker’s gender.

From the paper’s abstract (emphasis mine):

The researchers played against 1,660 unique gamers and broadcasted pre-recorded audio clips of either a man or a woman speaking. Gamers’ reactions were digitally recorded, capturing what was said and heard during the game. Independent coders were used to conduct a quantitative content analysis of game data. Findings indicate that, on average, the female voice received three times as many negative comments as the male voice or no voice. In addition, the female voice received more queries and more messages from other gamers than the male voice or no voice.

At the Mary Sue they snipped this part from the paper which I also thought was worth sharing:

On several occasions the female condition was exposed to derogatory gendered language. For example, in one particular game nearly every utterance made by the female condition was met with a negative response by a particular gamer. When the female condition said ‘hi everybody’, the other gamer responded with ‘shut up you whore’ followed a few seconds later with ‘she is a nigger lover’. When the female condition said, ‘alright team let’s do this’, the other gamer replied, ‘fuck you, you stupid slut.’

Sure this study was done for one game and the particular culture around it, but it is telling as to why some women are reluctant to participate via voice in games.

This Forbes piece on how to stop sexual harassment in online games is good to read in regards to the above.



February 20th, 2013 by Adam

Play Dune II Online – Classic RTS

Somebody has built the classic real time strategy (RTS) game Dune II so it can be played online! I thought today was going to be a productive one – not anymore!

I played this as a kid and I have fond memories of the game, little did I know at the time that it was the quintessential RTS that all RTS games would stem from. Wikipedia’s Dune II page has this nice list of elements from Dune II that first appeared in the game which have since gone on to be included in later RTS games:

  • A world map from which the next mission is chosen
  • Resource-gathering to fund unit construction
  • Simple base and unit construction
  • Building construction dependencies (technology tree)
  • Mobile units that can be deployed as buildings
  • Different sides/factions (the Houses), each with unique unit-types and super weapons
  • A context-sensitive mouse cursor to issue commands (introduced in the Mega Drive/Genesis version)

The online version uses OpenDUNE which is an open sourced version of the game.

So if you haven’t yet done so, go play Dune 2 online now!

Via Reddit.



November 30th, 2012 by Adam
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