Showing posts with label gamasutra. Show all posts
Showing posts with label gamasutra. Show all posts

Wednesday, January 28, 2015

On Becoming a Game Writer / Gamasutra Columns by Richard Dansky | Central Clancy Writer | on October 10, 2013

http://blog.ubi.com/the-write-stuff-on-becoming-a-game-writer/


On Becoming a Game Writer
One of the questions I get asked most frequently is How do I get into game writing? Now, this isn’t the same as How did you get into game writing? Ask ten game writers that question and you’ll get twelve different answers. No, what people are looking for is the clear and well-manicured path into the profession – a certain set of steps to follow that, once completed, will yield a position as a game writer.

This is a perfectly reasonable question to ask, and in a just and fair and logical world, it would have a simple and concise answer. Unfortunately, we are not living in that world. There’s a reason every game writer’s journey is different, and that’s because different companies are looking for different things in a writer. Some embrace the role and smooth the path, some have very specific needs and wants, and some aren’t quite sure what exactly they’re going to do with a writer, but they’re pretty sure someone needs to be generating some text assets for their game right about now. There is no one true way, and anyone who tells you there is, is most likely trying to sell you something they’ve written about how to become a game writer.
On Becoming a Game WriterThat being said – and bearing in mind that I am not, in fact, trying to sell you anything – there are a few things you can do to advance toward game writing. They’re not hard and fast, there’s no achievement unlocked after accomplishing them, and they may seem a little counter-intuitive in places. But in 14 years of doing this, I haven’t found anything better. So, if you want to be a game writer, here’s what you’ve got to do:

Check Your Ego

If you believe that you are going to walk in the door as a writer, elucidate your grandiose vision for the story you want to tell and have the development team magically transmogrify into Oompa-Loompas who are there to actualize that vision, you may find yourself sadly disappointed. A writer is part of a team, there to mesh harmoniously with folks from other disciplines in order to create the player experience. Fail to understand that you are part of a team – that you are creating assets and providing deliverables, not cavorting through the fields of the Swiss Alps in a smock whilst declaiming Romantic poetry that the rest of us are privileged to hear – and you will probably also fail to understand why nobody wants to work with you.

Play Games

If you want to write games, play games. To write for any medium, you need to understand that medium’s unique form and demands. The best way to acquire that knowledge is to consume that medium, and by consuming that medium – or as we call it, “sitting your butt on the damn couch and playing some games” – gain both experiential and instinctive knowledge of what works.

It’s not the only thing, of course. You don’t sit through twelve hours of Dynasty Warriors 8 and emerge with the knowledge of how to write meaningful systemic dialog chewing its way out of your head like a particularly hungry Athena.On Becoming a Game Writer You do, however, walk away with a pretty decent sample size of things that worked and things that didn’t work, and you can start putting that knowledge to use in your own work.

Observe Games

Of course, when I say “play games” I don’t just mean “play games.” Racking up body count in adversarial is cool, but if you’re focused exclusively on optimizing your play, you’re missing the chance to observe game writing in its natural habitat.

So play as a player, but also play as a writer. Listen to the dialog. Observe the visual storytelling. Look at the text that gets used, and ask yourself why those choices might have been made. See if you can reverse engineer – and thus understand – the narrative design.

Do this, and you’ll get a better grasp of how game writing works when the rubber hits the road. It’s not just the words, it’s when the words get used, and how many, and to what end, and where there are no words at all. Watch the game as you play it, and learn.

Make Games

The best way to learn what works as writing in a game is to get your writing in a game. Luckily, we’re in a place in the evolution of the industry when it’s possible to get your writing in a game even if you’re not working for a game company.

Go find yourself a Game Jam, or haunt a local college’s CS department bulletin boards to find groups that are making games on their own. Offer your services as a writer, even if all they need is menu text. Grab a tool kit and make something with your words in it. Get your stuff in a game and see how it plays.
On Becoming a Game Writer
And I’ll be honest here – odds are your first few cracks at it aren’t going to be great. That’s OK. This is the space where you can learn, and you can get better without your employment being on the line. Because the more games you write for, the better you’ll get at recognizing what does and doesn’t work, and the quicker you’ll build the habits of good work you’re going to need.

Besides, it doesn’t hurt to have actual, honest-to-Murgatroyd games in your portfolio.

Tweet

And by tweet, I don’t mean HAW HAW CAT VIDEO LOL. One of the things Twitter does is force you to phrase complete thoughts in a constrained space. This is entirely akin to writing for games, where you must on occasion phrase a complete thought in a space that is entirely constrained by the number of characters the German localization is going to require. Or, more likely, constrained by the fact that you don’t want your dialog to ramble, potentially interrupting gameplay in the process.

So tweet, and tweet smart. Learn how to write short, pithy sentences that communicate a point. And lay off the cat videos.

Talk With Game Writers

The best way to learn about the job is to talk to people who have done the job. This is not a surprise, nor is it unique to game writing. So, if you’re interested in the role, find ways to interact with people who are doing it. Go to conferences where game writers are speaking. Follow them on social media and engage – respectfully. I was wondering if I could ask you a few questions goes a lot further than Why did you make that incredibly stupid decision in your last game? Look to the IGDA Game Writing Special Interest Group and get on their mailing list. Make a reputation for yourself as someone who can engage cogently and professionally, and who has interesting things to say about the subject matter.
On Becoming a Game Writer
Also, don’t be a jerk.

If you do these things there’s a better shot that when someone has an opening and your name gets floated as a possibility, you’ll get a positive response. As opposed to, say, slagging a writer on your blog and then turning around and asking them for work. Because that always goes so well.

Taking the Next Steps

Will doing all these things get you a job as a game writer? No. Knocking on doors, sending out resumes, applying for gigs and presenting good work in your portfolio will actually get you the job. But if you do these things, you’re in a better position to be ready to knock on doors – and to be prepared to seize the opportunity when somebody answers.

For more of Dansky’s advice for writers, check out this post:

Tips for Writers
the author

Perhaps best known for his brief stint as the world’s leading authority on Denebian Slime Devils, Richard Dansky has been with Red Storm/Ubisoft since 1999. His first game was Shadow Watch and his most recent one is Splinter Cell Blacklist. In between he’s served on the advisory board for GDC’s Game Narrative Summit, helped found and develop the IGDA Game Writing SIG, and appeared on Gamasutra’s list of the top 20 game writers in 2009. He has also published six novels, one short fiction collection and a ton of tabletop RPG sourcebooks, which is why you should never tell him about your character. For a tantalizing taste of Dansky's inimitable insights, read his recurring column on the UbiBlog ("The Write Stuff") and follow him on Twitter: @RDansky

Monday, October 21, 2013

Postmortems at Gamasutra

http://www.gamasutra.com/features/postmortem/


Postmortem: DrinkBox Studios' Guacamelee! 6
by Anonymous [09.23.13]
Learn about the development of the popular and acclaimed PlayStation Network Metroidvania -- including how the game's distinctive look evolved and competition for studio resources created friction.
Business/Marketing, Design, Postmortem, Production, Indie

Monsters from the Id: The Making of Doom 1
by Array [08.22.13]
From the very first (January 1994) issue of Game Developer magazine, this feature on Id Software paints a unique portrait of a legendary developer whose games would launch a genre.
Postmortem, Game Developer Magazine, History, GD Mag, GD Mag Exclusive

Postmortem: Kingdoms of Amalur: Reckoning 11
by Array [07.30.13]
In this postmortem, reprinted from the April 2012 issue of Game Developer magazine, former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with Kingdoms of Amalur's production leading up to a release that would sink two studios.
Postmortem, Production, GD Mag Exclusive, Alternative Funding

Postmortem: Game Developer magazine 8
by Brandon Sheffield [07.05.13]
In this postmortem from the final (June/July 2013) issue of GD Mag, Brandon Sheffield turns the critical lens inward to examine the ups and downs of GD Mag's 19-year legacy.
Postmortem, Game Developer Magazine, GD Mag Exclusive

Postmortem: Resident Evil 4 8
by Array [06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design, Postmortem, Art, Game Developer Magazine, GD Mag Exclusive

Postmortem: Treyarch's 2002 hit, Spider-Man 2
by Array [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive

Postmortem: Pangalore's Knightly Adventure 3
by Array [06.21.13]
A 3D Unity MMO for smartphones and social networks -- one which has cloud-based saving and social elements? Oh, and it's the company's first game ever -- developed across two continents? No big deal.
Business/Marketing, Postmortem, Production, Art, Smartphone/Tablet

Postmortem - Sony Santa Monica's God of War: Ascension 11
by Array [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, GD Mag Exclusive

Postmortem: Appy Entertainment's Animal Legends 7
by Array [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China

A Mini-Postmortem Roundup 5
by Array [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive


http://www.gamasutra.com/features/postmortem/

gamasutra, game, game design, post mortem, postmortem

Saturday, October 5, 2013

Ten Principles of Good Level Design (Part 1) by Dan Taylor on 09/29/13 at Gamasutra.com

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Over the years I’ve had the privilege of creating levels at many great game studios.  One thing that surprised me was that each of these studios had a totally different approach to level design, even though the basic content was extremely similar.

Some had a logical, almost robotic approach to constructing levels, whereas others just threw as many ideas at the wall as possible, in the hope that something would stick.

Whilst each approach had its advantages, it occurred to me that there must be a way of formalising the core elements of good level design in order to create levels that are both logical and innovative.  I looked to my classic design background for inspiration, and was reminded of Dieter Rams’ Ten Principles for Good Design.

Whilst these principles serve as a fantastic guide for product design, and, with a bit of creative interpretation, high-level game design, applying them directly to level (and mission) design required slightly too much force.

Instead, I’ve used them as a loose template, to create ten Ramsian principles for designing compelling videogame levels (with the occasional detour into the realms of systems and narrative design) supported by some examples of great games in which you can observe these principles at work...

Good level design is fun to navigate

In most cases, the player’s core method of interaction with your level will be navigation – the process of actually traversing the level.  Careful layout, lighting, signage and other visual cues should create a natural “flow” to the level that guides the player instinctively through it.

From an aesthetic aspect, a game’s levels should all work together to create a consistent visual language, through the use of colour and form, that the player can learn, to progress intuitively through the level (Fig. 1).


Figure 1:  Mirror’s Edge - in DICE’s seminal 1st person parkour game, the entire art style is geared to guide the player elegantly through the level. Even the screensavers on office computers help to point the player in the right direction.

This may seem like a fairly obvious guideline... but here it is important to understand the difference between “intuitive” and “fun”.  Whilst basic progress through the level should be effortless, navigational gameplay can also be used to create fun.  It is entirely appropriate to hide areas from the player, to add depth and replayability through exploration (as long as you provide the necessary visual or narrative clues), or to create areas where the player feels lost or confused, to create a sense of dramatic tension (Fig. 2).


Figure 2: Modern Warfare 2 – the Favella level in MW2 is a maze of crazy buildings, with enemies coming at you from all sides. Is it easy to find your way out? No. Is it tense and exciting? Absolutely! Modern Warfare’s Favella level is also an excellent example of verticality in level design, which can be an important aspect in making a level fun to navigate.

The main caveat while designing fun navigability is that it should not come at the expense of your other gameplay elements.  Imagine the intense combat of Modern Warfare 2 in the crazy parkour levels of Mirror’s Edge...  the navigational and martial elements of the level would be completely at odds with each other.  There’s a good reason why DICE kept the combat in Mirror’s Edge nice and light.

And be careful not to fall into the same trap as Khan... always be sure to think in three dimensions when designing your level, and use verticality to keep the space interesting and fun to navigate!

Good level design does not rely on words to tell the story

A mentor of mine once told me that a good piece of communication is like a broken circle. The author creates this circle, but leaves a small gap for the readers to fill in themselves. But care has to be taken with this gap! If it is too small, the reader won’t notice it; too big and you risk losing the reader, who won’t be able to connect the circle.

 So how do we create the circle and the gap in a game level?

First it is necessary to understand the three key narrative aspects at work in a level...
  • Explicit – this is anything that is called out by text or speech, e.g:  a mission objective or cut-scene
  • Implicit – this is the story told by the environment through mise en scène (Fig.3).
  • Emergent – this is the story told by the player as he goes through your level

Figure 3: Bioshock
– the city of Rapture, and the story of its demise, is brought to life in the player’s imagination through careful use of narrative props (posters, graffiti, corpses, environmental damage, picture walls, etc...)


Whilst the level designer should take care in crafting the explicit narrative, as it is this that forms our “circle”, it is the latter two elements that create the all-important “gap” and really make a level stand-out.

The use of mise en scène physically integrates the story into the game world and stimulates the player’s imagination with implicit narrative, while emergent story is written by the player through the medium of gameplay choice: which weapons to use, which route to take, which style to solve a problem with, etc...  (Fig.4).

These elements allow players to fill in the “gap” with their own actions and imagination, which is much more rewarding than having everything handed to you on a plate.


Figure 4: Hitman 2 – the player decides which story to tell: go in guns blazing and wipe everyone out... or sneak in, poison the fish and get out before anyone even notices you’re there.

Good level design tells the player what to do, but not how to do it

Having been given the power to tell his own story though choice of mechanics, the player must never be in any doubt as to what their objective is.  This clarity is typically created by simple, explicit, text-based objectives, proper use of waypoint markers, and any other navigational aids you may have; your level’s objectives should be visually distinct, using location, form, lighting and animation to make them clearly stand out from their surroundings.

Having said that, as with navigational gameplay, there is some fun to be had with more open-ended objectives. Compelling challenge can be created through obfuscation of the means to completing an objective... as long as the actual objective is clear.

This is another example of the “broken circle”.  E.g:  “Assassinate Vittoria Vici” (Fig.5)... the what of this objective is crystal clear... the how is not.

And on the subject of “how”, players should never be forced to use a singular technique to solve an objective; how they complete the challenges laid-out should be up to them, and players should never be punished for improvising a solution to the designer’s meticulously thought-through scenario. This is another requisite for good emergent narrative.


Figure 5: Skyrim – the Dark Brotherhood missions in Skyrim don’t specify how you kill your marks, just that you kill them. They also give additional, bonus objectives (like hiding the body afterwards), empowering players to set their own level of challenge.

Veteran game designer Mark Cerny tells us that the player should be presented with a number of concurrent objectives, which can be completed in any order, with the reward for each one providing an advantage for subsequent objectives.  This approach gives players power over the order in which they complete their tasks, creating the feeling of control (albeit an illusory one). You can see this approach in his work on the Ratchet & Clank series (Fig.  6).


Figure 6:  Ratchet & Clank – in the original Ratchet & Clank, the player was presented with a number of planets to explore in any order they choose.  

The completion of each planet resulted in the collection of a gadget (e.g. magnetic boots) that allowed subsequent planets to be played (or re-played) differently, through level design that included unlockable mechanics not necessarily available on the first play-through.

Good level design constantly teaches the player something new

In his book “A Theory of Fun”, Raph Koster explains how the human mind enjoys processing information from the world around it into patterns for easier processing later.  In gameplay terms this implies that a large part of the fun is generated by the learning, and subsequent mastery, of your various mechanics.  Koster cautions that if players understand the pattern and master the mechanics too easily, they'll quickly become bored and stop playing. This risk of boredom can only be avoided with good level design.


Figure 7. The Legend of Zelda – every dungeon in every Zelda game is a tutorial for the new piece of equipment you find in it... with the dungeon’s boss being the final test (always with a clever little twist). The game’s final boss battle usually requires the player to use every single piece of his equipment to win.

A good level should either introduce a new game mechanic, or put a spin on an old one to make the player re-evaluate his or her established paradigm.  On a larger scale, this constant learning should be measured out across the entire game, to make sure that each level delivers fresh gameplay.  Bethesda’s Todd Howard outlines the Learn - > Play -> Challenge -> Surprise loop used to pace Skyrim in his DICE 2012 Keynote Address, which is not only a great extension of this principle, but leads nicely into the next one, which is...

Good level design is surprising

There have been many articles on how to use classic Aristotelian techniques to pace your game, and this approach has served books and movies well for aeons.  Whilst the standard “roller-coaster” curve of high vs. low intensity, exploration vs. combat, rest vs. action, etc... serves as a good base-line for level design, and is important for maintaining player engagement, its constant repetition can quickly become de rigueur.  There are pacing techniques that are more appropriate for an interactive medium, but even with great pacing levels will have trouble being memorable without the sudden spike in intensity that comes from surprise.

Surprise does not necessarily have to be a big shock or a plot twist...  at its core, surprise could be considered as a rapid surge in uncertainty which, according to game design visionary Alex Mandryka, is the very essence of fun.

In terms of level design, surprise could take the form of a unique setting, a moment that teaches the player something new about a mechanic they’ve already been using for a while, turning the corner to see a beautiful vista, or a radical change in pacing (Fig. 8).


Figure 8: Dead Space 2 – when Isaac returns to the Ishimura in Dead Space 2, he doesn’t encounter another necromorph for about fifteen minutes. This change in pace creates extreme tension... 

Surprisingly, this excellent design came about as a happy coincidence: the monster this level was designed to showcase was too big to fit anywhere in the original Ishimura layout, and so the level designers couldn’t use it until the player reached the central transport core... which was half-way through the level!

Level designers should not be afraid to take risks with their design! Don’t just replicate a level from your favourite game... take an existing trope and turn it on its head! It’s only through trying something unusual (Fig. 9) that a truly innovative and surprising experience can be created.

The trick is knowing how to manage these risks – design on paper... picture the final product in your mind’s eye... and create a playable prototype (A.K.A. grey-box) as early as you can.  Show that your crazy ideas will work as soon as possible... or watch them get cut as your Alpha Milestone catches up with you!


Figure 9: Urban Chaos – after you complete the game, and sit through the credits, the game suddenly starts back up, and you find yourself getting some much needed  R ‘n’ R at home.  Unfortunately, all the gangs you busted in the game know where you live and decide to exact their revenge! 

The player has to scramble through his home, grab his trusty sidearm from under the sink, and finish off the criminal scum once and for all! This post-credit surprise was beautifully executed... it’s no wonder that the developers, Rocksteady, went on to bigger things.

And that's  the first 5... be sure to check out the remaining principles in part 2!
[or go to shorter article link]

Monday, September 23, 2013

Opinion: The tragedy of Grand Theft Auto V by Gamasutra's Leigh Alexander

http://www.gamasutra.com/view/news/200648/Opinion_The_tragedy_of_Grand_Theft_Auto_V.php

Opinion: The tragedy of  Grand Theft Auto V




With all the talk about "open world," "mayhem," and "power fantasy," it's easy to forget how confining the Grand Theft Auto series now feels, writes Gamasutra's Leigh Alexander.
 =========
 

I wanted to do something nice for Michael. He'd been rejected in turn by each member of his family, as it seems he is every day. Even with medication and therapy he can't seem to deal with his anger or find a sense of purpose, and his doctor is hiking up the treatment rate again.

I'm controlling this guy Michael, standing on an LA sidewalk at sunny midday. I pull out his phone and I go through his contacts and I dial every single one.

 
The only one who answers is accidental pal Franklin, a young car thief trying to go legit. The bewilderment in Franklin's voice is palpable -- why is Michael calling? We just saw each other, man.


Michael is standing on a sidewalk, graying hair, dorky polo and cargo shorts, peering down at his phone as cars whizz past on some bleak LA highway. The sky takes on a late-day tinge and if I don't press anything he will stand there forever, looking sad, waiting for someone to call.


[][][]


With all the talk about "open world," "mayhem," and "power fantasy," it's easy to forget how confining the Grand Theft Auto series now feels: All of that endless vista, and you with your eyes too-often glued to the mini-map. Orbiting missions and objectives that dot your map like bites to be scratched. You have to shoot. For a game defined by its attitude to freedom and openness, it gives you very little liberty to escape its structure. You can go for a drive, or play tennis or do yoga, but you're delaying the inevitable.


To make progress, you eventually submit to going to a place, and you drive there, and pull up, and you're in it, and only after a long pause do you realize nothing begins until your car touches, precisely, the indicator halo in the middle of the sidewalk.


I feel for the characters in this game: They're living lives on rails, and they can't seem to get out, nor reconcile how to be happy and secure given the directions they've chosen. As Franklin, I drove for miles and miles away from the neighborhood where I've been taking over my cousin's tow truck shifts to keep him and his awful girlfriend afloat while they struggle with crack addiction. I drove what felt like forever, and I rode my bike the wrong way down a train tunnel and emerged on a railway bridge at dawn.


I had Franklin take out his phone to snap the view. It was the first time I'd used the phone in the game, and I noticed I could click the right stick to make Franklin turn the camera around on himself. The character model's position, expression -- phone at arm's length, slightly angled, the selfie-expression open, bewildered, positive -- was perfect. Innocent, even. I don't belong to Rockstar Social Club, the social network membership required for me to be able to save photos, but I took it anyway, pretending Franklin could show his unhinged friend Lamar back home, the one who claims his "Apache blood" forces him to escalate dangerous gangland conflicts.


Then the train came. It struck my parked bike, and then me. I saw Franklin's stunned and mangled body. Then I saw him dazedly exit some small town hospital, as if the adventure had all been a dream. There really wasn't anything else for me to do but drive back. Find another mission. Probably kill some more faceless gangsters, in a game where the best compliment you can give to its third-person shooting is that it's practically automated.


This game gives me everything, and yet I can't stop feeling sad. Trapped.



[][][]

The "mayhem" thing, the freedom thing. I remember when that was an actual feature of Grand Theft Auto: I've always said Vice City was my favorite game in the series, drenched in the mad, manic excesses of 1980s Miami. You killed every gyrating bunny in a dance club because you could: not just because there was a freshness to the gesture, a newness, a transgressive excitement, but because the garish world felt so silly, so impermanent. You never even dirtied your awful polyester. I'm sure I died again and again and didn't mind. 


It wasn't a real world, not really. It was a story of a set of values in a certain time, just like San Andreas, a hyper-textured early-90s hip-hop video -- where you could also drive weary and wary through the fires of the L.A. race riots. That was a thing.

Punching out a stranger for cash is something I could do in pointy-collared Tommy Vercetti's blocky world, or even in C.J.s, as a way of asserting control, of taking ownership of whatever bleak expectations people had of me. It's important to me to tell you that, in Vice City I chased down a prostitute in the rain and beat her to get my money back. 


I mean, I think I did that a lot -- hired and beat a lot of prostitutes -- just the one in the rain is the one I remember, cackling madly because Foreigner's "I've been waiting for a girl like you" was on my car radio. These were the times GTA felt illicit, rebellious, guilty, challenging.

I had to confide about the prostitutes, because I'm one of the people who said I thought it would have been better if GTA V let you play as a woman, and that I thought the game was misogynistic. I still feel that way, but it's not because I'm offended, or because I'm sensitive, or because I want to intervene upon anyone's vision, or because I regret the things I did in older games. It's because I want new monsters. It's because I want to be shocked again.


When Vice City came out, we had a young man doing heists and punching upward against expectations, misconceptions and the traditional boundaries of "permissible" game content. It's more than a decade later, and we have all grown up, and we're given an old man shuffling around his expensive pool in a dorky polo, doing the same heists. We have yet more characters who cannot get out.


I remember old Grand Theft Auto: You're driving around, and you see a car you've never seen before, and it looks expensive, and you want it. And when you fight for it and you shake the cops and you bring down the helicopter and you repair and re-paint the car, and you finally, wincing every tiny turn, drive that fucker to your garage because you worked for it? You felt the needle move.



In GTA V you shoot down a police helicopter within the first couple of hours, with no consequences. I feel gluttonous and bored. I start the game with a gorgeous car because I am a car "reposesser." And if I see another car I want, I pull over and I get it. When my fender gets too banged up, I pull over and I get another car. Nobody ever even really stops me. Neither GTA IV or GTA V have ever given me, personally, a Wanted Star for stealing a car.


I throw some poor guy into the street and I take the car. Some poor lady. I always like to know what they were listening to on the radio when I drive off, unpunished.

Am I coming up in the world, or am I just throwing terrified people into the road?

The thing that feels the most "correct" in GTA V is to drive within the lines, to stop at red lights, to try to do the right thing. To try to call people for Michael to hang out with. To make sure he goes to his doctors' appointments.



[][][]


Where do I go from here? Edge concluded its GTA V review with the quote "Beat that." Do I have to? What constitutes "more" when you have enough? What constitutes transgression when you're some mean, over-the-hill bully?


GTA V is that character -- the $800 million man who doesn't know what to do next. Who used to be a rebel, who pulled the same damn tricks until they stopped working, and then kept doing it.

I know that's not what Rockstar wants. I read all the Dan Houser interviews that are parceled out so rarely, always about vision and never about execution. Always about games and Hollywood, as if there's a competition, and about how interactivity offers us the potential to tell better stories than we did before. In that regard, GTA V is profoundly disappointing: One of the earliest jokes in the game involves a dog doing another dog in the butt. The game is constantly grating you with frat humor whenever you're trying to Have a Moment with it.


Always prescient, the game aims to lampoon the modern obsession with smart devices, social networks -- none-too-subtle "LifeInvader" subs for Facebook, and "Bleater" for Twitter -- and internet politics, but is mostly heavy-handed about it: any elderly pundit at a middle-American local paper can skewer Twitter as an outlet for narcissists' boring snippets. "Information isn't about imparting knowledge anymore," gloats Bleater obtusely, "the internet changed all that."


This is watching your sharp, witty father start telling old fart jokes as his mind slows down. And as much as the internet is habituated to defending GTA as "satire," what is it satirizing, if everything is either sad or awful? Where is the "satire" when the awful parts no longer seem edgy or provocative, just attempts at catch-all "offense" that aren't honed enough to even connect?


Here's a series that has been creating real, meaningful friction with conventional entertainment for as long as I can remember, and rather than push the envelope by creating new kinds of monsters, it's reciting the same old gangland fantasies, like a college boy who can't stop staring at the Godfather II poster on his wall, talking about how he's gonna be a big Hollywood director in between bong rips. You call the trading index BAWSAQ? Oh, bro, you're so funny, you're gonna be huge.


Everything it seems you'd want to compare GTA to, from The Sopranos to Breaking Bad, includes interesting and antagonistic women. GTA is not brave. Anna Gunn gets death threats for her incredible performance of Skyler White, the primary antagonist to Breaking Bad's Walter. You can't avert your eyes from their scenes in this last season. That is brave.


Whenever cinema and dialogue start happening on GTA V, I check Twitter. What am I doing this mission? I don't know, chasing the yellow dot, as always. Killing the red ones.

All a video game had to do to be seen as brave, edgy, risk-taking again would be to give it a shot: Try to write a monstrous woman, a frustrated woman, a hungry, opportunistic woman, and treat her frailties with nuance. This isn't something even TV and cinema regularly knock out of the park.


Instead, we have another GTA. It is so big, and so beautiful, and it's fundamentally just another GTA. It's good. I like it. It's fun to mess around in. It's like an SUV through a glass storefront, declaring that you cannot ignore video games.


We can't help but acknowledge what Rockstar has wrought: No one has ever seen a game world this size, this lifelike. If you squint a little, it almost looks completely real, creepy-real. It approximates the absurdist fantasies futurists have always had about video game, it is like what a movie about the future thinks video games are. Can you do this? Yes. Can you do this? Yes. Yes. Yes.


Sometimes it's too smart for video games, and too cool: The impeccably-curated music selections for the game's radio stations, or the way the game's light behaves, warm, slow haloes flickering across a low-riding luxury car. It understands cool-hunting, power-hunger.


And it's ruthlessly researched that you have to be dazzled, as if in the presence of a mothership of a mind much more observant, much more well-traveled, possessed of much more social wisdom than you, some chump holding the controller.

And still: so confined, so trapped, so tragic. A shame.



[][][]


I drive my shiny car around Los Santos and I kind of wish I had a turn signal. Stranded in traffic, I honk the horn over and over again, and nobody moves. I am triangulated by some missions, none of which I really want to do, stuck in the city's web of repetition. I want to do something nice for Michael. I want to get him out of this sad, sad cycle. It seems to be what he really wants. I can hear it in every note of his pained, excellent voice performance.


My son and daughter have ditched me at the beach. I ride the roller coaster all by myself, a slow, cotton candy sunset-tinged arc across a neverending beach vista. Walking along the beach, I press the wrong button by accident and swing my hairy fist impotently at the sunset, at nothing.


It's dark, maybe. But it's not brave. It's not that funny. It's not a power fantasy, it's not your escape. It's just sad.


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Wednesday, September 18, 2013

Expanding Growth in Game designing for the Fortune 500

http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=33970&accountno=154383


Game designer for the Fortune 500

Mindspace | Tempe AZ 85282 USA | Full Time | Posted: 09/14/2013

Studio Profile

logo
Mindspace is an 11-year old ad agency that is focused on gamification for the Fortune 500. Clients include Expedia, Showtime, Virgin, Hyatt and MGM. 

The company includes games-industry veterans from Xbox and EA, along with animators from Pixar and big agency pros. 

This combination of talent and a unique approach to strategic game solutions for acquisition, education and engagement has led to 50% year-on-year growth.

Job Description

Here's something different for a game design pro. Some games-industry veterans from Xbox and EA got together with some ad-industry pros and started creating campaigns with game mechanics. It's strategic gamification. 

Sometimes our projects look like a game, and sometimes we bury those game mechanics deep. This experiment is working. We've made millions for clients like Expedia, Showtime, Hyatt, Virgin and MGM and grew 50% last year.

And now we need you.

We need a game designer with enough swagger to apply what you've mastered in mobile and social games to the world of business. We need you to help us with acquisition, education and engagement gamification for the world's best companies. 

You'll jump onto a new learning curve that takes all you know and adds business strategy and big agency creative. The projects go to market in 3-6 months, so it's fast and fun.

 
Here's what we'd like you to do each day:

-Own the game design from concept to post-launch optimization

-Build inventive game play systems that drive specific consumer behaviors (like clicking on things, watching videos, etc)

-Create Game Design Documents, flows and wire frames

-Work with UI/UX designers, developers, writers and strategists to bring your vision to life

-Study the metrics and user feedback to optimize the game until it delivers against our client's objectives

 
And these are our ideal qualifications:

-5+ years of mobile and/or social game design experience with credits on at least two titles shipped

-The creativity to come up with unexpected game design ideas that solve client problems

-Strong quantitative thinking for game balancing and economies

-The ability to get energized in a collaborative team environment and lead by persuasion

-Knowledge of dominant mobile and social games platforms

-Strong writing ability and the confidence to present your ideas to an exec

-Rich history of playing games and a passion for figuring out what makes them great

 
Reasons why this job could be great:

-If you've been lucky enough to be in the games industry for a while, you may be looking for a break from the cyclical grind. This will challenge you.

-We're growing, but have a 10-year history so there is stability and the excitement of a startup.

-If you live in a coastal city, this job is near Scottsdale, AZ where you could possibly pick up a nice-sized house (with a pool) compared to what you're in now.

-You will have a seismic impact on the world beyond entertainment. Millions will see and play the games you develop here, and in many ways you'll make their lives better for it.



This job listing originated on Gamasutra.com, the game industry's leader.

Experience Required

5+ years

Job Details

Location Tempe, AZ, 85282, United States
Job Level Mid-Level
Categories Game / Level Designer / Creative Director, Writer / Scriptwriter, Social / Online Games
Pref Degree Bachelor's Degree
Work Site On site 

Contact Information

How to apply A resume is required to apply to this job. Applications are sent to employer via email. Click on the link below and follow instructions.
Apply Click Here (at gamasutra apply to job)
Job Code 11011 
Platforms iOS,Browser Based Games,PC / Windows,Android