Showing posts with label Game design. Show all posts
Showing posts with label Game design. Show all posts

Wednesday, November 25, 2009

Adventure games are back ... are they ?

Adventure games ... remember them ? We used to play them a lot: Myst, The Curse Of Monkey Island, Syberia, Gabriel Knight, the Seventh Guest, Broken Sword, ... I am sure it brings fond memories to some of you.

Adventures games used to represent a large share of the market but over the years, they have slowly but surely faded away from our scopes. There are a few studios who make good point-and-click adventures but they are struggling to make them as cheap as possible to produce. No publisher today is ready to support ambitious adventure games.is

The reason is simple: Publishers don't make money with them anymore. There are just not enough buyers. Interest for adventure games seems to be gone ... but is it really the case ?

An adventure game delivers two promises to a player, two benefits: 1) It takes him or her along a compelling and mysterious story and 2) it challenges his brain. To summarize, a good adventure game must bring a story and puzzles.

Recent successful development has shown that there is a strong interest from the public for at least one of those two components: Puzzles. Machinarium (www.machinarium.net) is a successful well-crafted flash games that relies on very smart puzzles. The first few levels are free and once you have completed them, the urge ot buy the full game is strong. The game costs $20 or 14€. It is not cheap but it good value for your money. Another well-known example is Professor Layton on DS. More expensive to develop, this game has been hugely successful. An older example on DS is Phoenix Wright - Ace Attorney.

Now, what about the other component of successful adventure games, the story ? Can we build a successful game with just that ? I see one example: The Hysteria Project on the iPhone. Developped by the french studio Bulky Pix, this game offers little puzzles but is quite immersive. It has been quite successful and follow-up episodes are in the making.

Who could say there is no money to make in adventure games ?

Hence my conclusion; The traditional format of adventure game is probably dead but there are still players out there who are looking for their specific thrills. We have to offer them in new formats and we have to brush up design concepts in order to renew their appeal.

What are your thoughts on this topic ? Do you believe, as myself, in the future of adventure games ?

Monday, August 31, 2009

Batman: Arkham Asylum - The proof that a license can be turned into a great game

Many attempts to develop a game after a movie license have yielded lukewarm results.

Some games are good but don't seem to draw heavily from their source material, except for the characters and the overall graphic style. In other words, one feels like the license's characters have been pasted onto a generic gameplay.

Other games are just too weak on gameplay.

This has resulted in the common wisdom that games based on strong licenses are just not up to the job. Therefore, any upcoming title based on a license is ususally welcomed with skepticsm.

The release of Batman: Arkham Asylum is showing us that one can develop a great game based on a license. What have they done that other developers have not ?

first, the developer, Rocksteady, did not attempt to follow the script of a movie or a comic book. They did build a real story but based on the very specific constraints of a game.

Second, they identified the elements that are most representative of the license. I am talking of the graphical style of course but also the type of actions available to the hero, the way the combats are introduced, the overall pace of the game, the combat situations, the dialogs style, etc.

Third, they build a game system and a level design that showcase those elements. They applied good old-fashion game design recipes. They probably got great support from their publisher, Eidos Interactive: The time and ressources to polish and tune the game.

Success did not lie in innovative game mechanisms but simply in the understanding of what makes a great license tick and the wisdom to do a well-crafted game.

Wednesday, June 10, 2009

E3 2009 - The software show that was about ... hardware

Greetings to all !

Every week or so, I will share my thoughts and analysis of the video game industry from the game design perspective. I don't expect everyone to agree with everything I write but all comments are welcomed as long as they respectful. By sharing ideas and thoughts, we'll get smarter as a group.

Today, I would like to talk about an interesting evolution in our industry: The
development of motion-based controllers. The Wiimote has been a precursor. That peripheral is now witnessing a drastic improvement in performance thanks to the Wii MotionPlus, Microsoft is introducing its motion camera, Sony will soon have its own motion-sensing controller and let's not forget the iPhone/iTouch with its accelerometers.

Those improvements in hardware are no gimmick. They make games easier to play but they also create room for new skill-based gameplays. When the damage inflicted by a sword will depend on its stike angle and the positioning of the body, a whole new dimension in gameplay will open up.
From the commercial point of view the announcement of a new platform is a major event, but not necessarly from the design poijnt of view. However new peripherals will have an influence on game design and game concepts
. That's why I believe the recent development of new methods to control games will have a deeper influence on our industry than it looks like.