It's Just That Simple
Dear developers: stop taking the cool out of cool features!
I can imagine the bile-wrenching fury with which a person who has enveloped four years of their life on a game project views my casual and non-specific criticism, but I'm getting a little sick and/or tired of playing games with a phenomenal premise that is botched for one reason or another in the execution. I'm not entirely sure what the methodology is in development lately that implements a feature chock full of ambient coolness and then proceeds to cripple that feature until its practically a chore, but it needs to be surgically excised from the process. I suspect it has to do with the trend of gameplay over-complication that has taken the industry by storm, as though with increases in technology there must be some Newtonian equal and opposite increase in the minutia involved in playing.
I offer for example the recent Xbox Live demo Timeshift as a prime example. History has showed that manipulating time as a gameplay feature is basically cool. Max Payne's bullet time is perhaps the first and best illustration, where I could honestly have spent as much time simply diving through doors, rotating in mid-air slo-mo, and dispatching multiple bad guys before hitting the floor and returning to normal time as I did actually muddling my way through the story. It was a stroke of genius that propped up an otherwise mediocre eight hour action-noir game. The key to making bullet time really cool was, of course, that it was stylish with a cinematic flare that called great action movie sequences to mind and invested the player in the game. Also, it was incredibly simple to pull off, and not really hampered by a lot of constraints. What bullet time did not do was become some boring tool necessary in solving annoying puzzles, and yet one of the first things I realize playing Timeshift is that the time manipulation concept is as much for creating weird time shifting puzzles as enhancing combat.
The moment that manipulating time becomes the obvious and often tedious key to unlocking puzzles, or worse simply a stylish method for substituting quick-save and quick-load (*cough* Prince of Persia), then my attention wanes by exponential degrees. Being able to take a great idea like shifting time and have me bored with it in five minutes seems as unlikely as screwing up a game where you get to ride dragons and breathe fire.
Oh, Lair, how could you drop the ball on that one? In what meeting was it decided to make your airborne steed fly like a 74 Buick without power-steering? Did someone actually say about a game in which you ride dragons that the slow, ponderous controls, no mini-map and vague missions were necessary for some imagined realist immersion? You have dragons, fire breathing, and mid-air and you actually think that what will keep people playing is more difficult gameplay? Just make the damn game and stop trying to create something it's not!
I realize the incredible hubris infused in that kind of statement, but I speak here not as a member of the gaming media but as a player. We can't be the only ones here on the outside that recognize when overcomplicating a basically fun idea makes that idea much less fun. When you've got a great idea for a game, have faith enough in that feature to let it be a centerpiece.
Like Lair, Timeshift is this close to being great fun. With a gorgeous game engine and a great basic concept, this is a game that could still be well worth exploring, but the actual time shifting part has to get better. All they need to do is look at their own intro video in which the character takes a gun out of one enemies hand and kills seven nearby soldiers with that gun, and then destroys a tank. Make sure players can actually do that instead of wasting their time reversing time to get through crumbling buildings, and you've got a game!

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I agree that the time-shift idea has been transformed into something it shouldn't be. I have yet to have as much fun in a game as I did in Max Payne 2 when I reloaded my dual Uzis in slow motion as a hail of bullets whizzed by my twirling body. The idea was fun in The Sands of Time as well but after awhile games had time tinkering just because they could. It's dead.
Regarding game intros and cinematics, I agree too. If I look cool in the opening movie then I want to keep that cool as soon as the game starts. Don't make me build up to it and don't strip away all the awesomeness that attracted me to the title in the first place. If I beat a helicopter down with its own blades then by God I want to be able to do that in the game.
Yet even then we ran like the wind,
whilst our laughter echoed under cerulean skies...
Fixed to include all guilty parties.
Eh they spend so much money nowadays just getting to point A (where point A is great graphics and sound and effects) that they have no budget to go in and actually playtest and tweak the game until it is fun.
Then some companies figure why not release the turd anyway and get some money back while other companies can the turd early on.
Apologist!
Vivé le Elysolution!
A blog: by me!
EGGmen - A European gaming blog *Episode 3 now live*
This is partly our fault as a consumer. Like it or not graphics matter. Graphics matter when we first form a good impression of the game. If you don't have the pretty, you won't see the money.
I always liked Requiem: Avenging Angel's bullet time better than Max Payne's... and it had the whole spellsn'guns thing from Bioshock as well.
First, there was alchohol. Pretty great stuff.
Then, there was infused alcohol. A new twist on an old classic.
Then, there was artificially flavored and colored alcohol. That was just a bad idea. Nobody really wants neon blue vodka, no matter what it tastes like, and nobody looks back on drinking it and thinks "man, I sure am glad I did that." At best, you're glad if you got it for free.
Unless maybe you're 14.
Elysium: The democratization of the web ... has installed an illusion of a digital first amendment that protects speech no matter how poorly spelled or stupid.
XBL: E Munnie
elementsofmeaning.blogspot.com
Also, not related to Timeshift but along the same lines, if you give me a grappling hook, don't only let me use that grappling hook on a few select grappling hook hotspots you sprinkled throughout the game! You might as well just stick an elevator there.
Leave Metroid out of this debate.... that was a perfectly made game with no mistakes.... i SAID - no mistakes!
A blog: by me!
EGGmen - A European gaming blog *Episode 3 now live*
Unfortunately the neon blue 5% vodka, 50% sugar and 45% colouring sh*te sells. So, unfortunately do these games. Making something that sounds cool, looks cool and is purdy is far easier than making something that plays really, really well. I'm starting to thing 'playing well' is one of the bottom priorities mostly thought about in the testing stage of development rather than being the centrepiece of the entire process. There are teams that don't work like that and it comes out in the games, look at Bioshock (i know, i know yawn) and its DNA, the team behind it, and you can see that philosophy in action back to SS1 (and boy is that going back a loooong way). But the market rarely rewards that dedication unfortunately.
On the topic however - scenery demolition in Red Faction - I loved that game but god there were so many times I wished I could blow through something only to find, nope, that isn't one of the 5 dedicated shoot-your-way-though-a-wall spots thus my rockets did nothing.
I blame teenagers for both.
Elysium: The democratization of the web ... has installed an illusion of a digital first amendment that protects speech no matter how poorly spelled or stupid.
XBL: E Munnie
elementsofmeaning.blogspot.com
Is the reason why these developers fails so often based upon the idea that more equals better? It seems as if they take successful ideas and concepts and think that if we just had more of a good thing in the game then the game must be better. Instead of coming up with better more innovative and unique methods and ways to make game experience interesting or difficult in intelligent logical ways they simply stick on more stuff that is "popular" in other games and expect it to work. The whole thought process into game development seems flawed and the lack of strong concepts and strong basis in games is getting tiresome. Story Base, Character Interaction, Game Control and Concept seems to take back seat to Graphics, Sound Scores and Witty phrases. Gaming needs another revolution to take it to the next level and we need the consumer base to bring it about. Less Sheep and more Wolves.
Prederick wrote:
"When fascism comes to America it will be wrapped in a flag and carrying a cross." - Sinclair Lewis.
At the end of the day, it's a combination of many factors. Game development is tough, and it's a shame to see all these cool ideas resulting in disappointment.
As consumers, we should be brutally honest. Yes, it's sad when developers dedicate so much of their lives to a game and it ends up sucking, but the only way to remedy that is to not buy the game. Only then will you get the publisher's attention. Only then will they start thinking, "Hmmm..perhaps slave driving developers is not the way to build a profitable, long term business...perhaps we should actually hire competent management, plan better, do more research, and reward developers fairly."
So, don't buy crap games and make a big fuss about it!
So true. So very true.
The 327th Male
I agree with all of you. So congrats to you all, well done people.
I don't watch, I interact!
I could only handle about 1 minute of the timeshift demo, unisntalled right after.
and while we're on the subject of botching things, how about making available singleplayer cheats for all games? some of us don't have the skillz/time/patience to deal with some of the sh*t that developers THINK we ALL just LOVE.
I love how Hitman: Blood Money REMOVED the cool cheat menu with the later patches. Unaware of that, I "updated it", only to uninstall the piece of crap in the end.