Monday, April 22, 2013

So many games, so little time!

Here's a picture (of part) of my game collection. Behold it's awesomeness.

This shelf goes back two-deep by the way

While I love owning a grand and vast collection of games, it begs the question: "Will I ever play these again (or at all!)" Then I feel guilty about owning so many games in the first place. Why do I keep them? Because I'm a gaming scholar and academic? Because I might actually have time someday to play them to completion again?

Well, rather than waiting until I'm too old to hold a controller, I'm going to be playing through my gaming collection NOW. But since time is precious, I'll only be playing the first hour of them. This isn't a new idea - there are other "one hour review" sites on-line such as FirstHour.net and One-Hour Game Reviews but none of them look at the game from the game designers perspective or offer up solutions on how to make them better.

So, let's get started and I'm going to randomly pick a game...


Game: Dragon's Dogma
Developer: Hideaki Itsuno/Capcom internal team
Publisher: Capcom
Published: 2012
Genre: Action
Rating: M

I remember seeing Dragon's Dogma at E3 2011 and played it at the show. For some reason, it reminded me of old-school D&D and it was on my "keep an eye on" list. However, I never got around to picking it up. Too many other games to buy, I guess. This spring, my brother game me a copy of Dragon's Dogma. I forget the reason why he didn't continue playing it - whether it was too gory or too complicated. He either drops a game within a few hours of playing or finishes them to the end. Let's find out what made him stop playing.

First of all, I like the cover. A heroic knight wielding a sword against a Dragon who is about to breath fire. Exciting! The game's title is a bit odd, but since this is a Japanese game I've heard stranger titles. The manual is full-color - I appreciate that since it is a rariety in this day and age. However, we're not here to read manuals! We're here to play!

I fire up the game and after the obligiatory Playstation 3 update (surprisingly short for this game) the game checks my hardware for free space and something called "trophy installation" (?) The start screen features the game's logo, a traditional pan-around of the world accompanied by an orchestral score that oddly turns into a pop-rock song music video. This is my first clue that this game might be a bit unusual. If I were looking for a straight-up medieval actioneer or RPG, the wailing guitars might make me think twice...

After a load, I'm given a page full of community updates. A bit annoying since I rarely play multiplayer modes. Hitting the X button skips this big block of text to arrive at the Main Menu where the shadow of a dragon flits against a relief of a dragon. Flames (from a dragon?) spray embers across the screen. I get it. There is going to be a dragon in this game. I am offered to select the difficulty level (I choose Normal) and proceed. Now I have to connect to the Playstation Network. It's getting a bit old, all of this selecting and choosing... okay the loading screen with a quote about an army that was going to slay a dragon but was crushed comes up and then a quote is displayed and what's this? Ten minutes later and we're finally into gameplay...

OK, we're ready to play (this is after all the text has faded)

... Where I am barraged with a ton of information! A radar screen, a whole controller's worth of commands, text from a henchman who asks if I have a lantern? Do I? Before I can respond, the text fades away. How do I get a lantern? I assume select button (it might have been shown to me, but it went by so fast I didn't catch it) - which brings up another inventory screen with at least seven elements all flashing NEW on them. Whew. Too much info at once, developers. After two more button presses (one to use and one to confirm) I finally have a lantern equipped.

Controls are pretty straight forward - one stick moves character, other moves camera. If I hold shoulder buttons down I get a whole range of sword and shield related moves - from a charging attack to smacking my sword on my shield in some sort of taunt? OK, well time to actually start playing.

My AI partner smashes a box. I follow suit. (Time to crate? 1 second.) One day, there's going to be a game where the mighty hero isn't inflicting property damage on crates and jars in order to steal everything that isn't nailed down. The AI partner tells me we're at our journey's end. Wait, didn't I just start this game? Oh, it's a boss at the beginning. Great. That means I'm going to lose all my stuff aren't I?

We round a corner to see a dragon. Holy crap, that guy is big! Fortunately, he flies away before I can smite him. (or he eats me) We run down a side path where we find two goblins and slaughter them. I thought I was here to fight a Dragon? I jump down into a grotto where the AI partner tells me to touch a stone. Sorry, I was too busy smashing crates to see what you were talking about. My stone touching summons two more AI characters - an archer and a guy/girl with a funny hat. Must be a magic user. Now all three of them are telling me where to go. Great. A crowd. By using the d-pad, I can boss them around. More controls for me to forget. However, they do come in helpful. The wizard zaps goblins with lightning and Salde (my AI friend) holds enemies so I can brutalize them with my sword. For all the moves, the character has, combat is a bit too simple. I just mash the square and triangle buttons - both attacks seem to accomplish the same thing and there's very little need to defend. Also the player's weapon goes through anything making the world feel very insubstantial.

We make our way though a castle filled with dead guys and another cutscene (the dragon saunters by) plays. We save a dude from some goblins, but unlike these others, he doesn't follow us. ??? Once we pass through the castle, we are attacked by a snow harpy. We knock it to the ground (somehow my sword is now flaming) and beat the living crap out of it. After blowing myself up by hitting a red barrel, we come across a room full of goblins and harpies. We are joined by more knights who fight along side us. (I am picked up by a harpy, but shake the analog stick to break free - supposedly that shield smash gets the harpie's attention) All monsters are killed by the AI, leaving me plenty of opportunities to smash more crates. Wheeee!

I have to admit, these AI companions are much more useful than many I've played with, even Elizabeth from Bioshock Infinite. They don't bug me for attention, heal me without me asking and even set up kill shots for me. And they kill and the bad guys for me and show me which way to go. My posse of six dudes lead me to the Dragon's Lair. Have fun with the dragon guys, I'm going to smash more crates. Instead of a dragon, a Chimera bursts through, eats half of my group and we set upon it, bashing the hell out of it while it tries to do something...

Chimera tries to eat me while I read all the screen text

Honestly, there is so much going on here, I'm not quite sure what to do other than hit the Chimera. We chop off it's snake tail, kill it's goat head and light the Lion on fire. I am honestly feeling bad about killing this thing at this point. In the end, we kill the Chimera and just as we approach the door, another cutscene plays - this one shows the dragon falling through a magic portal like a meteor. I kind of feel like this should have played earlier in the game. I guess it's good to know where the dragon came from.

Now, instead of fighting the dragon, I'm taken to a character editor where I have to pick a sex, name, nickname (An interesting way to avoid naughty on-line names - I had a friend who always named his RPG character "Penis" - and he would cackle with delight everytime a character said "Hello there Penis" in the game.) The nicknames are bizarre btw and Capcom-fanboy-centric. Mega-Man and M. Bison being actual choices - hello? Where's Maximo? Maximum doesn't count.

The editor, while not to the resolution of say the editor in Saint's Row Three is still pretty robust. I spend a good ten minutes playing around with body types, scars, makeup, facial hair, nose shapes, and whatnot until I get my character the way I want him.

Porn star-staches are still cool right?

The game finally starts with my character living in a greek isles town. There are kids, a girlfriend and other towns members that will probably all be dead by the end of the cutscene because a dragon has just landed.

The Dragon is BIG! Here I am assaulting it's foot

My hero valiantly tries to stop him (I spend about two seconds wanging on the dragon's foot - yeah, that's gonna kill him) before his heart is ripped out and eaten by the dragon!

Bastard...Dragon... Ate... My... Heart....

The I get the game's title (In case I have forgetten it in the hour it's taken me to get to this point) and I am informed that my characted is still alive, despite missing a heart. I wake up in my house where I get another sword (actually, I can choose between a sword, bow and staff - an elegant class selection system) and immediately start smashing the hell out of the crockery.

And at this point, I reach the hour mark. So, did I like Dragon's Dogma? What would I do differently?

What would I do differently: Too many little cutscenes that didn't add to the experience. I didn't need the quotes, the redundant title or seeing the dragon fall from the sky. I get it. There's a dragon and it needs to be dogma'd. Or slain. The player should be given the option to clear informational text (there were too many times where I was like "What did that say again?" and I would want to be introduced to the moves at a slower pace. I was splattered with information (Too much text!) that I really didn't need early on. It's OK for a player to learn as they go, even to be learning all the way until the end of the game. A player can only process so much at once.

Would I keep playing it? Yes. While the combat felt simple, I did like the variety it pointing towards and the AI characters were interesting. I wanted to see how they came into play later in the game.



Monday, July 30, 2012

You can help... with the Four R's!


Hey all,

The next book in the "! saga" is out and I call it "Swipe This! The Guide To Great Touchscreen Game Design" by Scott Rogers. It looks like this:


"Swipe This!" is all about designing great games for anything with a touch screen. It contains everything you liked about "Level Up!" - tons of first-hand practical game design knowledge, useful advice and hundreds of goofy original illustrations by yours truly. This time we even have interviews with noted and up-and-coming game developers and analyses of successful touchscreen games so you can learn from their success. "Swipe This!" is available everywhere and in every format books are sold: Amazon, Barnes & Noble, iBooks, Kindle, etc.

Now, I'm sure you're asking yourself "This is fantastic news Scott but how can I help?" By doing the FOUR R's:

1) READ - Read "Swipe This!", enjoy "Swipe This!" If you already own a copy, have I mentioned it makes a great gift for anyone who loves video games?

2) REQUEST - What if you can't find "Swipe This!" at your local bookstore or library? Have no fear. Request them to carry it. Ask a friendly employee if they'd please order and stock a copy or two.

3) RECOMMEND - If you enjoy "Swipe This!" don't keep it to yourself! Tell a friend or family member about it. Or go onto a social media site such as Facebook or Twitter and tell the inter webs how much you enjoyed "Swipe This!"

4) REVIEW - If you really enjoyed "Swipe This!" feel free to review it. On your blog, on Amazon.com, in your local newspaper, on another website. Every review out there helps make the book that much more of a success. Please let the world know about "Swipe This!" and why they would enjoy it too! Just let me know when you've reviewed it and I'll re-post the link or shout-out the magazine.

That's it! Just follow the four R's and let's spread the word about "Swipe This!"

Thanks in advance,
Love,
Scott

Saturday, June 30, 2012

Well, hello there!

I haven't been ignoring you, honest. In reality, I've been pretty busy. Here's what's NEW:


New JOB! Disney Imagineering! No, I can't get you free tickets to Disneyland and I can't talk about any details about my job, but let's just say I see ten amazing things a week.

New BOOK! Swipe This! The Guide to Great Touch Screen Game Design can be bought anywhere a book or e-book can be bought (Amazon, Barnes and Noble, iBooks, Kindle, etc.). http://www.amazon.com/Swipe-This-Touchscreen-Design-ebook/dp/B00887QJSE


New TALK! I delivered a talk on "The Other Side of the Table: Pitching to Publishers" this spring at the Game Developers Conference. The slides will be posted here soon.

New INTERVIEW! I talked to Joe Method (owner of the swankiest jacket ever) about Level Up!, Swipe This!, video games and life in general. You can hear it for FREE here: http://joemethod.com/podcast.php?p=1&d=1 or on iTunes here: http://itunes.apple.com/us/podcast/game-design-w-joe-method/id529646329 (episode 11)

New... aw, look at that PUPPY! IT'S SOOOO CUTE!

Sorry about that.

New STUFF! Eventually. Awesomeness like the Swipe This! T-shirt! and more super-opinioned articles from yours truly.

See you soon!

Saturday, January 7, 2012

Passing the test!

I often get requests for asipring designers for examples of game design documentation. While there are some shown in Level Up! The Guide to Great Video Game Design, there are many many more than I have created over the years. I have decided to post several of my game designs. Hopefully they will inspire and (or at least) amuse you. But rather than start with a design from a completed game, I'll start with one that got me a job instead.

A design test is where a team asks a designer to create an example of gameplay based on a set of criteria. There is usually a descriptive portion and a "draw what you mean" portion of the design test.
This test was from 2003 when Sony Santa Monica was interviewing me for a designer position on a little game called "God of War." They were looking for someone who could create boss fights and this is what I came up with: "Occulus, the sewer horror!" You can see why they hired me as it bears resemblance to a certain multi-headed boss I later designed for the game! Sometimes things are meant to be!

Saturday, December 31, 2011

Thanks for a great 2011!

Hey everyone! Here I am!

I just wanted to thank everyone who bought, read, supported, promoted and illegally downloaded
"Level Up! The Guide to Great Video Game Design" in 2011.

I especially want to thank everyone who posted or e-mail me this year. Thanks for letting know that you are using "Level Up!" as a teaching tool. Your online and Amazon.com reviews were really appeciated (you did write a review, right?) And those letters saying "thanks" really made my year! I'm so happy to have such awesome fans and I can't wait to play your games!

My 2012 new year's resolution? Post much more frequently of course but I'll have plenty of reasons to do so because I am almost done writing the NEXT BOOK - which I can't wait to tell you all about... but first I have to draw over 250 illustrations!

So have a very happy new year, I wish you all of the best in 2012 and I'll see you on the Design Lair real soon!

Best,
Scott

Monday, October 24, 2011

Still not dead.

So, I might be the world's most infrequent blogger but I'm not dead. I've just been busy. Let me sum up this summer for you:

1) The final EARTH's video game design class finished up with the kids making their own levels. I realized that 8 weeks wasn't enough time for them to really get comfortable with the tools so next year's class is either going to have to go longer or I'm gonna have to have them dive in on week one.

2) I left my job of (almost) 7 years at THQ.

3) I started a new job at Walt Disney Imagineering. If any of you have been reading this blog, you know the significance of that to me. And no, I a) can't get you into the park for free and b) get you a job at Disney (yet) and c) make that change to the attraction you think they should make.

4) I'm writing another book. I don't want to spill the beans on what it is yet, but if you liked "Level Up!" then you will like this one.

I hope that tides you over for now and look to this space for some exciting announcements soon!

Friday, May 20, 2011

This week in class!




Hooray! The Ventura County Star ran a great article on our video game class today. You can read the full article here.





After basking in the glow of their glory, the kids are gonna roll up their sleeves and do some intensive learning this week.


They've got a lot to learn about the LittleBigPlanet Level Editor but they're smart, I'm sure they're up to the challenge!

Wednesday, May 18, 2011

EARTHs class... Friday the 13th style!

This week in the EARTHs game design class, the students focused on team work. Focused might be a little loose a term as we had guests that day... a reporter and photographer from the Ventura County Star newspaper who had come to check out the class. I'll post the article when it goes live! (Thanks VCS for coming out and talking to us!)



With the help of the Hawaiian hat, we the kids drew names to determine the design teams for the rest of the class. Friday the 13th weirdness was in the air as the students made some odd-defying draws to pair up their teams.

With their teams matched up, the students then worked on coming up with a story genre for their level and some potential story beats. They included:


Pacific theatre combat (which will be fun to see how they create a level without any shooting!)


Hearts (and villages burn) in Romantic Horror


Video Game themed action with heroes trapped in a virtual world


Techno-Thriller with heroic computer hacking


and Meat-Evival Times complete with cows in shining armor! A really cool and diverse selection of genres. I'm looking forward to seeing what they do with them!

Finally, the students got their hands on LittleBigPlanet where they roared through the two-player tutorial missions! (I think they were just happy to play games and take a break from all of the thinking!) So far, so good!

Next week: MAPS!

Monday, May 16, 2011

Robot in the Corner Podcast interview



So about a month ago, I gave an amazingly fantastic interview with the boys at "Robot in the Corner" (Titus, Wes and Dean) who do a podcast for Game Informer's website.

I was on fire. I was hilarious (if I do say so myself), I was doing voices, I was telling stories... and at the end of the 2 hour interview, the RitC guys told me the show didn't record.



Flash forward a month and I finally got around to take 2 of the interview. It's a fun interview in which we learn, we laugh... dare I say... we love video games.

Listen to it HERE! NOW!

Wednesday, May 4, 2011

This week in class...

The first week of EARTHs video game design class went pretty well - at least according to my kids - When I asked them what their favorite part of the class was, I was releaved when they said it was activities they did and not just that they got to play arcade games before the class started.

Highlights of the class included when one of the students gave an incredibly accurate description of what an oscilloscope does and how it works, when the class decided that "kung-fuing" was an appropiate game genre and when no one fought over the game controllers but all patiently took turns. (I was really proud of them and I'm not even their Dad!)

So, what's going on this week? Here's the sneak preview:

This week, we're going back in to ancient Greece to learn about genre...

... to a galaxy far far away* to learn about story...

... and take a page or two from a certain video game design book on how to write a story.

I'm looking foward to it!

* Oh, by the way, May the Fourth be with you!