Wednesday, March 26, 2008

AAA game = terrible minigames?

I am not one to mindlessly rail on games. I love games. I also make games and I know how the development process goes: things go wrong, problems appear at the last moment, etc. As my good friend Steve told me, "Games are never done, they are just released."

That being said, I have to call game design foul of the recent trend of amazing AAA games neglecting the design of their minigames.

Bioshock, one of the best games I have ever played, used Pipedream as a metaphor for hacking. Why would you use this old arcade game? It's not a good metaphor for hacking and its definitely not fun. OK, I get the water theme but when a nearly 20 year old arcade game is sitting in the middle of one the most amazing, immersive games ever, I have to raise the question, did they attempted to push the design of their hacking game? Did they ever try to push past "Pipedream was a game with water in it!"?

(On a side note, I love taking pictures. I don't even like taking pictures in real life but for some reason I freak over taking pictures in games).

You know how there are crimes so terrible that even other criminals will be sickened by them? These are crimes against the very fabric of humanity. Crimes like this exist in game design. The most horrific offender? Using Simon as a design solution.

Mass Effect, an unprecedented achievement of human emotion, conversation and story telling, actually falls a step BELOW using Simon with their "decryption" mechanic. Their gambling (much like Pazaak in KOTOR) is simplified Blackjack.

Player are going to HAVE to spend time playing these minigames. Put some effort into their design. Make them compliment the game, connect with the metaphor and make the game better. Right now they are only degrading some great game experiences.

I understand that minigames offer another gameplay scenario to break up the core game. I love a well done minigame. I think Triple Triad (in Final Fantasy 8) was not only a wonderful minigame but one of the smartest card game designs going.

I have to believe there are game designers on these 200 person team who WANT to make compelling minigames and not just throw a dart at a list of MAME or parlor games. They want to take on the challenge of designing a mechanic that really communicates hacking or decrypting. Give that person a couple of months and see what they can do.

Saturday, March 15, 2008

Tarnation is the weekly challenge at Kongregate!

http://www.kongregate.com/games/bradido/tarnation

So exciting to see Tarnation with achievements!

When designing Tarnation I had a goal for the scoring system: you play the game in about 15 minutes but your score can range greatly.

I feel like too many Flash game high-scores are purely reliant on how LONG you play the game, not neccesarily how well. While the scoring system in Tarnation turned out too complex and not communicated well (sorry everyone) it accomplished this goal.

From my scoring calculation I knew getting over 100,000 points was possible. Howver, I am not good enough at my own game to do this. Up until now, from looking at Kongregate and MochiLeaderboards, only about 11 people had been able to complete the game with a score over 100k. Now lots people have gotten over 100k.

Apparently having badge on your game makes people much more critical of it.