Tuesday, March 24, 2009

Kellee Santiago Speaks on Managing Creative Talent Within Indie Studios

Flower
Kellee Santiago, of thatgamecompany, hosted a lecture today emphasizing the importance of managing creative talent within Indie studios at the Independent Games Festival, part of the Game Developers Conference in San Francisco.

The core team of her studio started with 3 people and steadily grew to 7 over the last three years. But despite constantly dealing with contract workers during her studio's game projects, the important piece of her discussion today was aimed towards managing full-timecreatives of an Indie studio instead.

"The focus here will be on your full-time employees, who are probably slash some of your best friends right now," Santiago said, a nudge of sorts toward a key issue for Indie teams, as they transition from creative relationships based off of their early friendships to a more organized format required for business.

Santiago went into specifics by sharing the personal growth and experience at thatgamecompany, and pointed to the creative arguments that began occurring regularly within the group at a very critical moment for the studio last year.

Following the fantastic response from critics to the first showing of their last game, "Flower" at E3 2008, and an offer from Sony aimed at giving them more time and money towards the development of the game, the team was suffering from an all-time low morale within the company and some severe growing pains.

To help the attendees understand her company's situation, Santiago gave a pop quiz to the audience with questions that switched between topics of trust, to then conflict, commitment, and lack of accountability; a laundry list of problems that were contributing to issues at her studio. As one of the the co-founders of her company, Santiago admitted to struggling with knowing when to get involved in the arguments, knowing that on many times when she did it was from being over protective of her staff.

With the help of consultants, the collective of thatgamecompany were able to sort out their issues by identifying the key problems, and then enabling solid management techniques within the company to help address them. They found that there was a growing fear of conflict or the avoidance of conflict between team members, hidden under the guise of thinking that "the game just needed to get done", Santiago said.



For any Indie studio today, Santiago's lecture could hopefully be viewed as solid advice, and she touched on a very human part of the game development process that is never talked about in the daily public relations cycles or information that is passed on to the gaming press.

Santiago closed her lecture by comparing her company's situation to a bad early relationship. "It took (us) a while to learn that its not going to get any better, and that we had to change something here," Santiago said. "But now that we are more mature agency, we can see the signs much more clearer. You can see them a mile away."

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Monday, March 23, 2009

The Night Before GDC 09'


So, how did I spend the day before the Game Developers Conference in San Francsico?

I spent the night before GDC playing (and finishing) Resident Evil 5 on my Xbox 360, and then grabbing a quick nap afterward because my eyes were almost bloodshot from playing most of the day.

But napping at 6 p.m. on the night before a big industry shindig like GDC can be a bad thing. Let me explain. First, i missed a huge kick-off party at a local bar downtown. Second, I woke up restless at 12 a.m. and couldn't go back to sleep. So I spent the early part of this morning browsing more panel sessions and discussions and hoping that I'd make a breakthrough in cloning before 7 a.m.

Sadly, that breakthrough didn't happen, but GDC is still going on and I'll be there on Wednesday.

Maybe I'll get some sleep before then...

Monday, March 16, 2009

Fast Forward: Resident Evil 4 is Keeping Me Busier Than I Thought


If there's only one thing that's difficult about being a fan of gaming, its that keeping up with the annual release schedule is tough business. Or, at least playing through each game can be.

A friend of a friend of mine said it best one day. Well, both he and his wife did; They agreed that the initial investment a person puts into a game can quickly feel like more of a burden than a benefit. Especially with the longer games that dominate our playtime.

Consider what reviewers go through. These folk are paid to play as much as possible (given embargo and other circumstances) and then write a quick yet detailed review chronicling the experience. Of course, average Joe is blind to this part of the experience since no one is making him write a detailed analysis of the game, but he/she would agree that playing game after game and investing 10, 20, or even 50 hours of anyone's time in an experience is daunting all of the time. After all, we all have lives to consider.

Except if you're one of the lucky ones and the terms rent, mortgage, jobs and or social-life are devoid human abstracts of little value to you (very lucky for you indeed).

So, back in 2005 something came up that kept me from playing the somewhat-ubiquitous Game of that Year, "Resident Evil 4". Actually, I think I remember now - that was my first year teaching high school.


A January release was radically different for consumers then given the franchise's pedigree - a bold set of survival horror games set in plague filled middle-American town of Racoon City, but we all were prepared for the revolution that RE4 promised. The new camera, great precision and aiming controls were only some of the benefits, but the game also delieverd what many considered a deep and engrossing action adventure through the spanish part of Europe.

Come to think of it. Now, I really remember what took up most of my time that year: preparing for first batch of mid-term exams. It was a really difficult task, I can assure you.

Well, a little game called "Resident Evil 5" just came out last Friday and as excited as I am for it, I can't justify jumping into the zombie filled plague lands of Africa for a reunion with Chris Redfield just yet. At least, not until I complete the last game in the series that I severly neglected despite the hype. So then I've decided to jump back in and complete RE4 on the Wii.


So far playing RE4: Wii Edition has been great, even if the visual style of the game hasn't aged well. It just doesn't look so hot on an HDTV with VGA cables. But you can blame the manufacturer LG, who only put one set of component cables on the back of the unit. Also, feel free to blame the cost of said component cables for the Wii while you're at it.

I should be done with the game this week, and as of right now I'm on chapter 5-3. Hopefully, my commentary on RE4 for the next few days won't put any of you to sleep. And if so, that's fine. I'll just drone on anyway until I start RE5 right after.

Monday, March 9, 2009

Opinion: The Negative Effects of Exclusivity


The sports genre used to be my favorite genre in video games, but now this simply isn't the case.

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In 1998, I was quite different: I loved sports games (mostly baseball and football games). My friends and I would spend countless hours playing the latest "MLB" or "Triple Play Baseball" game. We'd switch between the latest "Madden NFL" title and "NFL Gameday" or play "NFL2K" on my Sega Dreamcast. Maybe we just had more time to play back then than we do now, but ever since the early sports game era of the PS One the genre was loaded with promise. Sure, most baseball games were way too homerun friendly, and a Hail Mary pass play might work one time too many, but the level of competition between all the popular franchises was inspiring new ideas and each publisher did there best to capitalize on it and cultivate innovation. New ideas were formed, titles each had a strength, and everything was right with the world.

Fast forward to December 14, 2004. This was the day that Electronic Arts announced it's five year exclusivity agreement with the NFL, giving EA the leverage in an ongoing sports-game-brawl with 2K Games and their NFL2K series.

Even back then gamers had their issues with the EA deal, but nothing could change the mark that this move made on the industry, or the subsequent moves right after: Take Two Interactive entered a similar agreement with Major League Baseball giving their 2K baseball series a jolt, but failing to secure full console exclusivity in the process (first-party published games were allowed, potentially leaving the door open for Nintendo, Sony, or Microsoft to develop their own fledgling sports games).

Fast forward, again, to 2009. After dabbling in the Madden series three times and purchasing two of the 2K titled sports baseball games onXbox 360, I've decided that I'm done with the genre (mostly). Granted, my opinion is probably a minority in the realm of sports gamers, but neither series has managed to excite me about playing a virtual sport the way they used to. And blame, what I call, the roster update theory for that - the idea that year-over-year features aren't changed or lightly modified, with only the player roster being the most significant change from sequel to sequel (something that DLC might solve someday).

Sadly, my stance is ironic considering the level of graphical fidelity that this console era and the improvements to the genre it's providing. Today, we're part of an era where high-definition visuals can paint an amazingly realistic representation of a stadium, and sometimes (if we're lucky) a sportscast. Today, we truly see something remarkable during a pitcher's wind-up and delivery. These little things are becoming more and more a true to life representation, and this will only continue to improve with time. But at the end of the day, no matter how visually splendid the product has become, the name of the game isgameplay. Well, that and presentation. And that's my beef with the sports genre, today: the lack of choice.

Call me biased, but I'm tired of the loose feeling my controller gives me as I try to judge a baseball grounded up through the middle of the field. It stymies me that I never know what fielder I'm controlling on a quick play. The blatant notion of involving the right analog stick as 'do everything' feature is dizzying. The fact that no game (in any sport) is really teaching me anything for fear of being too casual is sickening. Why not offer a mode to teach people not just the controls, but what to do here and why? Clearly this is something that a competing sports title can one-day offer, but in the current state of the industry there is no room for that competition. And now there is only one multiplatform baseball game and one NFL football game released every year.

The lack of clear choices, that's my gripe. It's the reason that I've sworn off most of the sports genre, with the exception of "Fight Night: Round 2". Players knew that the running game in NFL2K was great, probably better than the Madden equivalent. But Madden had it's own strengths. Both games did.

I'll admit that some of this post is a bit of an overstatement, but I yearn for the day when the exclusive publishing agreements are over and that day might be coming according to GamePolitics (via GameSpy ). Maybe then I'll be more apt to want to try a baseball game or a football game, again. Until then, I'll hang on to my fond memories of "MVP Baseball" and my younger years playing football games. Those were the best days of the genre because of how much choice we had, and in the end having choices is what makes games great.

Required Listening

(Another cross-post from systemic)


If you're the type of person that loves deep, informative podcast discussions playing in your ear during a morning commute, here's a quick list of some of the best audio on the internet.

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A Life Well Wasted - Hosted by former EGM'er Robert Ashley, this show is anything but a waste of time, and its shows plenty of potential for the future. "A Life Well Wasted" focuses on video games and the people who love them. After only two released episodes, this show has managed to infuse a strong video game soundtrack with an interesting and often unique social commentary on video games culture. Think of it as a gamers version of "This American Life".

Idle Thumbs - The perennial multiplatform video game discussion podcast hosted by Chris Remo of Gamasutra.com, Nick Brekon of Shacknews.com, and Jake Rodkin of Telltale Games.

The GameSpy Debriefings - the rag tag bunch of editors over at GameSpy.com weigh in on the weeks news, previews and reviews for console and PC. Each week, listeners are treated to the awesome personalities of Sterling McGarvey, Miguel Lopez, Will Tuttle, and others as they discuss the latest topics in the video game industry.

The Player One Podcast - Hosted weekly by former EGM writers Chris Johnston, Phil Theobauld, and guests, The Player One Podcast offers fun, detailed discussions on the hottest topics in the games industry.

The Geekbox - A podcast hosted by some of the best personalities in the business, "The Geekbox" covers a multitude of media for geeks everywhere. Each week, listen to the Geekbox team sound off on games, comics, television, movies and more.

Tuesday, February 24, 2009

Wanted: Weapons of Fate Hands On

the following was posted on systemic.gamehelper.com after a recent demo of "Wanted: Weapons of Fate" in San Francisco.


Any fan of the "Wanted" comic book knows that there's still a whole lot of story to tell after the movie. The film version of "Wanted" set a basic foundation that was loosely based on the comic's narrative and used explosive special effects to tell the story of young Wesley Gibson, a life-long loser turned professional killer. Now that Wesley has discovered his real purpose in life and taken control, he's left wondering what's next and if he'll be pursued by secret group of super-assassins known as The Fraternity.

"Wanted: Weapons of Fate" is an extension, a game that incorporates more of the signature comic elements like the Skull suit and other family heirlooms that Wesley inherits from his father, and blends them into a framework that picks up one hour after the events of the film.

"Step Back, I Have a Gun Sir!"

If there was one thing that the 2008 movie "Wanted" absolutely nailed, it was establishing a signature visual style for the film's gun-play. By natural extension, that same focus has shifted over to the game's developers at Grin/ Vivendi Universal, as well. Control over curved bullets, focusing on enemies in and out of cover, and slowing down the on-screen action are all extended to the players' hands with a smart control scheme.

In our demo of the PS3 version, we could fire with the R2 trigger, peek out of cover with the L2, and curve bullets with a combination of L1 and the right analog stick. The controls were both tight and responsive with only a few awkward camera moments springing up as we popped out of cover. Clear on-screen feedback is also easy to read. Whenever we lined up a shot around cover, enemies would be highlighted in white, and would only die depending on where they were hit. This is a relief after a prior build we saw in December, where enemies would fall dead immediately after being hit by a curved bullet regardless of where the bullet struck them (I'll admit that its kind of funny to watch an enemy keel over after being shot in the toe).


Blind-firing over corners turns the edges of the screen white, and enables a fast cover switching mechanic. It's a focused moment where players can jump to another section of cover quickly. So quickly in fact that enemies will lose track of your position when you do it. This sets them up, opening up a moment for a quick melee knife strike using the circle button.

Of course, the natural rules of gun-play apply here: Head shots are the most important, all others are secondary. But the payoff on curved head shots is much cooler here; a slow-motion camera closeup will follow the trail of the bullet as it travels toward the enemy's skull. You can only enable slow-motion or curved bullets when you have adrenaline, represented by a small meter of bullets at the top right of the screen. Killing enemies replenishes your adrenaline, which in turns enables you to use curved bullets. Possible upgrades to the system include Assassin Time (think slow-motion ala "Max Panye", and several arsenal upgrades). One particularly cool bullet effect was done by firing multiple bullets that crisscrossed and later collided, causing a small explosion to take out enemies.

It's All About Showpiece Moments
For the developers of "Wanted", matching certain art elements from the movie is a given, but mirroring the pacing from the film was considered just as beneficial to the project. As an homage of sorts to the train sequence from the film, they've inserted their own signature moment on a passenger filled airplane. Filed with enemies and pitfalls, we maneuvered our hero deftly in and out of cover with great ease, admiring all the little graphical touches. Each section of the plane represents a new kill-box that was both satisfying and visually distinct enough to fit in any part of the film universe.

Clearly "Wanted: Weapons of Fate" is not some art house game/cinema project. It's all about brutality, violence, and thinking fast in crazy situations. To the developer's credit, those characteristics are easily distinguishable in the game, and it all fits quite well as an extension to the film. Even the same the same dark humor of the movie is here and it's still funny (the easy difficulty setting is clearly labeled: Pussy. I know, we were just as shocked as you).


We know that gamers are always openly skeptical of any film licensed game property, but both Grin and Vivendi Universal are hip to your argument, and want to change the negative aura that surrounds licensed IP. They clearly understand that and "Wanted", too. That it isn't meant to be filtered or family friendly, but be quite visceral instead. A sort of no-holds-barred sequence of events, if you will. The build we saw showed vast improvements and polish, but for a game like this pacing is everything, and it's the thing that will separate Wanted from being too much like "Max Panye", "Stranglehold", or "Dark Sector".

Look for "Wanted: Weapons of Fate" at retail in late March 2009 on PlayStation 3 and Xbox 360.

Tuesday, February 3, 2009

Resistance Retribution Demo Impressions


Welcome back to Europe, soldier
The Resistance Retribution demo kicks things off back in Europe 1951, shortly after the fall of local forces to the parasitic Chimeran invaders. After the initial invasion, the Chimerans are low on necessary raw materials needed to replenish their forces, namely more human bodies. A small team of soldiers are sent in to investigate the conversion facility in Bonn, Germany, and find out where the Chimerans are getting their supplies. As, Pvt. James Grayson, an angry, bullish type who's lost his brother to a Chimeran forces earlier in the war, players will explore more of the Resistance universe. Grayson knows the enemy conversion facilities well, and is brought in for his extensive field experience detonating alien facilities. Unfortunately, plans fall apart and a member of his squad, Raine Boushard, is captured at the outset of the demo. Time is running out to locate for Boushard before she is converted into a Chimeran Menial by enemy forces.

A Slightly Smaller Resistance Experience

If you've had a PSP, one thing is very clear: Shooters and PSP rarely play nice together. This is mainly because the system is missing a second analog stick (an integral part of the genre for the past 7 years), and that's sure to make anyone nervous about a new shooter on the system. Sure, it's a clear hardware restraint, but the team at Bend Studios seem to have figured it out. First, there is an auto-targeting system in the game. It's useful because the face buttons of triangle, square, circle and x control your view point, and the analog nub controls movement. Any target directly in your sights is highlighted with a single red reticule.

Pulling the R button fires the equipped weapon (or throws a grenade) while the L button is used as an alternate fire; a great part of all the weapons in the Resistance franchise is they dole out different damage or enhancements depending on which button you push. There are eight weapons featured in the demo, including the Auger-WS (my personal favorite), a weapon that fires through solid objects and generates a shield to protect players during tense firefights. Serious fans will have no problem finding their favorite weapons from Resistance and the demo showcases enough situations to put each of them to use.

Inventory control is pushed over to the PSP's directional pad. The right button cycles through the inventory and the left button reloads the current weapon. Pushing up enters a free-aim system that makes Grayson stationary, making it ideal only for certain situations (Note: This is only a description of the default controller layout and it can be altered in the options menu).

The smaller screen of the PSP means less real estate to showcase the large-scale vistas typical of the Resistance series. Naturally, everything has been scaled down for portable viewing, but there's still enough depth here to clearly interpret the Resistance art style, even down to the weapon models. The demo level of the Chimeran conversion center is pretty large visually and there is even an enemy encounter against two titans, gigantic two-story enemies that fire huge plasma cannons. The visual tone is set pretty well despite everything being a little too dark.

Since this is a third-person shooter, Grayson's player model is on-screen at all times and is slightly offset to the left from the center of the screen to make spotting enemies easier. This means you'll never really see anything below your torso and that's just fine since there isn't any platforming that we could see in the demo, so far.

NOTE: Don’t forget you can connect your Second or Third gen PSP to a television via the available connector! - ED


Calculated Retribution

From a technical standpoint, it seems that Bend Studios has figured out how to make third-person shooters work on the PSP. This is the studio that worked on the last few portable Syphon Filter games, so everything in the Resistance Retribution Demo seems to be carefully crafted to take advantage of the handheld tapping into their experience developing these previous titles. If that experience is any justification, Resistance Retribution looks like a solid effort that can only get better. Look for Resistance Retribution at retailers this March 2009.