TF2 Map Progress

Over on the official Team Fortress 2 blog the guys from valve have just released some behind the scenes info on their mapping process for the new KotH Viaduct map. They’ve also been so nice as to include some time-lapse videos of the different map stages. This is a nice view at their work process. I have to admit though that the entire article is not very deep but nice to look at instead.

I say give it a look here: This point ain’t gonna cap itself!

tf2_viaduct-process

What struck me as odd in the videos was that the map was textured almost from the beginning. I would have enjoyed seeing some early footage in a raw, temporary textured state where they were still blocking out the basic shape – if they had such a stage. It might well be that they have enough experience with the game to be able to plan a map well on paper.

Regardless I certainly like the mention of valve doing playtests of the gamemode in modified, existing maps first to get a feeling for it’s dynamics. And I like the fact that they’ve set themselves a specific goal for the map: “we wanted a game mode that had an intense, centralized experience with quick player turnaround”. After playing the map for a while I certainly agree that they’ve suceeded at that.

There’s one thing I’m missing though: There’s no real side-route to get behind enemy lines. This is fine since it forces all action into the central spot as was the goal but I feel it hampers a few classes, especially the Pyro and the Spy. Still it’s a nice map and some nice videos I wanted to point you guys to.

It lives!

Alright. The big article is done. It’s going through reviews currently and I’ve also submitted it to Gamasutra. If they approve then all that’s left is to add a whole bunch of pretty pretty pictures. But that stuff always takes way more time than you’d expect. I know cause I keep underestimating this.

Anyway, the title of the article is now:

No More Wrong Turns
Game Design tools and Level Design methods that help players better traverse your game worlds

Working on Navigational Tools

Hey everyone. No need to worry, I’m still around. I’ve spent the last couple of days working on an article about navigation in video games. It’ll be done soon and then I’ll try and submit it to Gamasutra and possibly also post it here. It’s gonna be good.

And just to tease you guys a little, here’s the introduction:

Alright my dear readers, today I’m going to talk about navigation through the spaces of video games and the different tools that help us with that. This is mostly going to be relevant for 3d environments but much can be applied to 2d graphics as well. Also please bear with me, this is going to get quite long.

With the ever increasing complexity of our games and our game spaces, the need for some support has increased just as well. The earliest games often consisted of only one screen. All the action of the game was immediately visible at a glance. Think of Space Invaders or Pac Man. There are no hidden corners, no secret objectives. Nothing. These games are games of (almost) perfect information: You can see all there is to the game. All pieces are on the board, so to speak.

Nowadays it’s a lot different. The ability to display the entirety of the gameworld on one screen was quickly abandoned in favor of larger environments. Be this through scrolling or through leaving one screen and entering the next. The step to immersive, open worlds in 3d has just emphasized this even more. And that’s before we add the increasing complexity of the gameplay on top of it. Don’t fret it though, there’s help.

And we’re back…

Sorry for the technical difficulties there but the old server was retired and all stuff migrated to a new one. Gamearch has been offline for the last 2 days but it’s all back and running properly now.

There might be some difficulties with my other websites, especially my RPG gaming downloads. The download service backend will most likely be entirely redone and the downloads are offline for the time being. If you need something from there really badly, get in touch with me and I’ll try to get it to you.

No unjustified Murder

Following in the footsteps of the No Murder blogpost comes another tale of immersion.

This time it’s about Kane & Lynch: Dead Men, a third-person shooter where you take on the persona of ex-mercenary Kane. Be warned that this post may contain some spoilers for the game’s story.

Kane & Lynch: Dead Men Screenshot

The game opens up with a cinematic of Kane sitting in Death Row writing a letter. While he’s waiting for death he tries to open up to his estranged daughter whom he supposedly hasn’t seen for a long time. Kane is repentant and has accepted his fate. It seems as if he’s made peace with himself.

This is all quite well done, even if the drama is layed on a bit thick, and helped me identify with the character. Kane felt like a complex and believable person and not a two dimensional action hero. Just what you want from a gritty crime story. It was a great beginning to the game and story.

So Kane finishes his letter and gets onto the armored transport to his execution. Just to have a group of mercenaries stop the convoy and free him (including his fellow inmate Lynch). In the confusion and chaos the player can take control for the first time.

Under fire from a variety of cops, Kane is led to temporary safety and given a gun. The rest of the level consists of back alley chases and shootouts with the police until at the very end the gangsters are holed up in a donut shop waiting for their getaway vehicle.

And right there the immersion broke for me because when my version of Kane crawled out of the ruins of the wrecked armored car, he was still a repentant criminal. I (as a player) just didn’t want to shoot at the police. I wanted to get away without killing anyone. And I did manage to stay in cover and evade them (and have my allies mow them down without regret). At least until the scene with the Donut Shop.

Again my image of the protagonist as the narrative had presented him to me was diverging from the game mechanics. My Kane was not a peaceful man and he’d have no qualms about gunning down “bad guys” but he wouldn’t shoot cops. The problem though is that the game forces you to kill cops. A LOT of them. Almost the entire first half of the game is entirely made up of firefights with the police.

After playing Mirror’s Edge peacefully I actually surprised myself by taking the “no cops” stance in Kane & Lynch without really thinking about it. Normally I have no problem gunning down anything that moves as I’m an avid shooter player. Not so here though. My guess is that the game immersed me to such a degree that I wanted to get in character and act like the protagonist. Or at least my vision of him. Either that’s a compliment to the storytelling quality or it’s a holdover after having played Mirror’s Edge before… Or I’m just getting old and soft.

Regardless the reason I did in fact enjoy this experience until the break. I guess it’s not unlike when I’m playing a role-playing game. When I get into character I take actions that are in line with the personality of my protagonist and the narrative as a whole. Often these actions are not the best ones from a game-mechanics point of view. In RPGs I take this sort of behavior for granted but it doesn’t seem to happen that often in Video Games.

Now did you ever experience something similar?

No Murder

A couple months ago I began playing Mirror’s Edge. In the game you play Faith, an underground courier trying to uncover a conspiracy. A feature of the game is that you can finish it without shooting a single opponent. Motivated by this achievement and the challenge of doing so I decided to try and complete the game peacefully.

Well as peacefully as I could at least. There’s still a lot of enemies, mostly policemen, which Faith has to take down to continue. I restricted myself to fighting unarmed and even though I struggled I greatly enjoyed the experience and felt immersed. I guess playing peaceful, as was in tune with my version of Faith’s personality, helped me get into character.

mirrors-edge

In fact I emphasized so well with Faith that I was genuinely unsettled when at one point in the game I kicked an approaching cop and threw him off a roof. I had tried not to hurt someone and still it had happened. The game makes no distinction here and I was still well on my way to get the achievement but the death of the policeman was still an accident that had a much stronger emotional impact on me than the many other deaths in other games.

And again, later in the game I felt this immersion rear it’s head – and bump it against something. At one point Faith has to ambush a convoy and to do so her courier organisation supplies her with a high powered sniper rifle to do so. Wait, what? How the hell did the peaceful group of free runners get their hands on such a weapon? I don’t know why but I felt somewhat betrayed by and doubted the sincerity of the group. Who knows what I had transported accross the city before. Maybe I had become an unwitting party to weapons smuggling and terrorism?

This was a very odd feeling because I do not think there was any developer intent behind this: The group displays no nefarious ulterior motives during the story and most of it’s members (of the few you meet) are genuinely good guys. If it was intentional and would actually lead somewhere in the story, then it would have been a powerful but subtle method to communicate parts of the narrative. Maybe foreshadow a possible betrayal or deeper corruption.

However as it was, Faith still cooperated with her group normally as if nothing had happened. This is where Faith as portrayed by the game, and as visualized in my head, diverged a bit and my immersion took a few cracks.

Anno Wii (Dawn of Discovery) on Metacritic

I’ve posted about Anno: Create a New World (aka Dawn of Discovery in the US) before. I’ve done Level Design and Scripting on both the Wii and DS platforms. With the impending US release the amount of reviews on the Metacritic page is slowly increasing.

Anno Score on Metacritic

With enough reviews now, the game has currently got a Metacritic rating of 83. Which ranks Anno as 28th of all Wii games on Metacritic (out of 421). Not bad, if I may say so.