Inaccuracy and Stakes in Kane & Lynch 2

Kane & Lynch 2: Dog Days, much like Kane & Lynch, is a remarkable and flawed game.

The first half of Dog Days is a linear third-person shooter which treats its levels as a living space within which the player is constantly moving and adjusting his position as-necessary for reasons of additional cover, vantage point, or ammunition. The first two are nothing new for a current generation shooter; cover has been done to death by many a game. What’s fantastic, though, is how Dog Days works to recreate a big movie shootout: massive inaccuracy on both sides of an engagement and characters who are frequently changing up their weaponry entirely (not just reloading). Ammunition is not just a number on the HUD which is constantly non-zero but, rather, an actual resource which must be managed within an engagement as players burn through missed round after missed round. The firefights during these early segments of the game are more about bullets going everywhere than they ever are about the aim-adjust-headshot shooter loop.

It’s easy to see how players could be frustrated by this system: some of the core shooters in the FPS genre have always been about allowing those with the talent and skill and hand-eye coordination to dominate the playing field with accurate weapons (namely competitive shooters like Quake 3 and Unreal Tournament). And even the introduction of aim spread by more tactical shooters, and the more inaccurate aiming system of cover-shooters like Uncharted and Gears of War still provide a fair amount of aim control in one firing mode or another. Regardless of the actual scheme employed, the end result of shooters seems to come down to a single core tenet: provide players with a reasonable semblance of aim control and the ability to predictably (and reliably) take down several similarly-typed enemies. If variation is to be introduced into the system, it needs to come in the form of a different enemy, not a different tool.

Starting Dog Days, players are given the choice between varying types of sub-machineguns and pistols, neither of which have much stopping power nor accuracy. Every encounter in the introductory levels of the game becomes a two-sided round of whack-a-mole with one side popping up, draining a clip, then going back into cover to reload, and the other side then taking his chance. Eventually one side will get the hits necessary to take down the other side. And, given an infinite supply of ammunition, these encounters would look hilarious to all involved (especially given the extraordinary documentary-style camera/effects the game is presented with). There is no infinite supply of ammunition, though, so while an encounter initially starts with each side comically popping in-and-out of cover, the need for either more ammunition or a new weapon quickly takes center-stage and requires the player to venture out of his safe zone into the more treacherous “no man’s land” space in the middle of an encounter area. Cover is dodgier, vantage points are less obviously advantageous, and, worse still, the player doesn’t have an abundance of life to live through any sustained enemy fire. This system works incredibly well for Dog Days.

Instead of consistently and cleverly mixing up this system for the mid-to-late sections of the game, Dog Days, instead, makes the same critical mistake that Kane & Lynch 1 did: raises the stakes. And while there are no invasions on a capitol building in Havana with a small and disposable revolutionary army in tow, there are still helicopter battles. This time there are helicopter battles over downtown Shanghai in the middle of the afternoon. And, for reasons which confuse me, a level that takes place in a giant warehouse as Kane and Lynch fight off soldiers or something. It’s all incredibly painful to play as the memories of the excellent first half of Dog Days reside in one’s head. And to make matters worse, not only are there far higher “stakes,” but there are ludicrously more enemies and the weapons the player has access to are far more accurate and predictable and the game becomes solely a matter of: pop out, headshot, duck, pop out, headshot, duck, etc. Which works when the inner loop is a crisp and balanced set of systems, but that is a thing that Dog Days doesn’t have the benefit of.

Despite my issues with each individual game, I am still entirely of the mind that the Kane & Lynch series, now two games in, is an incredibly interesting and promising one which is severely overlooked. Dog Days‘ first three hours or so of gameplay was tremendously interesting and well-paced and I consider the game worth it for that alone. I just wish, like I have before, that the games would stop trying to top itself as players progress through them.

While Motivation Fails Me

I made a tumblr blog thing. It’s got pictures!

Stuff That is New

So, I haven’t updated this in about a month which may, actually, be the longest the site has gone without an update in years. I feel mildly bad about this. Not quite bad enough to write a proper entry, though, so let’s just sit down and talk.

Persona 3 Portable is great.

dqicks (Dragon Quest IX) is very close to being an incredible, light JRPG. It’s not, though, because like so many other games it has an ending which with a greatly disproportional difficulty spike and requires grinding that was absent from the entire game up to that point. This is disappointing because I enjoyed killing dudes to put shit on my digital dude doll (presented in glorious DS-as-photographed-by-iPhone style) :

Gravity Hook HD is great.

Caper Corp. is on hold for the time being for a couple reasons. I’ll elaborate on these at some point. That point isn’t entirely now. I was working on the game and was planning on making it about a year and a half to a two year long project that would ultimately be free because that’s generally how I prefer to make games. For now something else is going to be taking place. The other reason is that I’m currently in a weird place with the tools that I’m using to make the game, so I’m held up from actually working on it even if I had the time/inclination. This is a source of sadness. Great, great sadness. I should have something else starting up soon, though. I hope. Maybe.

Limbo came out amidst a dozen other really clever 2D indie platformers that all have excellent executions but no real ideas of interest. The first third of the game had an atmosphere and sense of surrealism and mystery and fear that I absolutely adored, but once that faded out my interest in actually playing the game went with it. If I really had to side with a 2D platformer for the year, I’d go with Loved because, I mean, yes. Mechanically rote, but it nails so much else that I’ll give it a one-time pass. I delved a bit more into the whole indie 2D platformer thing over at the internet webhome site page of Nels Anderson.

Jim Thompson is great. Read him. All of him.

The IGDA and I have a different definition of leadership.

I was in New York City for the very first time ever in ever a couple weeks ago and… Well. It was a strange trip. It was also a brilliant trip. I got to check out and talk to some great dudes from Area/Code. What was super fascinating, though, was being there for an NYU Game Center shindig about social games. It’s also where Ian Bogost unveiled Cow Clicker to the masses. It was thoroughly fascinating and I want, want, want something like that in Austin. Without any University support, though, something akin to Game Center around here seems like it would be difficult to get off the ground. Anyway, that was a great thing. Almost as great as the cookie monster battle armor, what up monkey, and my biological father.

And that’s that. For now.

Journalism

It’s so strange to me to read and listen to so many comments, mostly from other journalists and news outlets, in regards to Michael Hasting’s Rolling Stone article on Gen. Stanley McChrystal. CNN newsanchor Howard Kurtz opened up an interview with Hastings asking the question: “But was Michael Hastings fair to the military men that trusted him?”

What? Why does this matter? What does being ‘fair’ have to do with a journalist given access to a four-star general and his top aides? Accurate, yes, balanced yes, but if the story that is there to tell is one which isn’t glowing and praising of the subjects of the story, then that’s the story that will be written. Hastings isn’t using quotes obtained off-the-record or in secret about these people, he’s using strictly on-background and on-the-record quotes and statements about the people he’s there to write a piece about. And if Hastings is to be believed, and there’s no reason to not believe him, he was “focusing on was trying to write the best story that I could to bring attention to the war in Afghanistan.” And writing a piece which properly conveys the character and goals of the Commander of U.S. Forces in Afghanistan would follow with that focus.

The goal of journalism should be to write balanced, accurate stories which explore some character or expose some truth that would otherwise not be known. How there is any controversy over the story itself, and not solely the actions and people in which the story focuses on, is ridiculous. Then again, the state of journalism is such that in the Howard Kurtz CNN interview, Kurtz says to Hastings: “You got some criticism for quoting one comment by one aid while he was getting drunk — or ‘hammered’ is the way you [Hastings] put it — any second thoughts about that?” Hastings, looking somewhat confused, then asks Kurtz to specify which quote he is referring to, to which Kurtz responds: “I don’t have the piece in front of me, but certainly it’s been widely commented upon that… there was some drinking going on.” Stellar.

Sticking with Howard Kurtz for now, another interview was done by Kurtz, this time with CBS Chief Foreign Affairs Correspondent Lara Logan. Kurtz starts out by asking: “When you are out with the troops and you’re living together and sleeping together, is there an unspoken agreement — “ to which Logan responds “Absolutely” before Kurtz finishes “– that you’re not going to embarrass them by reporting insults and banter?” Logan answers:

“There is an element of trust and what I find is the most telling thing in what Michael Hastings said in your interview is that he talked about his manner as pretending to build an illusion of trust and he’s laid out there what his game is. That is exactly the kind of damaging attitude that makes it difficult for reporters who are genuine about what they do who don’t distinct — I don’t go around in my personal life pretending to be one thing and then being something else. I mean, I find it egregious that anyone would do that in their professional life.”

It makes complete sense that military beat reporters not reporting on the background jokes and insults that are thrown around by privates and low-level officers in the military — it’s inconsequential and would serve no higher-level purpose nor help anyone. That kind of reporting would unnecessarily embarrass and harm otherwise well-meaning friendly banter. The same sort of behavior in a four-star general who is the Commander of U.S. Forces in Afghanistan, however, who is using the President and Vice President as the target of jokes and what-not in an on-the-record conversation is completely absurd. To even link these two occurrences in an analogy is illogical and ridiculous. If the commander of a major operation is publicly expressing disdain — or, at the very least, a lack of confidence and trust — in the Commander-in-Chief in a government which legally mandates civilian control of the military is kind of a big deal.

Lara Logan, in the same interview, says: “The question is, really, is what General McChrystal and his aides were doing so egregious that they deserved — I mean, to end a career like McChrystal’s? I mean, Michael Hastings has never served his country the way McChrystal has.”

Why is that relevant at all? Michael Hastings hasn’t served in the military, but by accurately reporting on a story from the month he spent with McChrystal and his aides in a way that clearly aims to be a legitimate profile on the people running the war in Afghanistan, Hastings is doing his job and doing it well. How does how Hastings do his job in any way relate to McChyrstal’s performance of his? And why does a military beat reporter get to be the one to pose that question?

It always seemed to me that a generation which grew up with the influence of Alan Pakula’s All the President’s Men would grow up to be journalists. Who did the people criticizing Hastings grow up idolizing? Does anyone remember the writers who get close and friendly with the White House Press Secretary and got to break a fluff story first? No, but we sure remember Carl Bernstein and Bob Woodward breaking the Whitewater controversy? It’s completely ridiculous, and depressing, that journalists are giving Hastings heat for doing his job the way it should be done.

The Particle Trilogy

As a little break from Caper Corp., I finished a making a new video game this weekend. This one is called In the Wind. Much like Balance and Doubt, In the Wind’s entire visual style is driven by particle effects. Well 2D text too, but that’s only because making particles to represent text looked ghetto at the size I needed the text to be. In the Wind brings an end to the particle trilogy style of games I started back in December. This game would have been completed back in January or so, but unlike both Balance and Doubt, In the Wind was started more because I liked this color composition:

Unfortunately, that was really all I liked about the game that I was thinking about making, so it never really got beyond some movement physics, a wind effect/simulation, and the tree. My goal with the game was to always convey a “natural economy,” in that everything in the game was able to act because of the energy the center tree provided, and the player’s goal was to just feed more and more energy into the tree. It was an okay idea, but I never really had the thematic commitment to it that I did for the other two games. My goal with the particle projects was: no more than seven average days of work (so an hour or two after work and then maybe a weekend afternoon) and a set of systems which mechanically conveyed a single, coherent theme. For Balance and Doubt, I had the theme and the systems down for what I wanted to convey and, between the two, Balance is the only one that really succeeded as a fun little project (though I still have some love for Doubt, despite that). For In the Wind, I never really had that and, as a result, despite the second wind I got that drove it to completion, the game kind of waffles. The other problem was that after a night of work on In the Wind, I was already prepared to go back to work on Caper Corp., so it was this weird divided interest.

Still, I was able to get In the Wind done in a fashion very similar to the other games in the series: a Saturday after returning from a run I realized I had to scramble together all of the final elements (usually some systemic touches, audio, and a starting/ending screen), upload it to my site, post to Twitter, and get some quick feedback, incorporate those changes into a new build, and voila. New game.

Working on these three games with the self-imposed constraints under which they were worked on was a fun little endeavor. It was nice to do something a little bit different and to establish a visual style that was (hopefully) uniquely mine and explore some one-off systems. And now it’s back to Caper Corp., which should have another entry forthcoming at some point in the next week or two.

Final games in the particle trilogy (because they’re not real games if they’re not part of a trilogy):

A Structure of Mastery

In playing Split/Second lately, I am often overcome with the hollowness of my progression through the game’s so-called ‘season.’ I enjoy every race as I’m doing it, but once I get my first-place gold trophy for a race, I move on, without any care in the world. It didn’t occur to me until I started playing Blur and, strangely enough, Super Mario Galaxy what Split/Second was lacking in its core game structure: a reason to replay.

Arcade games and racing games have a lot in common in their core game structure. Rather than engrossing the player in a single, cohesive world or experience, the gameplay is divided into manageable levels (or courses/races, in the case of racing games). Players then tackle each component of the game in this little vacuum of gameplay. Within that small segment of the overall game, the player can become an expert. Games with a level format, when presented to the player in a chunk-by-chunk format and not an invisibly managed, strictly linear progression, encourage a certain mindset on the player. There is a subconscious willingness to not advance until some set of criteria is met, whether the game presents those or not. The act of replaying this chunk of game over and over results in the player becoming exceedingly skilled at playing that specific chunk of game. The byproduct of this, however, is that the player is also increasing his overall fluency in the game’s mechanics with every play-through of that chunk of game, so long as the game doesn’t overly limit the scope of the chunk.

In a racing game, every time I play a course I’m getting more familiar with the intricacies of the track and the shortcuts and the best spots to drift. These are skills that are only, really, relevant to this specific course (and, generally, all relate to memory whether it be conscious memory, muscle memory, or a subconscious internalization of the timing involved in playing a given course). Every time a player plays through that course, though, he is also learning to be a better ‘driver’ — to know how to maximize speed through a curve, how and when to best overtake opponents, and so on. It’s a parallel development of skills, with the most useful development, that of the long-term skill mastery, occurring at a more subconscious level.

In Blur (as well as every other game by Bizarre Creations), progress bars are presented to the player at every turn which encompass criteria for every imaginable aspect of the game. There is almost always a reason to replay a race and every race, if nothing else, increases the player’s profile progress, allowing him to unlock more cars. This long-term progress is, largely, nothing more than an arbitrary limiting mechanic with the intent of being the carrot at the end of the stick. It’s a system which does largely no foul within the game until it runs out and, in Blur‘s specific case, it runs out surprisingly early. That’s okay, though, because once that high-level progression is finished and the main suite of cars is unlocked for use in single-player, there is still the more useful forms of per-race/tier criteria: conditions to unlock one-vs.-one matches in each tier and, most importantly, the social integration of your friends list into the game interface.

The idea behind achievements, way back before they became this weird hybrid of extrinsic motivation and expected reward, seemed to me to be to encourage players to venture outside of their comfort zone and try things that the designers thought would be fun to try. This is sometimes still manifest in achievements for games, but often seems completely lost in the will to cater to gamer expectations about what constitutes 1000 Gamer Points. The race conditions to unlock one-vs.-one matches in Blur are able to transcend from pure stat porn or meaningless incentives to actually contribute something to the player experience: enforced variation. They are arbitrary, but forcing players to use one of the game’s power-ups to shove an opponent into the water is something that most players would never seek out (or, in my case, even think possible otherwise). The ideal case, of course, is that all of these situations exist in the game to surprise players willing to venture out and experience them, but such is the problem with emergent design: we’re all too often willing to let the coolest situations in our games be experienced only by the people willing to try and break our game. That’s not to say we should call out of everything, but there are times when a single nudge in the right direction, like the aforementioned event, opens a player’s eyes to a whole range of supported mechanics he may have never thought would exist. Games are so limited and directed these days, that the common gamer expectation is for his worldview to consist of what the game shows him.

It absolutely astounds me that Bizarre Creations is one of the few developers in existence that actually understands how fundamental competition is to these types of games. In Geometry Wars 2, they made notifications as to your friends’ status in game modes a first-class feature in the interface. Most gamers may never venture beyond the most basic of interface functionality to discover things like “leaderboards,” so Bizarre Creations brought the leaderboards to the place that every game has to go: the mode selection. Whenever you want to start a game of Pacifism, you see where you rank compared to your friends. It’s not some abstract representation of your place in the entire world (though you see that by the number next to your name), Bizarre Creations makes it personal. And that’s where they succeed.

Racing and arcade games, are really all about competition structurally, mechanically, and, at least with racing games, thematically. A racing game that doesn’t encourage competition outside of the race is not fulfilling its purpose. When I look at the Split/Second race screen, all I see is a gold medal. As far as I’m concerned, that’s all that starts to matter as I progress through the game. When I play Blur, though, what I see is that Ryan Hummer, a programmer at Raven Software, annihilated the crap out of what I thought was a good course time in a race in tier two. On top of that, he used the game’s social functionality to issue a direct challenge to me to top his score. And despite the fact that, as far as the core game progression is concerned, I completed that entire tier (full progress through all races and beat the one-vs.-one event), I’m drawn back to this race early in the single-player progression solely to beat my friendnemesis.

There seems to be an unwillingness for games to present their content in a gamey fashion in the current generation of games. The arcade presentation that a generation of gamers, myself included, grew up with, scores, lives, continues, levels, and so on die out in favor of a singular, cohesive gameplay experience. This is a great structural move for some games, but for others it’s not really an improvement, it’s just a lateral (if not backward) step in presentation. Having recently completed Super Mario Galaxy in order to prepare myself to then tackle Super Mario Galaxy 2 was a strange experience alongside the plentiful quantity of racing games I’ve been playing lately. Galaxy adopted the course structure in a way that wasn’t particularly unique for the series, as Super Mario 64 had done something similar, but the explicit manner in which it was presented to players was unique. Players are no longer going into a world to find the next, likely more complicated star, they’re selecting that ‘course’ through the level up-front and seeing the same galaxy in a new way as they do so. It’s a unique and compelling application of a gameplay structure used in different genres of games for ages, but SMG uses it for its own ends and it results in a unique feel to the game as a whole. Better yet, for me anyway, is the feeling that when I get a particular star, I go back to the menu screen/game hub and think “Yeah, I can do that better” and try again.

The Cut Scene Crutch

There isn’t a whole lot to talk about when it comes to posting slides and such from a five minute microtalk. This was, however, my first ever attempt at making some sort of presentation/talk in the game industry, so I want to post anyway. I called the talk “The Cut Scene Crutch” and, in it, I try to fit as much into the five minute time to form a coherent argument against the love of cut scenes as a means of storytelling in what is, first and foremost, an interactive medium. The associated text, which I primarily improvised when I actually gave the talk, is in the speaker notes.

I wrote the presentation in Keynote on OS X, so the PPT file is… lacking. It works, though!

Thanks to everyone that came out and listened to the ten Microtalk speakers (especially support from fellow LightBox dudes). Kain Shin put together a rad event in the vein of the GDC Microtalk sessions.

Also me via a glorious cell phone photo courtesy of Andrew Weldon.