RAGE - contact@rockpapershotgun.com (Jim Rossignol)

This year has been unusually rich in the kind of game that I most enjoy: those that are open-ended, or provide a sandbox world for me to mess about in. We usually get a couple of these every year, but in 2011 we seem to have run into a minor bounty of the open stuff, which is good news for explorers and meanderers alike. I’ve gone into a bit more detail about why this pleases me below. >

(more…)

Psychonauts

Why I Talked About Chickens to a Room Full of Game DevelopersA couple of weeks ago, I attended GDC Online in Austin. I was covering the event, but I was also there as a speaker, giving a microtalk as part of a six-critic panel on great game storytelling. Joining me were N'Gai Croal (Hit Detection), Leigh Alexander (Gamasutra), John Davidson (CBS Interactive/Gamespot), and Ben Fritz (the L.A. Times). The talk was organized and led by Chris Dahlen, who is editor-in-chief at Kill Screen Magazine.


We decided early on that we'd each give a small talk dedicated to one thing that we look for in a great video game story (or one thing that we'd love to never see again). The format was the wild card—Chris suggested we try something similar to the Pecha Kucha 20x20 talk, in which each presenter shows 20 slides which play for 20 seconds each. For my talk, I focused on character motivation, so of course I wound up talking about... chickens.


We did a modified version of Pecha Kucha, doing 20 slides apiece and setting them to play for 16 seconds each. Let me tell you: it was a challenge! I've given talks before, but I've always had control over when the slides advance. For this talk, I had to rehearse the hell out of it in order to make things line up the way I wanted them to. It wound up being a great exercise, and I think the approach helped me keep things focused.


I was thrilled to get to give a talk alongside such wonderful critics and writers, and I really enjoyed each talk. John took a loose, conversational look at the various storytelling tricks he values in games. N'Gai took a more technical approach, breaking down the main sorts of game storytelling and explaining them. Leigh's talk was a deep look at building better online characters and quest givers, her slides (humorsly and predictably) covered in text. Ben talked about how most of the games that win awards for writing are the games that feature the most writing, which was something I'd never considered before. Chris closed us out with my favorite of all the talks, in which he discussed mystery, and how only in games can players take an active part in unravelling the story.


At some point, video of the session will be available at the GDC Vault, but in the meantime I wrote to the folks at GDC Online and asked if it would be okay for me to run my microtalk here, and they said yes. So, in this slide show, you'll find my 20 slides. For the full experience, set a timer to ding every sixteen seconds and read the slides out loud to yourself. (Or, you know, just read it normally.)


Thanks to Chris Dahlen for including me, and to Jennifer Steele and everyone at GDC Online for having us! I can't wait to go back next year.



You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

Why I Talked About Chickens to a Room Full of Game Developers
Hi everybody. I want to talk about character motivation, and I'd like to start with a question: Why did the chicken cross the road? I'm guessing that you all know the answer: she crossed to get to the other side. It's a nice, direct answer, humorous in its ironic simplicity.


Why I Talked About Chickens to a Room Full of Game Developers
But is that really a good enough answer? What if a car had come along? What if she had lost her way and never made it back to her family? Why would this chicken risk so much, what was she going towards, what was she trying to escape? What are we really asking here?


Why I Talked About Chickens to a Room Full of Game Developers
It's not so much "Why did the chicken cross the road," as it is simply: "Why?" Why do we do the things we do? Why do we love, why do we lie; why do we take risks or hurt one another? Why did the chicken cross the road?


…What does this have to do with videogame writing?


Well, maybe it doesn't have to be a chicken.


Why I Talked About Chickens to a Room Full of Game Developers
For me as a game critic, the question of "why" is of the utmost importance. Of course, that question is of the utmost importance for… pretty much every aspect of everything. But for today, when I talk about "Why," I'm talking about character motivation. Why do a game's characters do what they do?


Why I Talked About Chickens to a Room Full of Game Developers
Oftentimes the phrase "character motivation" becomes synonymous with "backstory." In Mass Effect, players are given the opportunity to choose their protagonist's backstory from a short list, and it kinda works! Choose a backstory, and voila! Instant character depth.


Why I Talked About Chickens to a Room Full of Game Developers
But backstory can be so much more than a quick and dirty means to providing character development. In Tim Schafer's Psychonauts, players enter the subconscious minds of the other characters, exploring their pasts, their secrets, their proud moments and their shame. It was a brilliant synthesis of character development and design.


Why I Talked About Chickens to a Room Full of Game Developers
The challenge is that too much backstory, improperly applied, can also backfire. I was frustrated with Brendan McNamera's LA Noire for the muddled ways that he and his writers attempted to show me Cole Phelps' motivations. I never did feel like I understood him, or why he did the things he did.


Why I Talked About Chickens to a Room Full of Game Developers
Great writing and performances can help inform of a character's "why" intuitively, and most of my favorite characters often feel motivated by the same unknowable impulses as rest of us. But then, that's television… or film, or literature. That's not video games.


Why I Talked About Chickens to a Room Full of Game Developers
Because here's the thing: when it comes to games, everything I've described is only half the story. Why did Frogger REALLY cross the road? He did it because you pushed the joystick forward. He didn't need another reason for his actions. This frog really DID cross the road just to get to the other side.


Why I Talked About Chickens to a Room Full of Game DevelopersOne of the most famous responses to the question "why" came from George Mallory before climbing Mount Everest. "Why do you want to climb the mountain?" he was asked.


"Because it's there."


"Because it's there" is a good enough response for many video game characters. Most, even.


Why I Talked About Chickens to a Room Full of Game Developers
Mallory was probably more concerned with how he was going to climb the mountain. And often, game designers seem similarly focused on the how over the why. How does this level work? How are our combat elements balanced? How do we get this vehicle segment functional?


Why I Talked About Chickens to a Room Full of Game Developers
But as a critic, I'm never as interested in how the chicken crossed the road as I am in why. By foot, by air; by boat, by train—it doesn't really matter. In a game, as soon as I've done something, I know how I did it. It's nicely unambiguous, but also narratively uninteresting.


Why I Talked About Chickens to a Room Full of Game Developers
Games may not need great characters to work, but well-developed, three-dimensional characters make me enjoy a game so much more. Why did he rescue his missing wife? Why did she defeat that dragon? Why did he build that farm? In so many games the answers to those questions are thin or even non-existent.


Why I Talked About Chickens to a Room Full of Game Developers
I guess it will always be both a risk and a challenge to ask videogame characters "why." That's partly because it'll probably always be easier to ignore the question entirely. It's also because of Frogger and the joystick: the conflict between player control and authorial intent.


Why I Talked About Chickens to a Room Full of Game Developers
But that conflict is precisely what makes videogame characters so fascinating to me! Shadow of the Colossus's Wander, tricked along with the player into committing heinous acts. Planescape Torment's Nameless One, his past catching up with him even as through him, the player creates a new future.


Why I Talked About Chickens to a Room Full of Game Developers
And then there's multiplayer, in which the connection between player and character becomes even more complex. Many multiplayer games have found an easy answer to the question "why." Why do we play multiplayer games? "To level up! To win!" But must that really be our sole motivation?


Why I Talked About Chickens to a Room Full of Game Developers
Whether by design or not, our personal motivations are already coming to bear in online spaces. What if I watered Suzy's crops not because I want to get more FarmVille bucks, but because I have a crush on her in real life? What if I screwed over a coworker in EVE Online because of a perceived workplace slight?


Why I Talked About Chickens to a Room Full of Game Developers
The motivations of the characters we play in digital worlds overlap with our own lives in ways that writers and designers have only begun to explore. Through our connections to the game, the story, and to other players, our in-game actions become an entirely different sort of real, and so too do our motivations.


Why I Talked About Chickens to a Room Full of Game Developers
But too many games, single and multiplayer, don't just fail to answer the question "why," they fail to ask it at all. It's enough that they work, it's enough that the design is fun and the feedback loops are compulsive. It's enough that they'll sell a ton of units.


Why I Talked About Chickens to a Room Full of Game Developers
I don't ask writers to put aside notions of design-oriented, functional writing, I only ask that they aspire beyond them, beyond the "how" and into the "why?" You've built the chicken, you've designed the road. She's standing alongside it, waiting. Now tell me, show me: why would she want to cross it in the first place?


2011年10月21日
Psychonauts - contact@rockpapershotgun.com (Alec Meer)

Autokids, trundle out!

After far too long a hiatus, Double Fine Productions unexpectedly returned to PC last week, releasing their year-old, Halloween-themed RPG Costume Quest on Steam. Hopefully the rest of their games will follow, but in the meantime here’s what I made of their dress-up duff ‘em up. >

There aren’t enough costumes! Then again, any number of additional costumes probably still wouldn’t have been enough to dissuade me from using the very first one, the winged, rocket-lobbing robot suit, over and over again. Maybe it’s because it looks a bit like Thundercracker from Transformers, or maybe it’s just because I’m a boy. Boys like machines and violence, girls like pink and unicorns. Those are the rules. (Apart from when they’re not.) Costume Quest does, after all, play unashamedly to the child in us: it’s a celebration of the goofy cheesiness of American Halloween, admirably managing to keep cynicism out while never falling prey to mawkishness. (more…)

Psychonauts


Double Fine's Xbox Live Arcade tower defence title Iron Brigade (formerly known as Trenched) will receive a new horde mode in a forthcoming DLC update.


The upcoming expansion is called Rise of the Martian Bear, Kotaku reports. Release date and pricing information is yet to be revealed.


Double Fine's latest title is still awaiting release in Europe after trademark issues forced the game to be delayed and re-named.


Iron Brigade was originally planned to launch in June as Trenched, before the creator of obscure Portuguese board game Trench intervened threatening copyright infringement, Eurogamer discovered.


In August, Microsoft re-confirmed Iron Brigade for Europe in September, but again the title failed to appear.


In the meantime, Double Fine has busied itself with the announcement of a PC version of adorable adventure title Costume Quest and fresh Steam/Mac ports of classic platformer Psychonauts.


Eurogamer has contacted Microsoft for word on Iron Brigade's European launch.


First screenshots from Iron Brigade DLC Rise of the Martian Bear lie below.

Psychonauts - contact@rockpapershotgun.com (Alec Meer)

Gentlethings, prepare to perform your happy dance. Unexpectedly and suddenly, Psychonauts-makers Double Fine have ended their silly sabbatical from PC games, and announced that they’ll be releasing their Halloween-themed RPG Costume Quest on Steam. When? Why, it’s there right now>.

Happy, happy days. And hopefully CQ is but the first of many of the Tim Schafer-headed studio’s titles due to return to the motherland. In fact, they imply as much below. (more…)

2011年10月14日
Costume Quest - Valve
Just is time for Halloween Costume Quest is Now Available on Steam.

Costume Quest is a Halloween adventure from Tim Schafer's Double Fine Productions. In this charming role-playing game, choose your hero and trick-or-treat through three beautiful environments full of Double Fine humor and story. Complete quests, build your party, and collect costumes along the way that allow you to transform into powerful champions and take down the evil Repugians. This heroic holiday tale will capture the imaginations of kids and kids-at-heart.

2011年10月14日
Psychonauts - Valve
Updates to Psychonauts have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- The Mac version now uses the language set by the Steam client in all situations
2011年10月11日
Psychonauts - Valve
Updates to Psychonauts have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Made it so the game can play in incorrect language on non-English versions of Windows
- Fixed stump achievement doesn't unlock at night
- Fixed rank achievement sometimes not unlocking when ranking up multiple times
- Fixed game not launching on some strange Mac configurations
- Fixed installers sometimes not runinng on PC (actually fixed with an earlier config change)
Psychonauts

Double Fine Delivers Custom Pick-Me-Up Card to Gamer with Rare Brain Disease Psychonauts, arguably Double Fine Studios's best and most well-known game, is all about memories and how they shape our lives. The PS2-era game impacted Chris Machado so much that he wrote into the dev collective founded by Tim Schafer, which led to a visit to their San Francisco offices.


Double Fine Delivers Custom Pick-Me-Up Card to Gamer with Rare Brain Disease Years passed and Machado was diagnosed with a debilitating brain disease called hydrocephalus, where fluid builds up in the skull and causes excruciating headaches among other symptoms. Machado endured two unsuccessful surgeries in five months to try and treat the condition, with another on the way. Despite being out of contact with him for years, the folks at Double Fine sent along a hand-drawn card filled with well wishes for Machado. (There was a bunch of Double Fine swag along with it but the card's really a one-of-a-kind thing.)


There's always been a strong emotional core at all of Double Fine's games so this incredibly sweet gesture lines up with the playable work that they've been making for years. So, the next time you're on the fence about one of the company's clever downloadable releases like Trenched or Costume Quest, just go ahead and plunk down your cash. They make good games and, more importantly here, one good deed deserves another, no?


Why Doublefine is the greatest game company ever [I Heart Chaos]



You can contact Evan Narcisse, the author of this post, at evan@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Psychonauts
Psychonauts
A surprise Steam update for the wonderful Psychonauts has arrived, adding Steam achievements and cloud saves. The update also tweaks the criminally annoying Meat Circus section that had players tiptoeing along tightropes a hundred feet off the ground, having to start again with every fall. It was the worst part of an otherwise fantastic game. It will also be ported over to Macs, if you're into that sort of thing.

Psychonauts was the last title from Tim Schafer's Double Fine studio before they stopped making games for the PC. That makes us sad. But as last memories are rarely as funny and bizarre as Psychonauts' mental worlds.

You play as Raz, a boy with a talent for telekinesis who enrols in the Whispering Rock Psychic Summer Camp to develop his psychic powers. Then the camp is attacked, and someone starts stealing everyone's brains. You have to dive into different minds to discover the culprit, exploring wildly different mental landscapes that reflect the personality of the character you're invading. One level takes place in a twisted version of suburbia, in the mind of a paranoid man who thinks everyone's out to get him. In another, you're a giant stomping monster, terrorizing a city full of terrified fish. It's hilarious, inventive, and just £5.99 / $9.99 on Steam.
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