Half-Life 2
face_off_boss


In this week's Face Off debate, Tyler goes left, then right, then left again to dodge Evan's precisely timed barrage of attacks against traditional boss fights in modern games. Are they an outdated trope which should be reserved for arcade-style experiences? Is there some common ground, where boss fights and modern ideas can coexist?

Read the debate below, add your argument in the comments, and jump to the next page for opinions from the community. Tyler, you have the floor:

The Debate
 
Tyler: Why shouldn't games use a tried-and-true design template? Here’s an analogy: you spend a semester learning, then face the ultimate challenge in the final exam. It’s hard. You might have to repeat it again and again to pass, but it makes earning the right to advance to the next level meaningful. My degree would just be a piece of paper if I passed on attendance alone.

Evan: Thanks for comparing bosses to school exams, something universally disliked by mankind.

Tyler: I know, but see, what I’m saying is, because tests and bosses are- OK, fine. I guess I didn’t do myself any favors with that analogy. But are you just going to critique my rhetoric?

Evan: Let’s try this again, with less sarcasm on my part. So you’re saying that without a demanding test punctuating a player’s progression, being told “You won!” or “You advanced to the next area!” by a game isn’t as meaningful. Correct?

Tyler: I’m not saying games need boss fights to create meaningful progression, but the old-school structure still works where it’s used well. Bosses get the big set pieces—the explosions that would just be worn out if they weren't a sparingly-used reward. They can be crazy, huge, monstrous things. They can seem insurmountable at first, and when you turn one to dust, you are the hero. You’re Bruce Willis at the end of Die Hard. Happy trails, Hans.

Evan: I see bosses as an antique trope. They’re a lazy roadblock-in-antagonist’s clothing, and I think designers generally use them out of convenience or tradition, and not because bosses are the best or most creative way of structuring a game. Plenty of modern games have used bosses in a way that feels completely out of place—BioShock’s pathetic end boss was one of the only stains on one of the best games of the era. Ken Levine has admitted this.



Tyler: You’re right, mecha Andrew Ryan was too conventional for BioShock. That was an avoidable error—Wolfenstein 3D wouldn’t have worked if it built to not a fight with mecha Hitler, but BioShock? BioShock should have ignored tradition. That doesn't mean design traditions are universally bad or lazy, though. They give us historical learning to draw from, and that’s valuable.

Iterating on a design only leads to better versions of that design—not in every case, but over time. We’ll only get more and more amazing boss fights, and I’m happy to allow for some failures.

Evan: But designers aren’t iterating, they’re regurgitating. For the most part, bosses are still being implemented in the same form they were 10 and 20 years ago. What would you cite as an example of a great modern boss?

Tyler: Dark Souls, all of them. Sorry, is that game too “antique” for you?

Evan: Actually I’m glad you bring it up, because Dark Souls demonstrates what I’m talking about. The fun I had fighting its bosses relied on difficulty more than interesting design. Dark Souls is saying: “You’re fragile, so let’s make you fight things that have a bunch more HP and do more damage than you. Boss: DESIGNED!”



I don’t find that totally unappealing, but it’s mechanically mundane: pattern recognition, timing, and fighting an enemy with an enormous hit point bar isn’t tried-and-true--it’s overdone. That template originated in in the 2D arcade games of the ‘80s and grew ubiquitous through the console games of the ‘90s. Do we really want games that are just a series of homages to the techniques of the past, or do we want new ideas and new experiences?

Tyler: We want both! And sometimes we want a combination. We can want whatever we want. Alright, that last one isn't a very good argument, but how about this: it’s true that the best examples of boss fights come from arcade-style games and Japanese console series, making a “modern” PC-centric argument more difficult, but even Valve draws from that collective design learning. I thought Portal and Portal 2 climaxed just fine, and those are plenty modern.



Evan: I remember enjoying the ending of both games, but I think I was enjoying the narrative execution more than what I was being asked to do with my mouse and keyboard. Glados and Wheatley are both entertainingly written, and both Portals incorporated original, lyrical songs that provided as a surprising payoff for all your hours of brain work. But as an activity, as a test, I’m not sure if I’d call Portal and Portal 2’s bosses stimulating.

How to beat the end of Portal 2:

Stand behind a pipe as Wheatley fires a bomb at you. This will break open the Incredibly Obvious White Gel Tube.
Put a portal in front of you, and put a portal on a surface that faces where Wheatley’s shields aren’t. Stand there.
While Wheatley is stunned (because it wouldn’t be a boss if they didn’t have a “paralyzed” state), retrieve the cores and then just like, walk up to him.
Repeat.

It does a lot of the work for you--you don’t even have to consider where to place the gel, which was something Portal 2 taught you how to do over and over. It was a narrative success, but if we’re judging bosses by their test-like traits, I’d say it was a pretty easy exam.

Tyler: You’re right, boss battles tend to be exercises in pattern recognition and repetition. They require a binary win/lose state, and winning in one shot would be a bit anticlimactic, so you wear them down in stages. But what about Half-Life 2: Episode 2? That wasn’t a standard pattern-based test, it was a whole level. Conceptually, is that still a “boss?”

Wait. No. I’m unplugging my keyboard and walking away before I turn this into a semantic argument about “what is and isn’t a boss.” I’ll plug it back in after I’ve sat in the corner thinking about what I’ve done for a minute.

Evan: Yeah, I agree that it’s pointless to argue whether Half-Life 2: Episode 2’s incredible sawmill/Strider showdown is or isn't a boss. Mostly I’m interested in encouraging designers to throw out the notion that bosses or “tests” or endings require something like a binary win/lose state, or that they have to replicate something players already understand. I like that Left 4 Dead’s crescendo events make it possible to win and lose simultaneously--you or a teammate might’ve died, but if one person completes the finale it’s considered a success.

Mainly, I don’t want any more Human Revolutions. It was a legitimate tragedy that the reboot of one of the defining, agency-driven games of our time reverted to “let’s put the player in the room with a guy that they stun and then shoot until they kill him.”

http://www.youtube.com/watch?v=SKuLO1WeuTg

Tyler: You’re right again, but I don't agree with a universal conclusion. Yes, “shoot until they die” is out of place there (and no fair using Human Revolution, which had bad boss fights for many reasons), but even so, I want to face the villain, and sometimes I really just want to win the fight. The hero’s journey, and all that! There’s a place for challenging the idea of binary win/lose states, as in L4D, but there’s also a place where John McClane shoots the bad guy, and it’s a place I’m not done visiting.

I don’t want to miss that confrontation because we're just too sophisticated for traditional boss fights. True, there are better ways to handle that confrontation, and that’s the experimentation I want to see.

Evan: “The hero’s journey, and all that” is exactly what I want more designers to deviate from. Not to derail our discussion about bosses, but I’m sick of being everyone’s savior.

Now that i think of it, Far Cry 3 represents one of the recent attempts at iteration on boss design. It’s an open-world game with maybe last year’s best villain, but Ubisoft’s solution for bringing you face to face with Vaas and other big bads was throwing you into these frustrating, (and I hate to use it like it’s inherently a bad word, but) linear, drugged-out hallucination sequences. Why did they do that? Because they wanted the player to have this prolonged encounter with the villain, and a dream sequence creates this context where they can bend the rules and allow the player to shoot the villain a whole bunch of times before they die.

Tyler: You sure have a lot of examples of bad boss fights, but they don’t add up to a rule—and at least Far Cry 3 tried to justify its boss confrontations a bit differently, even if it didn’t succeed.

And on your first point, sure, things can get really interesting when we deviate from archetypal hero narratives. What if I’m just a person in DayZ, on an island with zombies, what do I do? Fascinating, and I can’t wait for more. But why can’t we have both? We don’t have to stop saving the world to also find out what happens when we can’t save the world, or when the final boss is actually Jonathan Blow’s internal emotional struggle.

Evan: It sounds like we’re approaching something that resembles consensus. I think we’re both interested in boss encounters or “difficult trials” that are built on new ideas. I guess part of my criticism stems from the idea that Western game design has won out over Japanese game design over the past 10 or 15 years, and that bosses represent a dated trope that was perpetuated a lot by Japanese games.

I’m especially frustrated when well-funded projects, staffed by dozens of talented people, rely on templates like locking you in a room and throwing a single, durable enemy at you.

Tyler: Have you played Metal Gear Solid 3: Snake Eater? I know, another Japanese console example, but I think The End is a brilliant modern boss fight—it’s a sniper battle, a long back-and-forth which can be won with a kill or non-lethal takedown. That’s the kind of boss fight experimentation we need more of in PC games. We don’t need to do away with them altogether.



Evan: I’m a closet Metal Gear Solid fan, so I’m not going to fight you on this one--The End works for the same reasons HL2: Ep. 2 does--Konami built a whole, intricate level around that character, imbued him with some unpredictable behaviors, and the result was this interestingly-paced jungle hunt that didn’t simply have one solution, yeah. A lot of MGS’ bosses do rely on some tropey pattern-recognition stuff, but he’s one of the best examples of combining “Japanese difficulty” and Western sensibilities. There’s a lot of that in what Kojima does.

Tyler: Yeah, we’re at least within sight of each other now (nice hat, by the way). Neither of us mind having that big confrontation, or even sometimes sticking to narrative tropes, we just want cleverer approaches. That is, we don’t want designers to force traditional boss fights into otherwise non-traditional games.

We want them to design climactic experiences that make sense, and “dodge, shoot, dodge, shoot” can be fun, but it only works in games wholly designed in that arcade style. When you force it into something like BioShock or Deus Ex, it’s a mechanical and narrative let down.

Evan: Ratified.

That's the debate! As always, these debates are exercises meant to reveal alternate view points and cultivate discussion, so continue it in the comments, and jump to the next page for more opinions from the community.





@pcgamer I hated ME3. Without boss battles, the story was basically about fighting mindless enemies 4 cutscenes. And Kai Leng don't count.— Nathan Hansen (@NathanHansenWDN) March 20, 2013


@pcgamer outdated. but also fighting endless waves, survival style is boring too.Simply, keep "boss" fights at random times throughout.YAY— derps | ADLT (@Batou079) March 20, 2013


@pcgamer Dark Souls did it well. Bioshock did it well. I like the idea of roaming boss fights with the black knights and big daddies— Nicklaus Lacle (@NLacle) March 20, 2013


@pcgamer Like anything else, boss battles have a place if they fit the game. They are often overused and obvious, though.— Ben Price (@bk_price) March 20, 2013


@pcgamer Japanese-based games have it on tight, I don't see much from NA titles.— Abdelrahman Al Amiri (@_Bu3ouf_) March 20, 2013


@pcgamer Boss battles are a needed mechanic but also needs to be well implemented using the games key features e.g. Zelda style or DMC!— Russell Jones (@RusDJones) March 20, 2013


@pcgamer Bosses are essential.The problem is every boss is the same now, people don't put the effort into creating original fights anymore..— Niek Kerssies (@KIPKERssIEs) March 20, 2013


@pcgamer The Boss is the one unique super baddy that gives us the challenge I seek in a game, otherwise its just CoD— Zack McCloud (@ZackLynx3187) March 20, 2013


@pcgamer depends on the game's style. A bit outdated. only not that bad. but don't really need it anymore if the gameplay is strong enough.— Tony J. Vodka (@tonihato) March 20, 2013


@pcgamer Yes Boss battles should be the climax of a game - compare Hitler Robot of Doom vs UN victory in Civilization 3— Logun (@Logun0) March 20, 2013


@pcgamer For something like a Strider or Reaper I think yes; otherwise, I feel it's outdated, as games like Mirror's Edge or Far Cry 2 show.— Davehonored (@david_shea) March 20, 2013


@pcgamer No tool in a writer's box is ever obsolete, but just as hammers aren't for fixing electronics, not every game needs a boss battle.— Jacob Dieffenbach (@dieffenbachj) March 20, 2013


@pcgamer @deadspace is doing this right. Minibosses that sometimes prove more intense than the "end boss", it's about nonlinear progres— CosmicD (@CosmicD) March 20, 2013
Half-Life 2
face_off_boss


In this week's Face Off debate, Tyler goes left, then right, then left again to dodge Evan's precisely timed barrage of attacks against traditional boss fights in modern games. Are they an outdated trope which should be reserved for arcade-style experiences? Is there some common ground, where boss fights and modern ideas can coexist?

Read the debate below, add your argument in the comments, and jump to the next page for opinions from the community. Tyler, you have the floor:

The Debate
 
Tyler: Why shouldn't games use a tried-and-true design template? Here’s an analogy: you spend a semester learning, then face the ultimate challenge in the final exam. It’s hard. You might have to repeat it again and again to pass, but it makes earning the right to advance to the next level meaningful. My degree would just be a piece of paper if I passed on attendance alone.

Evan: Thanks for comparing bosses to school exams, something universally disliked by mankind.

Tyler: I know, but see, what I’m saying is, because tests and bosses are- OK, fine. I guess I didn’t do myself any favors with that analogy. But are you just going to critique my rhetoric?

Evan: Let’s try this again, with less sarcasm on my part. So you’re saying that without a demanding test punctuating a player’s progression, being told “You won!” or “You advanced to the next area!” by a game isn’t as meaningful. Correct?

Tyler: I’m not saying games need boss fights to create meaningful progression, but the old-school structure still works where it’s used well. Bosses get the big set pieces—the explosions that would just be worn out if they weren't a sparingly-used reward. They can be crazy, huge, monstrous things. They can seem insurmountable at first, and when you turn one to dust, you are the hero. You’re Bruce Willis at the end of Die Hard. Happy trails, Hans.

Evan: I see bosses as an antique trope. They’re a lazy roadblock-in-antagonist’s clothing, and I think designers generally use them out of convenience or tradition, and not because bosses are the best or most creative way of structuring a game. Plenty of modern games have used bosses in a way that feels completely out of place—BioShock’s pathetic end boss was one of the only stains on one of the best games of the era. Ken Levine has admitted this.



Tyler: You’re right, that was too conventional for BioShock. That was an avoidable error—Wolfenstein 3D wouldn’t have worked if it built to not a fight with mecha Hitler, but BioShock? BioShock should have ignored tradition. That doesn't mean design traditions are universally bad or lazy, though. They give us historical learning to draw from, and that’s valuable.

Iterating on a design only leads to better versions of that design—not in every case, but over time. We’ll only get more and more amazing boss fights, and I’m happy to allow for some failures.

Evan: But designers aren’t iterating, they’re regurgitating. For the most part, bosses are still being implemented in the same form they were 10 and 20 years ago. What would you cite as an example of a great modern boss?

Tyler: Dark Souls, all of them. Sorry, is that game too “antique” for you?

Evan: Actually I’m glad you bring it up, because Dark Souls demonstrates what I’m talking about. The fun I had fighting its bosses relied on difficulty more than interesting design. Dark Souls is saying: “You’re fragile, so let’s make you fight things that have a bunch more HP and do more damage than you. Boss: DESIGNED!”



I don’t find that totally unappealing, but it’s mechanically mundane: pattern recognition, timing, and fighting an enemy with an enormous hit point bar isn’t tried-and-true--it’s overdone. That template originated in the 2D arcade games of the ‘80s and grew ubiquitous through the console games of the ‘90s. Do we really want games that are just a series of homages to the techniques of the past, or do we want new ideas and new experiences?

Tyler: We want both! And sometimes we want a combination. We can want whatever we want. Alright, that last one isn't a very good argument, but how about this: it’s true that the best examples of boss fights come from arcade-style games and Japanese console series, making a “modern” PC-centric argument more difficult, but even Valve draws from that collective design learning. I thought Portal and Portal 2 climaxed just fine, and those are plenty modern.



Evan: I remember enjoying the ending of both games, but I think I was enjoying the narrative execution more than what I was being asked to do with my mouse and keyboard. Glados and Wheatley are both entertainingly written, and both Portals incorporated original, lyrical songs that provided as a surprising payoff for all your hours of brain work. But as an activity, as a test, I’m not sure if I’d call Portal and Portal 2’s bosses stimulating.

How to beat the end of Portal 2:

Stand behind a pipe as Wheatley fires a bomb at you. This will break open the Incredibly Obvious White Gel Tube.
Put a portal in front of you, and put a portal on a surface that faces where Wheatley’s shields aren’t. Stand there.
While Wheatley is stunned (because it wouldn’t be a boss if they didn’t have a “paralyzed” state), retrieve the cores and then just like, walk up to him.
Repeat.

It does a lot of the work for you--you don’t even have to consider where to place the gel, which was something Portal 2 taught you how to do over and over. It was a narrative success, but if we’re judging bosses by their test-like traits, I’d say it was a pretty easy exam.

Tyler: You’re right, boss battles tend to be exercises in pattern recognition and repetition. They require a binary win/lose state, and winning in one shot would be a bit anticlimactic, so you wear them down in stages. But what about Half-Life 2: Episode 2? That wasn’t a standard pattern-based test, it was a whole level. Conceptually, is that still a “boss?”

Wait. No. I’m unplugging my keyboard and walking away before I turn this into a semantic argument about “what is and isn’t a boss.” I’ll plug it back in after I’ve sat in the corner thinking about what I’ve done.

Evan: Yeah, I agree that it’s pointless to argue whether Half-Life 2: Episode 2’s incredible sawmill/Strider showdown is or isn't a boss. Mostly I’m interested in encouraging designers to throw out the notion that bosses or “tests” or endings require something like a binary win/lose state, or that they have to replicate something players already understand. I like that Left 4 Dead’s crescendo events make it possible to win and lose simultaneously--you or a teammate might’ve died, but if one person completes the finale it’s considered a success.

Mainly, I don’t want any more Human Revolutions. It was a legitimate tragedy that the reboot of one of the defining, agency-driven games of our time reverted to “let’s put the player in the room with a guy that they stun and then shoot until they kill him.”

http://www.youtube.com/watch?v=SKuLO1WeuTg

Tyler: You’re right again, but I don't agree with a universal conclusion. Yes, “shoot until they die” is out of place there (and no fair using Human Revolution, which had bad boss fights for many reasons), but even so, I want to face the villain, and sometimes I really just want to win the fight. The hero’s journey, and all that! There’s a place for challenging the idea of binary win/lose states, as in L4D, but there’s also a place where John McClane shoots the bad guy, and it’s a place I’m not done visiting.

I don’t want to miss that confrontation because we're just too sophisticated for traditional boss fights. True, there are better ways to handle that confrontation, and that’s the experimentation I want to see.

Evan: “The hero’s journey, and all that” is exactly what I want more designers to deviate from. Not to derail our discussion about bosses, but I’m sick of being everyone’s savior.

Now that i think of it, Far Cry 3 represents one of the recent attempts at iteration on boss design. It’s an open-world game with maybe last year’s best villain, but Ubisoft’s solution for bringing you face to face with Vaas and other big bads was throwing you into these frustrating, (and I hate to use it like it’s inherently a bad word, but) linear, drugged-out hallucination sequences. Why did they do that? Because they wanted the player to have this prolonged encounter with the villain, and a dream sequence creates this context where they can bend the rules and allow the player to shoot the villain a whole bunch of times before they die.

Tyler: You sure have a lot of examples of bad boss fights, but they don’t add up to a rule—and at least Far Cry 3 tried to justify its boss confrontations a bit differently, even if it didn’t succeed.

And on your first point, sure, things can get really interesting when we deviate from archetypal hero narratives. What if I’m just a person in DayZ, on an island with zombies, what do I do? Fascinating, and I can’t wait for more. But why can’t we have both? We don’t have to stop saving the world to also find out what happens when we can’t save the world, or when the final boss is actually Jonathan Blow’s internal emotional struggle.

Evan: It sounds like we’re approaching something that resembles consensus. I think we’re both interested in boss encounters or “difficult trials” that are built on new ideas. I guess part of my criticism stems from the idea that Western game design has won out over Japanese game design over the past 10 or 15 years, and that bosses represent a dated trope that was perpetuated a lot by Japanese games.

I’m especially frustrated when well-funded projects, staffed by dozens of talented people, rely on templates like locking you in a room and throwing a single, durable enemy at you.

Tyler: Have you played Metal Gear Solid 3: Snake Eater? I know, another Japanese console example, but I think The End is a brilliant modern boss fight—it’s a sniper battle, a long back-and-forth which can be won with a kill or non-lethal takedown. That’s the kind of boss fight experimentation we need more of in PC games. We don’t need to do away with them altogether.



Evan: I’m a closet Metal Gear Solid fan, so I’m not going to fight you on this one--The End works for the same reasons HL2: Ep. 2 does--Konami built a whole, intricate level around that character, imbued him with some unpredictable behaviors, and the result was this interestingly-paced jungle hunt that didn’t simply have one solution, yeah. A lot of MGS’ bosses do rely on some tropey pattern-recognition stuff, but he’s one of the best examples of combining “Japanese difficulty” and Western sensibilities. There’s a lot of that in what Kojima does.

Tyler: Yeah, we’re at least within sight of each other now (nice hat, by the way). Neither of us mind having that big confrontation, or even sometimes sticking to narrative tropes, we just want cleverer approaches. That is, we don’t want designers to force traditional boss fights into otherwise non-traditional games. We want them to design climactic experiences that make sense, and “dodge, shoot, dodge, shoot” can be fun, but it only works in games wholly designed in that arcade style. When you force it into something like BioShock or Deus Ex, it’s a mechanical and narrative let down.

Evan: Ratified.

That's the debate! As always, these debates are exercises meant to reveal alternate view points and cultivate discussion, so continue it in the comments, and jump to the next page for more opinions from the community.





@pcgamer I hated ME3. Without boss battles, the story was basically about fighting mindless enemies 4 cutscenes. And Kai Leng don't count.— Nathan Hansen (@NathanHansenWDN) March 20, 2013


@pcgamer outdated. but also fighting endless waves, survival style is boring too.Simply, keep "boss" fights at random times throughout.YAY— derps | ADLT (@Batou079) March 20, 2013


@pcgamer Dark Souls did it well. Bioshock did it well. I like the idea of roaming boss fights with the black knights and big daddies— Nicklaus Lacle (@NLacle) March 20, 2013


@pcgamer Like anything else, boss battles have a place if they fit the game. They are often overused and obvious, though.— Ben Price (@bk_price) March 20, 2013


@pcgamer Japanese-based games have it on tight, I don't see much from NA titles.— Abdelrahman Al Amiri (@_Bu3ouf_) March 20, 2013


@pcgamer Boss battles are a needed mechanic but also needs to be well implemented using the games key features e.g. Zelda style or DMC!— Russell Jones (@RusDJones) March 20, 2013


@pcgamer Bosses are essential.The problem is every boss is the same now, people don't put the effort into creating original fights anymore..— Niek Kerssies (@KIPKERssIEs) March 20, 2013


@pcgamer The Boss is the one unique super baddy that gives us the challenge I seek in a game, otherwise its just CoD— Zack McCloud (@ZackLynx3187) March 20, 2013


@pcgamer depends on the game's style. A bit outdated. only not that bad. but don't really need it anymore if the gameplay is strong enough.— Tony J. Vodka (@tonihato) March 20, 2013


@pcgamer Yes Boss battles should be the climax of a game - compare Hitler Robot of Doom vs UN victory in Civilization 3— Logun (@Logun0) March 20, 2013


@pcgamer For something like a Strider or Reaper I think yes; otherwise, I feel it's outdated, as games like Mirror's Edge or Far Cry 2 show.— Davehonored (@david_shea) March 20, 2013


@pcgamer No tool in a writer's box is ever obsolete, but just as hammers aren't for fixing electronics, not every game needs a boss battle.— Jacob Dieffenbach (@dieffenbachj) March 20, 2013


@pcgamer @deadspace is doing this right. Minibosses that sometimes prove more intense than the "end boss", it's about nonlinear progres— CosmicD (@CosmicD) March 20, 2013
Half-Life 2
Dota 2


Valve boss Gabe Newell stepped up to the stage during last week's BAFTA awards to receive the prestigious Academy Fellowship for his contributions to gaming. Presumably momentarily distracted by accepting a trophy modeled after a smirking face, a bewhiskered Newell fielded some interview questions over the normally airtight subject of Valve's business performance that hinted at the monumental scale of the studio's prosperity.

Newell chalked up Valve's successes largely to user-generated content on open platforms such as Steam Workshop before sharing some jaw-dropping numbers. "There's sort of an insatiable demand for gaming right now," Newell said. "I think our business has grown by about 50 percent on the back of opportunities created by having these open platforms.

"And just so people understand how big this sort of scale is getting, we were generating 3.5 terabits per second during the last Dota 2 update," he added. "That's about 2 percent of all the mobile- and land-based Internet activity."

Wait, what? We're not exactly sure what Newell meant when he dropped that bombshell of data info, apart from maybe claiming responsibility for all those times my connection speeds chugged while browsing these past few months. Still, it seems entirely plausible—Dota 2 has a lot of players, and the MOBA recently took the crown for the highest concurrent user amount of any Steam game ever. If any Steam game can feasibly take a bite out of the entire Internet, Dota 2 holds the best chance.
Half-Life 2
Garry's Mod
Source: http://bit.ly/XQp76W

Garry's Mod, that wonderful physics sandbox of posable characters doing very silly things, has done rather well since attaching a $10 price for its tomfoolery back in 2006. Last December, GMod passed the milestone of 2 million copies sold, an accomplishment made possible by word-of-mouth and creator Garry Newman's regular feature updates. Responding to a fan's question in a blofg post, Newman reveals the mod accrued an astounding $22 million over seven years, but he also says taxes took large bites out of the monstrous moneydollar amount.

"Over seven years, GMod has made about $22 million dollars," he writes. "We get less than half of that though. The tax man gets a bunch of that. Then when we take money out of the company, the tax man gets a bunch of that too."

A Google Image search for "Garry's Mod tax man" sadly doesn't provide an appropriate response image for Newman's achievement, instead showing a balloon chair, ponies, and a Teletubby mugging a Companion Cube. Wait, what am I saying? They're all appropriate.

As for the future of Garry's Mod and what's next for Newman and the rest of his team at developer Facepunch Studios, Newman lines up a few upcoming features in the works.

"Hopefully, we’re gonna get the Linux version out," he says. "Then hopefully we’ll move to SteamPipe, and I’ll get the NextBot stuff hooked up. Then I want to do another Gamemode Contest. But I want to knock out a bunch of gamemode creating tutorials first to help people get their foot in the door."

By the way, if you're leery of plopping down a Hamilton for a constantly updated playground of imagination ("Garry's Mod what are you thinking" in Google), you can grab the old-but-free Garry's Mod 9 from Mod DB.
Half-Life
The faux movie poster that five minutes and Photoshop made.
The faux movie poster that five minutes and Photoshop made.

Gabe Newell and director J.J. Abrams conversed on stage this morning at the D.I.C.E. (Design, Innovate, Communicate, Entertain) summit in Las Vegas. After a back-and-forth about player agency and storytelling (via Polygon's live blog), Newell revealed that the duo had been "recapitulating a series of conversations going on," and that they're now ready to "do more than talk": Newell suggested "either a Portal movie or a Half-Life movie," and Abrams said he'd like to make a game with Valve.

Abrams is the currently reigning king of big franchise sci-fi filmmaking, taking his throne in the director's chair of both the Star Trek and Star Wars series. He's also known for producing Fringe, Cloverfield, and the maddening tale that was Lost.

In 2010, Newell told us that if Valve were to make a Half-Life movie, it wouldn't hand over control to any Hollywood studio, saying:

"There was a whole bunch of meetings with people from Hollywood. Directors down there wanted to make a Half-Life movie and stuff, so they’d bring in a writer or some talent agency would bring in writers, and they would pitch us on their story. And their stories were just so bad. I mean, brutally, the worst. Not understanding what made the game a good game, or what made the property an interesting thing for people to be a fan of.

"That’s when we started saying 'Wow, the best thing we could ever do is to just not do this as a movie, or we’d have to make it ourselves.'"

There are no details on Newell and Abrams' project—be it game, film, or both—outside of the tease that they're talking. But they're talking, so how about some fun speculation? Who would you cast as Chell? Alyx Vance? Gordon Freeman? We love Bryan Cranston for the latter role, but he may have aged beyond Freeman. Is Hugh Laurie still a favorite?
Half-Life 2
Dota 2 Steam Guide overlay


Someday, Valve will eventually run out of wonderful features to pack into its mega-gaming-hub Steam. Let's hope it's a long way off, because we'll all be busy poring over the user-written manuals, walkthroughs, and tips for our various games in the newly launched Steam Guides section of Steam's Community area.

Anyone can create and submit a guide for the game of their choice by clicking the new Guide tab on a game's Community Hub page. You can pretty up your words with images and embedded YouTube videos as well, and the guides also appear upon Steam's overlay whenever you're running a program. Neat. I can finally whip up my "How to avoid tigers" guide I've been planning for Far Cry 3 quickly and easily.

Head over to the Steam Guides page to take a look at the over 1,000 guides already created.
Portal
Guild Wars 2 organ thumb


God bless those brave pioneers willing to embark on an awesome/thoroughly silly project simply because... well, what else are you going to waste your time doing? They truly make life better for all of us. Here's a rendition of Portal's Still Alive, performed entirely by YouTuber Marflas1's Asura using Guild Wars 2's Wintersday Bell and Pipe Organ. It's strangely appropriate, given that the Asura are all about the science.



The song uses the in-game sounds, with some slight pitch editing in Audacity. According to Marflas1, "Somewhere around 40 bells were used in the creation of this video, mostly due to recording at tonnes of locations before picking the clips I liked best. Recording all the parts probably took about 3-4 hours in total, spread over a period of several days. Sound + Video editing to pull everything together took...a long time. A long, long time."

Thanks, Kotaku.
Portal
Pacific Rim


Contrary to the norm, Hollywood isn't entirely composed of heartless corporate robots. It has people, too, and when not fetching oil martinis for their robot overlords, they like playing games. Take director Guillermo del Toro, for example. Sure, his latest science-fiction epic, Pacific Rim, tips its hat to the Japanese monster films of old with supersized bot-on-brute action, but that's probably not why its debut trailer caught onto gaming circles so quickly. Watch for yourself, but more importantly, listen carefully.

Yep, that's Ellen McLain lending a perfectly replicated GLaDOS voice to the computer systems of Pacific Rim's mega mechs. Someone—perhaps even del Toro himself—on the film crew is an avid Portal fan and decided McLain's modulated tones jives perfectly with punching giant beasts in the face. Considering everyone's favorite evil AI wouldn't ever get caught actually helping humans, that's an impressive feat.

Pacific Rim releases July 12 for the theater platform. McLain has previously trusted us with her delicious Pecan Tassies recipe, which we're still enjoying.
Half-Life
moddb


Clear your schedule and make room on your hard drive: there are over 9000 mods up for consideration as ModDB's 2012 Mod of the Year award nominees, and only a little over five days to nominate them. A big green button on each mod's page makes it hard to miss the opportunity to give your favorites a bump.

There isn't much time, so we'll get straight to it after this obligatory acknowledgement that we said "over 9000" on the internet: tee hee, references. Moving on, DayZ and Black Mesa are tough to ignore, and The Sith Lords Restored Content Mod was a valiant community effort. Those might be the most talked about and praised mods this year, and we expect they'll secure nominations, but there are so many more that deserve recognition. Which are you voting for?

If you need a refresher, you might want to browse our recent mod coverage to see if you've missed any driving elephants or My Little Pony conversions.
Portal
MoMA


Modern art is all about finding the meaning in a collection of abstract shapes, so games are pretty much a perfect match. It's fitting then, that from March 2013, New York's Museum of Modern Art will install an exhibition of 14 games as a precursor to an intended collection of 40. Paola Antonelli, the Senior Curator for the museum's Department of Architecture and Design, has written a lengthy blog post to explain the selection process.

"Are video games art? They sure are," writes Paola, settling that argument. "They are also design, and a design approach is what we chose for this new foray into this universe. The games are selected as outstanding examples of interaction design — a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity."

The game's selected range from extremely complex simulation, to quick, fun bursts of action, but they all share a singular, driving focus of intent. Unsurprisingly, the majority of them originated on the PC. Here's the list of titles relevant to our interests:


Myst (1993)
SimCity 2000 (1994)
The Sims (2000)
EVE Online (2003)
Dwarf Fortress (2006)
Portal (2007)
Passage (2008)
Canabalt (2009)


The museum is planning to display each game in a way that can do justice to its particular type. For short games like the Passage, that means a playable version, but more in-depth games like EVE and Dwarf Fortress require a different approach. "To convey their experience, we will work with players and designers to create guided tours of these alternate worlds, so the visitor can begin to appreciate the extent and possibilities of the complex gameplay."

The museum hopes to bolster their collection over the coming years, eventually planning to add Minecraft, Grim Fandango and NetHack, among others. You can see the full list at the MoMA website. Any games that you'd like to see immortalised as works of art?

Thanks, Joystiq.
...

Sök i nyheter
Arkiv
2024
Mar   Feb   Jan  
Arkiv efter år
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002