" /> I am an Aspiring Game Designer: January 2009 Archives

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January 23, 2009

Internin' Ain't Easy

The transition from college to the professional world is expected to be difficult, but it is especially so for the aspiring game designer. Many try to get their foot in the door through quality assurance (aka game testing), which more often than not turns out to be a dead end. I was lucky enough to land an internship for UFC 2009 Undisputed immediately after I graduated. But so far, it hasn't been all fun and games.

You see, I'm supposed to be a design intern. But given the needs of development, I'm being used almost entirely as a production intern. Production can be described as the management of budgets, schedules, and personnel, but it also entails anything that needs to be done in order to ship the game on time. For an intern like me, that means a lot of important-but-menial tasks. Taking screenshots & trailer footage, auditing assets, managing data for fighters & sponsors, and other miscellaneousness. Having spent 4 years in college (at USC's Interactive Media Division) actually designing games and voraciously learning anything that I happened to be interested in, I am finding my current job to be unfulfilling, to say the least.

Given that I'm only an intern, I have no problem paying my dues. That being said, I fear that I'm not getting enough design tasks for my superiors to properly evaluate my abilities. If I hope to be employed as a game designer (and not a production manager) at the end of my internship, I have to figure out a way to prove my worth as a game designer. I believe I am capable of contributing so much more to this game than I've been allowed to so far. Something must change...

January 14, 2009

I am a Selfish Game Designer

“The role of the game designer is, first and foremost, to be an advocate for the player.” This is a principle that I learned in my introductory game design class at USC’s Interactive Media Division. Seems straightforward enough: make the best gameplay experience that you can for the player. But while working as an intern for UFC 2009 Undisputed, I've learned the hard way that there is a hidden message in that principle: make the best gameplay experience that you can for the player, not for yourself.

You see, I am a huge mixed martial arts (MMA) fan. Even before the sport became popular, I’ve been watching all the UFC, Pride, and other MMA events that I possibly could. I casually trained in various martial arts for a few years (namely Jiu-jitsu, wrestling & boxing) and I now regularly train at Bas Rutten’s MMA gym, Elite MMA. I made my way to THQ specifically because they were publishing the first UFC game in 5 years, which I desperately wanted to be a part of. I always wanted to make the most realistic simulation of MMA ever; the Madden of MMA, so to speak. But I'm coming to realize that game design isn’t about making the game you want to make. It’s about making the game that's right for your audience.

Most of our audience may only have a passing knowledge of MMA, if even that. Accordingly, our game has to be accessible to the player that doesn’t know or care about the technical aspects of MMA and just wants to brawl. The difficult part is designing a game that achieves that, yet still feels “as real as it gets”. Since these are often contradictory goals, that means we can’t make an MMA game that’s as deep or as realistic as I'd like it to be. While our game may feel dumbed down to me, in playtests it has proven to be frustratingly difficult to grasp for novice players that don’t understand MMA. I believe that you won't always be able to make the game that you want to play, but you still have to make a game that you're proud of. Rather than wanting to make the most realistic simulation of MMA ever, I now strive to make an MMA game that can give a greater understanding (and hopefully appreciation) of the sport to someone that previously knew little about it. Thoughts?

January 5, 2009

Fighting Games for Noobs

I've been thinking a lot about the accessibility of fighting games lately. Particularly because much of the target audience of UFC 2009 Undisputed (which I’m an intern on) hasn’t been playing them regularly for the last 15 years. The popularity of the fighting genre exploded in the early 90s (Street Fighter, Mortal Kombat), peaked in the mid-late 90s (Virtua Fighter, Tekken, Soul Calibur), and has been on the decline ever since. A major factor for the decline has been that fighting games became increasingly complex over the years in order to appeal to their hardcore players. Not surprisingly, this made them inaccessible to most casual and new players. Many video game genres have been guilty of this (first-person shooters, real-time strategies, and sports, to name a few). But unlike these other genres, fighting games lost their primary platform in America after arcades became all but extinct. With its audience dwindling, it has become essential for fighting games to be both marketable and accessible to new players. UFC 2009’s license to the world’s premier MMA (mixed martial arts) promotion makes it marketable to a new audience of MMA fans. The question is, how do you make the fighting mechanics accessible to someone that has no idea how to perform Ryu's Hadouken in Street Fighter (down, down-toward, toward + punch)?

Due to the complexity of move inputs and each character having different inputs for their many unique moves, fighting games usually require a significant amount of knowledge and skill to execute the more advanced moves. The Hadouken is a good example of this, although some can get much more difficult, (King's chain throws from Tekken, anyone?). An expert player must memorize the correct inputs of up to 100+ moves per character and practice for hours to be able to execute each of them reliably. I suppose it could be argued that this sort of training is analogous to actually learning a martial art. Unfortunately, the average player just doesn't have the discipline for a fighting game that requires so much commitment.

I believe the answer lies in simplifying the interface while maintaining as much depth in the fighting mechanics as possible. My philosophy is that performing moves in a fighting game should not require any skill. Ideally, move inputs should be simple and intuitive enough that a beginner could potentially figure out and reliably execute every move in the game. But doesn’t that just reward button-mashers? Yes and no. A beginner may be able to do all the moves, but an expert would know how and when to use those moves in any given situation. Let's look at a few examples.

As an early fighting game, Street Fighter had to be much simpler than modern fighting games in order to attract new players. The basic moves are executed by pressing one of the 6 attack buttons (light punch, medium punch, heavy punch, light kick, medium kick or heavy kick) while standing, ducking or jumping. Each character only has a few special moves with unique inputs, so the majority of the moves are simple enough for beginners to use. Despite being a modern fighting game, Soul Calibur is relatively easy to learn even though it has lots of moves. The basic moves are executed by pressing one of 3 attack buttons (horizontal attack, vertical attack or kick) while standing, ducking, jumping, running, side-stepping or pressing a single direction (away, down-away, down, down-toward or toward) during the attack. Each character has plenty of advanced moves with unique inputs too, but there are enough simple moves for beginners to get started. Although it isn't considered a traditional fighting game, Super Smash Bros. is perhaps the best example of this philosophy because it caters to a broader market of casual players. Basic moves are executed by pressing the attack button while idle or pressing a single direction (up, down or left/right) on the ground or in the air. "Smash Attacks", or powerful moves, are executed by pressing the attack button while tapping a single direction. Special moves are executed by pressing the special move button (could it get any simpler?) while idle or pressing a single direction. There are really no advanced moves with unique inputs, so literally every move in the game is simple enough for beginners to use.

If you ask me, the popularity of these games is largely due to the accessibility of their interface design. Each of them has plenty of simple moves that can be performed with a single button either by itself or with a single direction. And although every character may have unique moves, the inputs for at least the basic moves are consistent across all characters; using the same input on a different character will always produce a similar move. The implementation of this philosophy is a fighting game that is easy for beginners to learn how to play. Of course, it takes a lot more than accessibility to make a good fighting game (such as deep fighting mechanics and balanced characters), but I believe it is the key to reviving a once-formidable genre. Thoughts?