Showing posts with label metroid. Show all posts
Showing posts with label metroid. Show all posts

Tuesday, November 25

Diegesis

Why did nobody tell me about this before? Gamasutra posted up an article the other day by Gregory Weir about "Diegesis" and specifically its use in Grim Fandango. Yeah, I'd never heard of the word either.

Wikipedia offers a nice example definition:
Sounds in films is termed diagetic if it is part of the narrative sphere of the film. For instance, if a character in the film is playing a piano, or turns on a CD player, the resulting sound is "diegetic." If, on the other hand, music plays in the background but cannot be heard by the film's characters, it is termed non-diegetic or, more accurately, extra-diegetic.
This is what I've been talking about when I use the word "seamless" in the oh so many articles I've written concerning the topic. I wish I'd known the word earlier. Weir cites a number of great examples of diegesis in video games. Here is but one:
Metroid Prime, in fact, plays with diegesis via the game's very interface. By using the X-Ray Visor, it becomes clear that while the player selects Samus's weapons with the C Stick, Samus herself chooses weapons by moving her fingers into various positions.
Thank you Mr. Weir for bringing this term to my attention. Dear readers, this is why its important to have a good vocabulary.

Tuesday, August 28

Designing to a System: FPS Ports

Oftentimes, first-person-shooters are ported from PC to console, or visa-versa. Some of these ports fit the boot, others don't. The problem is: if a game is designed for PC, it will have a harder time working for consoles. Likewise, if an FPS is designed for consoles, it may not play as well WASD style. Still yet, some console experiences may play quite differently when ported to another console. A quote from Gamespot's Metroid Prime 3: Corruption review.
If this all sounds like a lot of fun, it's because it is. Yet Corruption's focus on refined FPS mechanics and general sense of familiarity keep it from being as special as the other Prime titles. Just like Resident Evil 4 would have felt different--and arguably worse--had its controls been stripped down to a simple FPS scheme, Corruption loses some of its sense of wonder and strangeness on the Wii. Rather than being a true action adventure, it's hard to lose the sense that it's merely an FPS with trimmings. Its core control scheme is a revelation, but the resulting tempo adjustment and streamlining is missing some of the careful pacing that made Metroid Prime and Metroid Prime 2 so superb. Still, any fan ought to enjoy this outing in spite of those quibbles, thanks to a good number of awesome, involved environmental puzzles and delightful (albeit fairly easy) boss fights.
I don't know about you, but I find this fascinating. Just as Gamespot explains, some of Prime's wonder was its adventure genre focus in the form of pacing, movement, and action speed. I'm well aware that Corruption was designed specifically for Wii, but the Metroid Prime series was not. So what began as a slower-paced adventure series experienced some changes in its transition to Wii. The result, according to Gamespot, is an alteration of game speed and even mood, which they find negative in those respects.The control is better in Corruption, I think most people would argue, or at least quicker and more accurate. Or is it? Because the new control scheme does mess with some of Prime's core concepts, perhaps Corruption doesn't control better after all. However, it should be noted that Retro has significantly altered game difficulty for Corruption, taking into account Wii's pinpoint control scheme. Enemies will dodge and evade you, and the lock-on mechanism will fail when an enemy escapes your vision. So in terms of combat, Retro Studios has adapted Metroid Prime to meet its new console. Whether or not this is true for the adventure element is up for debate. Your thoughts?Another game entirely was also recently ported from Xbox to PC, this being Halo 2 of course. Lets read Gamespy's thoughts on the transition in terms of control:
The controls veer between great and annoying. Compared to the Xbox, both aiming and shooting feel a little bit better on PC. Being able to finally use the mouse and keyboard makes a huge difference for aim-intensive weapons; the mouse turns us into lethal machines with the sniper rifle, or even both the battle rifle and the Covenant carbine (when using the zoom scope in each gun).

As huge and awesome a difference that the mouse brings to aiming, there is an equal step backwards: walking feels extremely slow. We know that Master Chief is a hefty dude, but the walking speed on the keyboard makes it feel like the Master Chief is towing a Warthog jeep behind him everywhere he goes; hopping in a vehicle is a bigger rush simply because it's much faster to get where you're going than on foot.
I find this interesting as well. The plain fact is that Halo 2 was designed for the Xbox. The Xbox has two analog sticks that each control Master Chief's movement and aiming, respectively. Pc's meanwhile have a WASD/Mouse setup. Theres no question that when Master Chief plays computer he can turn much quicker than on Xbox. But the problem is that his movement feels that much more sluggish. PC players expect alot of precision in their FPS aiming. But FPS's designed for PC allow playes to move and jump much quicker as well. When aiming speed doesn't match movement speed, then playing suddenly feels unbalanced.What do you think of all of this? Especially if you've played either Metroid Prime 3 or Halo 2 on PC, let me know your thoughts. The moral of the story is that control is so fricken important to video games, that its essential that games are designed specifically for one control scheme or otherwise specifically designed with multiple control schemes in mind.

Monday, February 26

Crippling Gameplay-Its Uses

Today, I've asked myself a hypothetical question? Is it OK to cripple a character's abilities after they've already been established? What uses are there to crippling a player character?

Lets look at some examples where the player was crippled, like Metroid Prime, where the player is crippled after the opening sequence. Samus' first half-hour on the frigate served a number of purposes. It served as a tutorial, teaching the player how to use most of Samus' abilities and functions. In this way, the player already knows how to use Samus' moveset later in the game. It also "teased" the player by showing what Samus' will be able to do in the future. Need for Speed: Underground 2 also teased the player, allowing the player to handle one of the game's best cars in at the very start, before taking it away. The player then had something to strive for; allowing the player to test drive a top-tier car served as motivation.
Samus loses her suit
But, is it feasible to cripple a charater temporarily? Specifically, how about to create a certain mood. Let us assume the player character can run fast, jump etc. A few hours into the game, a dramtic event takes place, but the player is still in control of the character. What we are striving for is it elicit emotion. We want the player to feel sorrowful perhaps. Player's are restless, I wonder what the walk-to-jump ratio is in massively multiplayer games? In our game, lets say someone is being sacrificed at an alter at the end of a hallway. There are candles down the aisle of colums, a red carpet leads up a set of stairs to the alter. Slow, powerful music plays, probably violins are involved. How would the mood be effective if the player were running and jumping all over the place? Mayebe it would, whos to say? But, what if the character were handicapped? What if the player could only walk, that is all, just walk towards the sacrifice?
Then the mood would presumably be much more dramatic.

It is likely that the player even wants to save the one being sacrificed. So then we must ask, how will the player react to this sudden crippling? The answer is obvious, many would be aggrevated (effectively negating the intended drama), a few would appreciate what the designers are trying to achieve. So, is it feasible? Maybe, maybe not, the act of crippling a player is likely much more specific to game and scenario. So what if in our game, the player character has just been poisoned or severly injured, and limps and stumbles across the carpet, spitting up blood? Ah! Now the player has a rational explanation for the crippling of the character. And BAM, the mood is set.

Is it that simple? Personally, I think this specifically could work very well in achieving all purposes, and maybe help in advancing the story. Resident Evil 4 avioded this confliction entirely. Much of the game is built on mood, and relies on its effectiveness on the player. In RE4, Leon can walk or he can run at a fairly slow pace. Leon can only move so fast for a number of reasons: each area or room is only so big, but heavily detailed, and, the ganado are everywhere, forcing the player to carefully approach each situation. Therefore, the player has no need and no desire to move any faster. Everything about this works cyclically, the end result is that Leon's slow movement allows the mood to establish itself within the player. When the game becomes particularly moody or dramatic, the player has the option to walk slowly. I found myself walking through much of the game, I wanted the mood to have an emotional impact on my game experience. Players with options will sometimes swim against the intensions of the designers, and sometimes swim with it.

Setting the Stage
Is it ok to force this mood upon the player?
Or even outside of mood, is it alright to cripple the player to serve some gameplay purpose?
What are the potential negatives and positives to doing this?
Can you think of any other games where your characters abilities were handicapped?