Showing posts with label Dragon Age. Show all posts
Showing posts with label Dragon Age. Show all posts

Nov 27, 2009

Gameplay's Uncanny Valley: It's More Than Visual

Zion National Park's Uncanny Valley

Many of us are familiar with the uncanny valley -- the idea that at a certain point, the more closely the visual representation of humans resembles reality, the more objectionable minor discrepancies will become until this "valley" (as seen on a line graph) of repulsion is passed. Since its original postulation, which was applied to humanoid robots, the hypothesis has been expanded to cover CG character design in film and videogames, and even the virtual worlds constructed for those mediums. But can this concept also apply to gameplay mechanics that aim to recreate the complexity of real-world behavior and interaction, or that aim to emulate other games that exist outside of the virtual realm?

In the beginning, videogames couldn't dream of recreating anything with a respectable degree of realism in terms of graphics nor gameplay, but with the advent of 3D, the gameplay's uncanny valley began to emerge. In the early days of 3D, invisible walls vexed gamers with their absurd and inexplicable prevention of players to fully traverse the new, "realistic" worlds whose scale and substance just begged for exploration. As visuals continued to approach realism, suspension of disbelief became even more difficult when players' characters could carry too many (or too few) items at once, when they couldn't aim at two targets simultaneously, when they continued to take turns attacking in battle, or when they were forced to find keys for doors instead of using alternate routes or simply smashing straight through to their goal destinations. The visual elements of these games were met with their own criticisms, but it is ultimately gameplay that matters most to a majority of the audience; dissatisfaction with the way games "feel" has troubled gamers throughout gaming history.

One might think that videogames have reached a plateau with the current console generation, wherein realism is as acceptable as it will ever be. But if that were true, then why are complaints seemingly more common now than ever before? Why are there more voices decrying the flaws of every new release, week-in and week-out? It's uncanny, unbelievable how we continue to find fault with them, no matter how much improvement is shown by our newest and most finely crafted games.

It seems that the more a game offers, the more obvious are the smaller things it doesn't bring to the table. An example of this is the recently released Dragon Age: Origins, a western RPG from the talented people of BioWare. This game, as evidenced by its roughly 92% average review score, is an enjoyable and laudable gaming experience, however, I find my fun stymied by a few of my figurative steps through the aforementioned valley, both vague and specific. The general feeling I get from Dragon Age, after the realization and understanding that it does a good job incrementing the evolution of the genre it clings so loyally to, is a forlorn emptiness about my connection with the game's mechanics and general flow. As a one-time tabletop RPG player, I can relate Dragon Age to those gaming experiences (upon which the base western-RPG template is based) as a work that admires them, tries to re-imagine them for a digital age, and ultimately -- sadly -- fails to do so in a comprehensive way.

Dragon Age: Origins

Summarily, it comes down to the apparent freedoms afforded to players by the game's broad design choices that turn out to be less free than one would hope. From minute inconveniences as trivial as not being able to use an item directly from a specific part of the menu, to fundamental systems of player-influenced character and plot development, gameplay's uncanny valley clearly reveals itself. Specifically regarding dialog, players are confined by the restrictions of the pre-programmed text responses and conversation arches, but are simultaneously allowed to loop around and through these limited selections, repeating, retrying, and retreading the essential core of the role-playing experience. The concepts of choice and consequence are at once bestowed and withheld. This has been a drawback of heavily conversationally driven RPGs for as long as they have existed, and until the technology of videogames can rival the creativity and adaptability of the human mind as it receives, perceives, and responds to players' unique and diverse input, the shortcoming will remain.

Players may not be able to say the things they would truly like to say in games like this, and even more frustrating, they may be asked to choose from lists of responses comprised entirely of things they don't want to say. Free will is drained from these virtual interactions, and players are forced to settle for behavior that falls outside the theoretical maps of their characters or personal play styles. The same effect is exhibited in facets of gameplay other than simple chit chat. Games often require players to carry out certain tasks before they can proceed at all. There are no options in these situations for players to simply not do what the developers want them to do. More appropriately, there are no options in these situations for players to do anything the developers haven't considered as viable alternatives. While real life or human-governed game settings potentially have 30-odd solutions to a given problem, videogames are considered "open-ended" if they offer a meager three or four. Again, as we are given greater freedom to explore the possibilities of our virtual worlds, the impossibilities of those worlds become more painfully obvious thanks to the uncanny valley of gameplay.

Do not misinterpret this line of thought as suggesting that game developers are at fault in such situations, or that the games in question are "bad"; this is more a matter of technological limitation and relativity in human perception when assessing these games. We can't help but feel this way about smaller and smaller problems as gameplay nears perfection. Just as in the uncanny valley of visual realism, the quality of the surrounding content will always magnify the weakest links in gameplay's uncanny valley, and gamers will always take note. "Nit-picking" has never gone out of style.

Jan 19, 2009

The Count | Top 5 Anticipated Original Games Of 2009

GamerNode - The "Top X Anticipated Games of 20XX" has become an annual requirement for just about everyone in videogame journalism nowadays; this article proves that I am apparently no different in that regard. To be at least somewhat unique, I've decided to split the typical top ten list into two parts this year: sequels and original titles. Moving on from the predictable list of sequels, here is my list of the most anticipated original IPs of the coming year:

Trine (PC, PSN)



Trine is a very interesting puzzle/platform game set in a beautiful 2.5D fantasy world. Players take control of three different characters to overcome obstacles and beat back an army of undead, often manifesting objects out of thin air to solve physics-based puzzles, or using a Bionic Commando -like grappling hook to swing across large chasms. The burly, hammer-wielding Warrior, the deadly accurate and agile Thief, and the platform-conjuring Wizard can be swapped out at any time, depending on the task at hand. Little else is known about Trine, but from what I've seen so far, it definitely looks like a keeper.

Prototype (PC, PS3, 360)



If the sole purpose of gaming was to make players feel empowered, then Prototype may very well be the most successful work of electronic entertainment of all time. In this game, Alex Mercer wakes up in a morgue, defying death from the outset. He has no memory of his past, but has been endowed with supernatural strength, speed, and agility, as well as the ability to absorb the skills, knowledge, memories, form, and appearance of the people he kills. From instantly learning how to maneuver a helicopter or tank, to unlocking the secrets of his and the virally infected New York City's history, consuming victims like this can prove to be very useful. Radical Entertainment claims that there will be over 750 unique superpower combinations in this sandbox of destruction. What's more, Mercer can easily pull off a T-1000 impression, impaling enemies with spikes or clubbing them to death with weapons made from his own "biomass." I want what he's got.

Alan Wake (PC, 360)



Alan Wake, the newest offering from Max Payne creators Remedy Entertainment, looks to redefine the way we look at videogame horror. Billed as an action thriller, this grisly game is the story of author Alan Wake, a novelist whose frightening fiction begins to creep off the pages and into his life. The funny thing is that most of the plot for his story came from his own dreams to begin with. Drawing influence from the Silent Hill and Max Payne series, Alan Wake is set in what the developers claim is a 38-square-mile portion of rural Washington, in a town that the titular protagonist comes to realize plays host to more than its fair share of paranormal and otherwise terrifying activiy. Themes of dreams, reality, light and darkness are prevalent here, as Alan's level of consciousness can be ambiguous, and even when he is awake, the various sources of light found throughout Bright Falls are his main sources of protection. That, and a .44 magnum.

Brutal Legend (PS3, 360)

Tim Schafer is one of the few videogame designers whose every thought somehow seems to transform into gaming gold, so it should come as no big surprise that his studio's first project since Psychonauts scores high on the "do want" list of many gamers. Jack Black will lend his voice and likeness to this comedic action/adventure game about a roadie who must raise an other-dimensional army to save humankind from eternal servitude...to demons. In an open world where everything is fashioned out of heavy metal (music, not steel), this Tenacious D -like character can be truly heroic, and with each subsequent mission, his hard-rocking warband grows stronger and larger. From what we know so far, Brutal Legend is set to be one of the most over-the-top absurd games out there, befitting both Schafer and Black -- and I wouldn't want it any other way.

Heavy Rain (PS3)



After Quantic Dream's last game, Indigo Prophecy, it's hard not to put Heavy Rain at the very top of my most anticipated games list. Billed as a game made for adults, this story-driven adventure aims to affect players on a mental and emotional level like no other. Heavy Rain is a malleable film noir thriller in which decisions players make will have serious repercussions in the game world, be those consequences immediate or long-term. Much of the gameplay will focus on this thoughtful interaction with the images on-screen, rather than dexterous controller manipulation. The heavy themes involved will play out via the game's already-stunning visuals and audio. For anyone seeking the next step in gaming, Heavy Rain may very well be the ticket.

'Twill be a good year:

There are a lot of really exciting new IPs on the way in 2009. This list just represents a small portion (arguably the most intriguing, so please do argue) of that bunch. Games like inFAMOUS, Dragon Age: Origins, Darksiders: Wrath of War, Alpha Protocol, Flock, and many others are very promising, too, making 2009 look like yet another great year to be a gamer.